mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-17 10:03:50 +01:00
Fixes for package wrap, added proper buttons and hotkeys to the gun system, fixed PDA manifest.
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@@ -190,42 +190,43 @@
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afterattack(atom/A as mob|obj|turf|area, mob/living/user as mob|obj, flag, params)
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if(flag) return //we're placing gun on a table or in backpack
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if(istype(target, /obj/machinery/recharger) && istype(src, /obj/item/weapon/gun/energy)) return//Shouldnt flag take care of this?
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PreFire(A,user,params)
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if(user && user.gun_mode)
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PreFire(A,user,params)
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else
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Fire(A,user,params)
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//Compute how to fire.....
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proc/PreFire(atom/A as mob|obj|turf|area, mob/living/user as mob|obj, params)
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if(usr.a_intent in list("help","grab","disarm"))
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//GraphicTrace(usr.x,usr.y,A.x,A.y,usr.z)
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if(lock_time > world.time - 2) return
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if(!ismob(A))
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//GraphicTrace(usr.x,usr.y,A.x,A.y,usr.z)
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if(lock_time > world.time - 2) return
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if(!ismob(A))
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// var/mob/M = locate() in range(0,A)
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// if(M && !ismob(A))
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// if(M.type == /mob)
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// return FindTarget(M,user,params)
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var/mob/M = GunTrace(usr.x,usr.y,A.x,A.y,usr.z,usr)
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if(M && ismob(M) && !target)
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Aim(M)
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return
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if(ismob(A) && target != A)
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Aim(A)
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else if(lock_time < world.time + 10)
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Fire(A,user,params)
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else if(!target)
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Fire(A,user,params)
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var/mob/M = GunTrace(usr.x,usr.y,A.x,A.y,usr.z,usr)
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if(M && ismob(M) && !target && !M.client.admin_invis)
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Aim(M)
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return
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if(ismob(A) && target != A)
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Aim(A)
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else if(lock_time < world.time + 10)
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Fire(A,user,params)
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else if(!target)
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Fire(A,user,params)
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//else
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//var/item/gun/G = usr.OHand
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//if(!G)
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//Fire(A,0)
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//else if(istype(G))
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//G.Fire(A,3)
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//Fire(A,2)
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//else
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//var/item/gun/G = usr.OHand
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//if(!G)
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//Fire(A,0)
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//else if(istype(G))
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//G.Fire(A,3)
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//Fire(A,2)
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//else
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//Fire(A)
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var/dir_to_fire = sd_get_approx_dir(usr,A)
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if(dir_to_fire != usr.dir)
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usr.dir = dir_to_fire
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else
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Fire(A, user)
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//Fire(A)
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var/dir_to_fire = sd_get_approx_dir(usr,A)
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if(dir_to_fire != usr.dir)
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usr.dir = dir_to_fire
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//Yay, math!
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@@ -372,6 +373,7 @@ mob/var
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target_can_move = 0
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target_can_run = 0
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target_can_click = 0
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gun_mode = 0
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mob/Move()
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. = ..()
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for(var/obj/item/weapon/gun/G in targeted_by)
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@@ -438,4 +440,16 @@ mob/verb
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if(!target_can_click)
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G.target << "Your character may now <b>use items</b> at the discretion of their targeter."
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else
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G.target << "\red <b>Your character will now be shot if they use items.</b>"
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G.target << "\red <b>Your character will now be shot if they use items.</b>"
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ToggleGunMode()
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set hidden = 1
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spawn(1) gun_mode = !gun_mode
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if(!gun_mode)
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// winset(usr,"default.target_can_click","is-flat=true;border=sunken")
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usr << "You will now take people captive."
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else
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// winset(usr,"default.target_can_click","is-flat=false;border=none")
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usr << "You will now shoot where you target."
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if(usr.gun_setting_icon)
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usr.gun_setting_icon.dir = (usr.gun_setting_icon.dir%2)+1
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