From 3bd7952ffbbeec573b8e8fb61712e08233e5e21d Mon Sep 17 00:00:00 2001 From: KalevTait <107985691+KalevTait@users.noreply.github.com> Date: Fri, 8 Jul 2022 08:18:54 +0100 Subject: [PATCH] guns (#18237) --- code/modules/projectiles/gun.dm | 12 ++++---- code/modules/projectiles/guns/energy.dm | 6 ++-- .../guns/energy/kinetic_accelerator.dm | 4 +-- code/modules/projectiles/guns/energy/laser.dm | 18 +++++------ .../projectiles/guns/energy/nuclear.dm | 10 +++---- code/modules/projectiles/guns/energy/pulse.dm | 4 +-- .../projectiles/guns/energy/special.dm | 30 +++++++++---------- code/modules/projectiles/guns/energy/stun.dm | 8 ++--- .../projectiles/guns/energy/telegun.dm | 4 +-- .../projectiles/guns/grenade_launcher.dm | 2 +- code/modules/projectiles/guns/magic.dm | 4 +-- code/modules/projectiles/guns/magic/wand.dm | 2 +- code/modules/projectiles/guns/mounted.dm | 6 ++-- code/modules/projectiles/guns/projectile.dm | 2 +- .../projectiles/guns/projectile/automatic.dm | 14 ++++----- .../projectiles/guns/projectile/launchers.dm | 2 +- .../projectiles/guns/projectile/pistol.dm | 8 ++--- .../projectiles/guns/projectile/revolver.dm | 12 ++++---- .../projectiles/guns/projectile/saw.dm | 4 +-- .../projectiles/guns/projectile/sniper.dm | 4 +-- .../projectiles/guns/projectile/toy.dm | 20 ++++++------- code/modules/projectiles/guns/syringe_gun.dm | 6 ++-- .../projectiles/guns/throw/crossbow.dm | 2 +- .../projectiles/guns/throw/pielauncher.dm | 2 +- code/modules/projectiles/projectile.dm | 6 ++-- 25 files changed, 96 insertions(+), 96 deletions(-) diff --git a/code/modules/projectiles/gun.dm b/code/modules/projectiles/gun.dm index ffdbe489a29..4d27dec5122 100644 --- a/code/modules/projectiles/gun.dm +++ b/code/modules/projectiles/gun.dm @@ -13,18 +13,18 @@ throw_range = 5 force = 5 origin_tech = "combat=1" - needs_permit = 1 + needs_permit = TRUE attack_verb = list("struck", "hit", "bashed") var/fire_sound = "gunshot" var/magin_sound = 'sound/weapons/gun_interactions/smg_magin.ogg' var/magout_sound = 'sound/weapons/gun_interactions/smg_magout.ogg' var/fire_sound_text = "gunshot" //the fire sound that shows in chat messages: laser blast, gunshot, etc. - var/suppressed = 0 //whether or not a message is displayed when fired - var/can_suppress = 0 - var/can_unsuppress = 1 + var/suppressed = FALSE //whether or not a message is displayed when fired + var/can_suppress = FALSE + var/can_unsuppress = TRUE var/recoil = 0 //boom boom shake the room - var/clumsy_check = 1 + var/clumsy_check = TRUE var/obj/item/ammo_casing/chambered = null var/trigger_guard = TRIGGER_GUARD_NORMAL //trigger guard on the weapon, hulks can't fire them with their big meaty fingers var/sawn_desc = null //description change if weapon is sawn-off @@ -47,7 +47,7 @@ righthand_file = 'icons/mob/inhands/guns_righthand.dmi' var/obj/item/flashlight/gun_light = null - var/can_flashlight = 0 + var/can_flashlight = FALSE var/can_bayonet = FALSE //if a bayonet can be added or removed if it already has one. var/obj/item/kitchen/knife/bayonet diff --git a/code/modules/projectiles/guns/energy.dm b/code/modules/projectiles/guns/energy.dm index 28a1f199950..94e846e86ad 100644 --- a/code/modules/projectiles/guns/energy.dm +++ b/code/modules/projectiles/guns/energy.dm @@ -10,12 +10,12 @@ var/modifystate = 0 var/list/ammo_type = list(/obj/item/ammo_casing/energy) var/select = 1 //The state of the select fire switch. Determines from the ammo_type list what kind of shot is fired next. - var/can_charge = 1 + var/can_charge = TRUE var/charge_sections = 4 var/inhand_charge_sections = 4 ammo_x_offset = 2 - var/shaded_charge = 0 //if this gun uses a stateful charge bar for more detail - var/selfcharge = 0 + var/shaded_charge = FALSE //if this gun uses a stateful charge bar for more detail + var/selfcharge = FALSE var/charge_tick = 0 var/charge_delay = 4 /// Do you want the gun to fit into a turret, defaults to true, used for if a energy gun is too strong to be in a turret, or does not make sense to be in one. diff --git a/code/modules/projectiles/guns/energy/kinetic_accelerator.dm b/code/modules/projectiles/guns/energy/kinetic_accelerator.dm index fc19c2e12ed..ec3e0bd05f8 100644 --- a/code/modules/projectiles/guns/energy/kinetic_accelerator.dm +++ b/code/modules/projectiles/guns/energy/kinetic_accelerator.dm @@ -5,10 +5,10 @@ item_state = "kineticgun" ammo_type = list(/obj/item/ammo_casing/energy/kinetic) cell_type = /obj/item/stock_parts/cell/emproof - needs_permit = 0 + needs_permit = FALSE origin_tech = "combat=3;powerstorage=3;engineering=3" weapon_weight = WEAPON_LIGHT - can_flashlight = 1 + can_flashlight = TRUE flight_x_offset = 15 flight_y_offset = 9 var/overheat_time = 16 diff --git a/code/modules/projectiles/guns/energy/laser.dm b/code/modules/projectiles/guns/energy/laser.dm index d6eccdb6e96..723e56608e0 100644 --- a/code/modules/projectiles/guns/energy/laser.dm +++ b/code/modules/projectiles/guns/energy/laser.dm @@ -15,8 +15,8 @@ desc = "A modified version of the basic laser gun, this one fires less concentrated energy bolts designed for target practice." origin_tech = "combat=2;magnets=2" ammo_type = list(/obj/item/ammo_casing/energy/laser/practice) - clumsy_check = 0 - needs_permit = 0 + clumsy_check = FALSE + needs_permit = FALSE /obj/item/gun/energy/laser/retro name ="retro laser gun" @@ -32,7 +32,7 @@ force = 10 origin_tech = null ammo_x_offset = 3 - selfcharge = 1 + selfcharge = TRUE resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF /obj/item/gun/energy/laser/captain/detailed_examine() @@ -45,10 +45,10 @@ desc = "An industrial-grade heavy-duty laser rifle with a modified laser lense to scatter its shot into multiple smaller lasers. The inner-core can self-charge for theorically infinite use." origin_tech = "combat=5;materials=4;powerstorage=4" ammo_type = list(/obj/item/ammo_casing/energy/laser/scatter, /obj/item/ammo_casing/energy/laser) - shaded_charge = 0 + shaded_charge = FALSE /obj/item/gun/energy/laser/cyborg - can_charge = 0 + can_charge = FALSE desc = "An energy-based laser gun that draws power from the cyborg's internal energy cell directly. So this is what freedom looks like?" ammo_type = list(/obj/item/ammo_casing/energy/laser/cyborg) origin_tech = null @@ -121,7 +121,7 @@ item_state = "laser" ammo_type = list(/obj/item/ammo_casing/energy/immolator) origin_tech = "combat=4;magnets=4;powerstorage=3" - shaded_charge = 1 + shaded_charge = TRUE /obj/item/gun/energy/immolator/multi name = "multi lens immolator cannon" @@ -171,10 +171,10 @@ name = "laser tag gun" desc = "Standard issue weapon of the Imperial Guard" origin_tech = "combat=2;magnets=2" - clumsy_check = 0 - needs_permit = 0 + clumsy_check = FALSE + needs_permit = FALSE ammo_x_offset = 2 - selfcharge = 1 + selfcharge = TRUE /obj/item/gun/energy/laser/tag/blue icon_state = "bluetag" diff --git a/code/modules/projectiles/guns/energy/nuclear.dm b/code/modules/projectiles/guns/energy/nuclear.dm index bc3ecdc7da7..8ef30631949 100644 --- a/code/modules/projectiles/guns/energy/nuclear.dm +++ b/code/modules/projectiles/guns/energy/nuclear.dm @@ -6,7 +6,7 @@ ammo_type = list(/obj/item/ammo_casing/energy/disabler, /obj/item/ammo_casing/energy/laser) origin_tech = "combat=4;magnets=3" modifystate = 2 - can_flashlight = 1 + can_flashlight = TRUE flight_x_offset = 20 flight_y_offset = 10 shaded_charge = TRUE @@ -33,7 +33,7 @@ ammo_x_offset = 2 charge_sections = 3 inhand_charge_sections = 3 - can_flashlight = 0 // Can't attach or detach the flashlight, and override it's icon update + can_flashlight = FALSE // Can't attach or detach the flashlight, and override it's icon update actions_types = list(/datum/action/item_action/toggle_gunlight) shaded_charge = FALSE can_holster = TRUE // Pistol sized, so it should fit into a holster @@ -89,7 +89,7 @@ w_class = WEIGHT_CLASS_HUGE ammo_type = list(/obj/item/ammo_casing/energy/electrode, /obj/item/ammo_casing/energy/laser) weapon_weight = WEAPON_HEAVY - can_flashlight = 0 + can_flashlight = FALSE trigger_guard = TRIGGER_GUARD_NONE ammo_x_offset = 2 shaded_charge = FALSE @@ -102,10 +102,10 @@ origin_tech = "combat=4;magnets=4;powerstorage=4" var/fail_tick = 0 charge_delay = 5 - can_charge = 0 + can_charge = FALSE ammo_x_offset = 1 ammo_type = list(/obj/item/ammo_casing/energy/laser, /obj/item/ammo_casing/energy/disabler) - selfcharge = 1 + selfcharge = TRUE shaded_charge = FALSE /obj/item/gun/energy/gun/nuclear/detailed_examine() diff --git a/code/modules/projectiles/guns/energy/pulse.dm b/code/modules/projectiles/guns/energy/pulse.dm index 6027db3f97c..41e944159db 100644 --- a/code/modules/projectiles/guns/energy/pulse.dm +++ b/code/modules/projectiles/guns/energy/pulse.dm @@ -29,7 +29,7 @@ icon_state = "pulse_carbine" item_state = null cell_type = /obj/item/stock_parts/cell/pulse/carbine - can_flashlight = 1 + can_flashlight = TRUE flight_x_offset = 18 flight_y_offset = 12 @@ -74,6 +74,6 @@ w_class = WEIGHT_CLASS_HUGE ammo_type = list(/obj/item/ammo_casing/energy/electrode, /obj/item/ammo_casing/energy/laser/pulse) weapon_weight = WEAPON_MEDIUM - can_flashlight = 0 + can_flashlight = FALSE trigger_guard = TRIGGER_GUARD_NONE ammo_x_offset = 2 diff --git a/code/modules/projectiles/guns/energy/special.dm b/code/modules/projectiles/guns/energy/special.dm index a45ce0c3bc7..b15dadd7e27 100644 --- a/code/modules/projectiles/guns/energy/special.dm +++ b/code/modules/projectiles/guns/energy/special.dm @@ -60,7 +60,7 @@ origin_tech = "materials=2;biotech=4" modifystate = 1 ammo_x_offset = 1 - selfcharge = 1 + selfcharge = TRUE can_holster = TRUE // Meteor Gun // @@ -74,8 +74,8 @@ w_class = WEIGHT_CLASS_BULKY ammo_type = list(/obj/item/ammo_casing/energy/meteor) cell_type = /obj/item/stock_parts/cell/potato - clumsy_check = 0 //Admin spawn only, might as well let clowns use it. - selfcharge = 1 + clumsy_check = FALSE //Admin spawn only, might as well let clowns use it. + selfcharge = TRUE /obj/item/gun/energy/meteorgun/pen name = "meteor pen" @@ -105,14 +105,14 @@ w_class = WEIGHT_CLASS_SMALL materials = list(MAT_METAL=2000) origin_tech = "combat=4;magnets=4;syndicate=5" - suppressed = 1 + suppressed = TRUE ammo_type = list(/obj/item/ammo_casing/energy/bolt) weapon_weight = WEAPON_LIGHT unique_rename = FALSE overheat_time = 20 holds_charge = TRUE unique_frequency = TRUE - can_flashlight = 0 + can_flashlight = FALSE max_mod_capacity = 0 empty_state = "crossbow_empty" can_holster = TRUE @@ -132,7 +132,7 @@ w_class = WEIGHT_CLASS_NORMAL materials = list(MAT_METAL=4000) origin_tech = "combat=4;magnets=4;syndicate=2" - suppressed = 0 + suppressed = FALSE ammo_type = list(/obj/item/ammo_casing/energy/bolt/large) empty_state = "crossbowlarge_empty" @@ -165,8 +165,8 @@ flags = CONDUCT attack_verb = list("attacked", "slashed", "cut", "sliced") force = 12 - sharp = 1 - can_charge = 0 + sharp = TRUE + can_charge = FALSE can_holster = TRUE /obj/item/gun/energy/plasmacutter/attackby(obj/item/A, mob/user) @@ -260,7 +260,7 @@ icon = 'icons/obj/guns/projectile.dmi' cell_type = /obj/item/stock_parts/cell/secborg ammo_type = list(/obj/item/ammo_casing/energy/c3dbullet) - can_charge = 0 + can_charge = FALSE /obj/item/gun/energy/printer/update_icon() return @@ -299,8 +299,8 @@ desc = "Clown Planet's finest." icon_state = "disabler" ammo_type = list(/obj/item/ammo_casing/energy/clown) - clumsy_check = 0 - selfcharge = 1 + clumsy_check = FALSE + selfcharge = TRUE ammo_x_offset = 3 can_holster = TRUE // you'll never see it coming @@ -313,7 +313,7 @@ w_class = WEIGHT_CLASS_NORMAL origin_tech = "combat=4;magnets=4;powerstorage=3" ammo_type = list(/obj/item/ammo_casing/energy/weak_plasma, /obj/item/ammo_casing/energy/charged_plasma) - shaded_charge = 1 + shaded_charge = TRUE can_holster = TRUE atom_say_verb = "beeps" bubble_icon = "swarmer" @@ -573,7 +573,7 @@ origin_tech = "combat=4;materials=4;powerstorage=3;magnets=2" ammo_type = list(/obj/item/ammo_casing/energy/temp) - selfcharge = 1 + selfcharge = TRUE var/powercost = "" var/powercostcolor = "" @@ -746,8 +746,8 @@ desc = "A self-defense weapon that exhausts organic targets, weakening them until they collapse. Why does this one have teeth?" icon_state = "disabler" ammo_type = list(/obj/item/ammo_casing/energy/mimic) - clumsy_check = 0 //Admin spawn only, might as well let clowns use it. - selfcharge = 1 + clumsy_check = FALSE //Admin spawn only, might as well let clowns use it. + selfcharge = TRUE ammo_x_offset = 3 var/mimic_type = /obj/item/gun/projectile/automatic/pistol //Setting this to the mimicgun type does exactly what you think it will. can_holster = TRUE diff --git a/code/modules/projectiles/guns/energy/stun.dm b/code/modules/projectiles/guns/energy/stun.dm index 555781b34aa..4574adffe8f 100644 --- a/code/modules/projectiles/guns/energy/stun.dm +++ b/code/modules/projectiles/guns/energy/stun.dm @@ -15,7 +15,7 @@ item_state = "gun" origin_tech = "combat=4;materials=4;powerstorage=4" ammo_type = list(/obj/item/ammo_casing/energy/shock_revolver) - can_flashlight = 0 + can_flashlight = FALSE shaded_charge = FALSE can_holster = TRUE @@ -38,8 +38,8 @@ /obj/item/gun/energy/gun/advtaser/cyborg name = "cyborg taser" desc = "An integrated hybrid taser that draws directly from a cyborg's power cell. The weapon contains a limiter to prevent the cyborg's power cell from overheating." - can_flashlight = 0 - can_charge = 0 + can_flashlight = FALSE + can_charge = FALSE /obj/item/gun/energy/gun/advtaser/cyborg/newshot() ..() @@ -62,7 +62,7 @@ name = "cyborg disabler" desc = "An integrated disabler that draws from a cyborg's power cell. This weapon contains a limiter to prevent the cyborg's power cell from overheating." ammo_type = list(/obj/item/ammo_casing/energy/disabler/cyborg) - can_charge = 0 + can_charge = FALSE /obj/item/gun/energy/disabler/cyborg/newshot() ..() diff --git a/code/modules/projectiles/guns/energy/telegun.dm b/code/modules/projectiles/guns/energy/telegun.dm index 705254adef4..17b1aca227b 100644 --- a/code/modules/projectiles/guns/energy/telegun.dm +++ b/code/modules/projectiles/guns/energy/telegun.dm @@ -7,7 +7,7 @@ item_state = "ionrifle" origin_tech = "combat=6;materials=7;powerstorage=5;bluespace=5;syndicate=4" ammo_type = list(/obj/item/ammo_casing/energy/teleport) - shaded_charge = 1 + shaded_charge = TRUE var/teleport_target = null /obj/item/gun/energy/telegun/Destroy() @@ -24,7 +24,7 @@ continue if(!is_teleport_allowed(T.z)) continue - if(R.syndicate == 1) + if(R.syndicate) continue var/tmpname = T.loc.name if(areaindex[tmpname]) diff --git a/code/modules/projectiles/guns/grenade_launcher.dm b/code/modules/projectiles/guns/grenade_launcher.dm index 1b88098ed15..a2c4e3bd46d 100644 --- a/code/modules/projectiles/guns/grenade_launcher.dm +++ b/code/modules/projectiles/guns/grenade_launcher.dm @@ -50,7 +50,7 @@ F.throw_at(target, 30, 2, user) message_admins("[key_name_admin(user)] fired a grenade ([F.name]) from a grenade launcher ([name]).") log_game("[key_name(user)] fired a grenade ([F.name]) from a grenade launcher ([name]).") - F.active = 1 + F.active = TRUE F.icon_state = initial(icon_state) + "_active" playsound(user.loc, 'sound/weapons/armbomb.ogg', 75, 1, -3) spawn(15) diff --git a/code/modules/projectiles/guns/magic.dm b/code/modules/projectiles/guns/magic.dm index b03bd121615..330dd8864ec 100644 --- a/code/modules/projectiles/guns/magic.dm +++ b/code/modules/projectiles/guns/magic.dm @@ -12,11 +12,11 @@ var/charges = 0 var/recharge_rate = 4 var/charge_tick = 0 - var/can_charge = 1 + var/can_charge = TRUE var/ammo_type var/no_den_usage origin_tech = null - clumsy_check = 0 + clumsy_check = FALSE trigger_guard = TRIGGER_GUARD_ALLOW_ALL // Has no trigger at all, uses magic instead can_holster = FALSE // Nothing here is a gun, and therefore shouldn't really fit into a holster diff --git a/code/modules/projectiles/guns/magic/wand.dm b/code/modules/projectiles/guns/magic/wand.dm index 408c86a2d3f..3fa985e1b0d 100644 --- a/code/modules/projectiles/guns/magic/wand.dm +++ b/code/modules/projectiles/guns/magic/wand.dm @@ -6,7 +6,7 @@ item_state = "wand" belt_icon = "wand_nothing" w_class = WEIGHT_CLASS_SMALL - can_charge = 0 + can_charge = FALSE max_charges = 100 //100, 50, 50, 34 (max charge distribution by 25%ths) var/variable_charges = 1 diff --git a/code/modules/projectiles/guns/mounted.dm b/code/modules/projectiles/guns/mounted.dm index 162cc541fd2..8c7b9103549 100644 --- a/code/modules/projectiles/guns/mounted.dm +++ b/code/modules/projectiles/guns/mounted.dm @@ -5,8 +5,8 @@ icon_state = "taser" item_state = "armcannonstun4" force = 5 - selfcharge = 1 - can_flashlight = 0 + selfcharge = TRUE + can_flashlight = FALSE trigger_guard = TRIGGER_GUARD_ALLOW_ALL // Has no trigger at all, uses neural signals instead /obj/item/gun/energy/laser/mounted @@ -16,5 +16,5 @@ icon_state = "laser" item_state = "armcannonlase" force = 5 - selfcharge = 1 + selfcharge = TRUE trigger_guard = TRIGGER_GUARD_ALLOW_ALL diff --git a/code/modules/projectiles/guns/projectile.dm b/code/modules/projectiles/guns/projectile.dm index 60430725d77..7c0dc177b84 100644 --- a/code/modules/projectiles/guns/projectile.dm +++ b/code/modules/projectiles/guns/projectile.dm @@ -129,7 +129,7 @@ user.put_in_hands(suppressed) fire_sound = S.oldsound w_class = S.initial_w_class - suppressed = 0 + suppressed = FALSE update_icon() return ..() diff --git a/code/modules/projectiles/guns/projectile/automatic.dm b/code/modules/projectiles/guns/projectile/automatic.dm index fdc08a0543a..9c763b65ead 100644 --- a/code/modules/projectiles/guns/projectile/automatic.dm +++ b/code/modules/projectiles/guns/projectile/automatic.dm @@ -3,7 +3,7 @@ var/alarmed = 0 var/select = 1 can_tactical = TRUE - can_suppress = 1 + can_suppress = TRUE burst_size = 3 fire_delay = 2 actions_types = list(/datum/action/item_action/toggle_firemode) @@ -123,7 +123,7 @@ magin_sound = 'sound/weapons/gun_interactions/batrifle_magin.ogg' magout_sound = 'sound/weapons/gun_interactions/batrifle_magout.ogg' fire_delay = 2 - can_suppress = 0 + can_suppress = FALSE burst_size = 1 actions_types = list() can_bayonet = TRUE @@ -156,7 +156,7 @@ fire_sound = 'sound/weapons/gunshots/gunshot_rifle.ogg' magin_sound = 'sound/weapons/gun_interactions/batrifle_magin.ogg' magout_sound = 'sound/weapons/gun_interactions/batrifle_magout.ogg' - can_suppress = 0 + can_suppress = FALSE var/obj/item/gun/projectile/revolver/grenadelauncher/underbarrel burst_size = 3 fire_delay = 2 @@ -229,7 +229,7 @@ origin_tech = "combat=5;materials=1;syndicate=3" mag_type = /obj/item/ammo_box/magazine/tommygunm45 fire_sound = 'sound/weapons/gunshots/gunshot_smg.ogg' - can_suppress = 0 + can_suppress = FALSE burst_size = 4 fire_delay = 1 @@ -245,7 +245,7 @@ fire_sound = 'sound/weapons/gunshots/gunshot_mg.ogg' magin_sound = 'sound/weapons/gun_interactions/batrifle_magin.ogg' magout_sound = 'sound/weapons/gun_interactions/batrifle_magout.ogg' - can_suppress = 0 + can_suppress = FALSE burst_size = 3 fire_delay = 1 @@ -261,7 +261,7 @@ fire_sound = 'sound/weapons/gunshots/gunshot_shotgun.ogg' magin_sound = 'sound/weapons/gun_interactions/batrifle_magin.ogg' magout_sound = 'sound/weapons/gun_interactions/batrifle_magout.ogg' - can_suppress = 0 + can_suppress = FALSE burst_size = 1 fire_delay = 0 actions_types = list() @@ -311,7 +311,7 @@ fire_sound = 'sound/weapons/gunshots/gunshot_lascarbine.ogg' magin_sound = 'sound/weapons/gun_interactions/batrifle_magin.ogg' magout_sound = 'sound/weapons/gun_interactions/batrifle_magout.ogg' - can_suppress = 0 + can_suppress = FALSE burst_size = 2 /obj/item/gun/projectile/automatic/lasercarbine/update_icon() diff --git a/code/modules/projectiles/guns/projectile/launchers.dm b/code/modules/projectiles/guns/projectile/launchers.dm index 0b560228421..8f04c5c58fd 100644 --- a/code/modules/projectiles/guns/projectile/launchers.dm +++ b/code/modules/projectiles/guns/projectile/launchers.dm @@ -61,7 +61,7 @@ slot_flags = SLOT_BACK origin_tech = "combat=4;engineering=4" force = 10 - can_suppress = 0 + can_suppress = FALSE mag_type = /obj/item/ammo_box/magazine/internal/speargun fire_sound = 'sound/weapons/grenadelaunch.ogg' burst_size = 1 diff --git a/code/modules/projectiles/guns/projectile/pistol.dm b/code/modules/projectiles/guns/projectile/pistol.dm index f98a3dc0dd8..5c1f15677bb 100644 --- a/code/modules/projectiles/guns/projectile/pistol.dm +++ b/code/modules/projectiles/guns/projectile/pistol.dm @@ -10,7 +10,7 @@ fire_sound = 'sound/weapons/gunshots/gunshot_pistol.ogg' magin_sound = 'sound/weapons/gun_interactions/pistol_magin.ogg' magout_sound = 'sound/weapons/gun_interactions/pistol_magout.ogg' - can_suppress = 1 + can_suppress = TRUE burst_size = 1 fire_delay = 0 actions_types = list() @@ -27,7 +27,7 @@ icon_state = "m1911" w_class = WEIGHT_CLASS_NORMAL mag_type = /obj/item/ammo_box/magazine/m45 - can_suppress = 0 + can_suppress = FALSE //Enforcer// /obj/item/gun/projectile/automatic/pistol/enforcer @@ -86,7 +86,7 @@ fire_sound = 'sound/weapons/gunshots/gunshot_pistolH.ogg' magin_sound = 'sound/weapons/gun_interactions/hpistol_magin.ogg' magout_sound = 'sound/weapons/gun_interactions/hpistol_magout.ogg' - can_suppress = 0 + can_suppress = FALSE /obj/item/gun/projectile/automatic/pistol/deagle/gold desc = "A gold plated Desert Eagle folded over a million times by superior martian gunsmiths. Uses .50 AE ammo." @@ -106,7 +106,7 @@ w_class = WEIGHT_CLASS_NORMAL origin_tech = "combat=3;materials=2;syndicate=3" mag_type = /obj/item/ammo_box/magazine/apsm9mm - can_suppress = 0 + can_suppress = FALSE burst_size = 3 fire_delay = 2 actions_types = list(/datum/action/item_action/toggle_firemode) diff --git a/code/modules/projectiles/guns/projectile/revolver.dm b/code/modules/projectiles/guns/projectile/revolver.dm index 8e0117ab360..cd7f3b9e5f6 100644 --- a/code/modules/projectiles/guns/projectile/revolver.dm +++ b/code/modules/projectiles/guns/projectile/revolver.dm @@ -103,8 +103,8 @@ righthand_file = null can_holster = FALSE // Get your fingers out of there! trigger_guard = TRIGGER_GUARD_ALLOW_ALL - clumsy_check = 0 //Stole your uplink! Honk! - needs_permit = 0 //go away beepsky + clumsy_check = FALSE //Stole your uplink! Honk! + needs_permit = FALSE //go away beepsky /obj/item/gun/projectile/revolver/fingergun/fake desc = "Pew pew pew!" @@ -150,7 +150,7 @@ desc = "An old model of revolver that originated in Russia. Able to be suppressed. Uses 7.62x38mmR ammo." icon_state = "nagant" origin_tech = "combat=3" - can_suppress = 1 + can_suppress = TRUE mag_type = /obj/item/ammo_box/magazine/internal/cylinder/rev762 // A gun to play Russian Roulette! @@ -395,15 +395,15 @@ sawn_state = SAWN_OFF w_class = WEIGHT_CLASS_SMALL force = 10 - can_unsuppress = 0 + can_unsuppress = FALSE slot_flags = null origin_tech = "" // NO GIVAWAYS mag_type = /obj/item/ammo_box/magazine/internal/shot/improvised/cane sawn_desc = "I'm sorry, but why did you saw your cane in the first place?" attack_verb = list("bludgeoned", "whacked", "disciplined", "thrashed") fire_sound = 'sound/weapons/gunshots/gunshot_silenced.ogg' - suppressed = 1 - needs_permit = 0 //its just a cane beepsky..... + suppressed = TRUE + needs_permit = FALSE //its just a cane beepsky..... /obj/item/gun/projectile/revolver/doublebarrel/improvised/cane/is_crutch() return 1 diff --git a/code/modules/projectiles/guns/projectile/saw.dm b/code/modules/projectiles/guns/projectile/saw.dm index f2e3a41b6b1..37d173e09a1 100644 --- a/code/modules/projectiles/guns/projectile/saw.dm +++ b/code/modules/projectiles/guns/projectile/saw.dm @@ -11,8 +11,8 @@ fire_sound = 'sound/weapons/gunshots/gunshot_mg.ogg' magin_sound = 'sound/weapons/gun_interactions/lmg_magin.ogg' magout_sound = 'sound/weapons/gun_interactions/lmg_magout.ogg' - var/cover_open = 0 - can_suppress = 0 + var/cover_open = FALSE + can_suppress = FALSE burst_size = 3 fire_delay = 1 diff --git a/code/modules/projectiles/guns/projectile/sniper.dm b/code/modules/projectiles/guns/projectile/sniper.dm index 95f1b03574c..26ad0dab6fa 100644 --- a/code/modules/projectiles/guns/projectile/sniper.dm +++ b/code/modules/projectiles/guns/projectile/sniper.dm @@ -12,8 +12,8 @@ fire_delay = 40 burst_size = 1 origin_tech = "combat=7" - can_unsuppress = 1 - can_suppress = 1 + can_unsuppress = TRUE + can_suppress = TRUE w_class = WEIGHT_CLASS_NORMAL zoomable = TRUE zoom_amt = 7 //Long range, enough to see in front of you, but no tiles behind you. diff --git a/code/modules/projectiles/guns/projectile/toy.dm b/code/modules/projectiles/guns/projectile/toy.dm index 890a1beaf65..4fe035d9a66 100644 --- a/code/modules/projectiles/guns/projectile/toy.dm +++ b/code/modules/projectiles/guns/projectile/toy.dm @@ -9,9 +9,9 @@ force = 0 throwforce = 0 burst_size = 3 - can_suppress = 0 - clumsy_check = 0 - needs_permit = 0 + can_suppress = FALSE + clumsy_check = FALSE + needs_permit = FALSE /obj/item/gun/projectile/automatic/toy/process_chamber(eject_casing = 0, empty_chamber = 1) ..() @@ -24,7 +24,7 @@ w_class = WEIGHT_CLASS_SMALL mag_type = /obj/item/ammo_box/magazine/toy/pistol fire_sound = 'sound/weapons/gunshots/gunshot.ogg' - can_suppress = 0 + can_suppress = FALSE burst_size = 1 fire_delay = 0 can_holster = TRUE @@ -74,8 +74,8 @@ throwforce = 0 origin_tech = null mag_type = /obj/item/ammo_box/magazine/internal/shot/toy - clumsy_check = 0 - needs_permit = 0 + clumsy_check = FALSE + needs_permit = FALSE /obj/item/gun/projectile/shotgun/toy/process_chamber() ..() @@ -100,8 +100,8 @@ name = "donksoft SMG" desc = "A bullpup two-round burst toy SMG, designated 'C-20r'. Ages 8 and up." icon = 'icons/obj/guns/toy.dmi' - can_suppress = 0 - needs_permit = 0 + can_suppress = FALSE + needs_permit = FALSE mag_type = /obj/item/ammo_box/magazine/toy/smgm45 /obj/item/gun/projectile/automatic/c20r/toy/riot @@ -114,8 +114,8 @@ name = "donksoft LMG" desc = "A heavily modified toy light machine gun, designated 'L6 SAW'. Ages 8 and up." icon = 'icons/obj/guns/toy.dmi' - can_suppress = 0 - needs_permit = 0 + can_suppress = FALSE + needs_permit = FALSE mag_type = /obj/item/ammo_box/magazine/toy/m762 /obj/item/gun/projectile/automatic/l6_saw/toy/riot diff --git a/code/modules/projectiles/guns/syringe_gun.dm b/code/modules/projectiles/guns/syringe_gun.dm index 19e5bfc5852..c48b58528cc 100644 --- a/code/modules/projectiles/guns/syringe_gun.dm +++ b/code/modules/projectiles/guns/syringe_gun.dm @@ -9,7 +9,7 @@ throw_range = 7 force = 4 materials = list(MAT_METAL=2000) - clumsy_check = 0 + clumsy_check = FALSE fire_sound = 'sound/items/syringeproj.ogg' var/list/syringes = list() var/max_syringes = 1 @@ -93,8 +93,8 @@ w_class = WEIGHT_CLASS_SMALL origin_tech = "combat=2;syndicate=2;biotech=3" force = 2 //Also very weak because it's smaller - suppressed = 1 //Softer fire sound - can_unsuppress = 0 //Permanently silenced + suppressed = TRUE //Softer fire sound + can_unsuppress = FALSE //Permanently silenced // Not quite a syringe gun, but also not completely unlike one either. // Uses an internal reservoir instead of separately filled syringes, and can unload them diff --git a/code/modules/projectiles/guns/throw/crossbow.dm b/code/modules/projectiles/guns/throw/crossbow.dm index 7613c335141..156c5b60625 100644 --- a/code/modules/projectiles/guns/throw/crossbow.dm +++ b/code/modules/projectiles/guns/throw/crossbow.dm @@ -161,7 +161,7 @@ item_state = "bolt" throwforce = 20 w_class = WEIGHT_CLASS_NORMAL - sharp = 1 + sharp = TRUE /obj/item/arrow/proc/removed() //Helper for metal rods falling apart. return diff --git a/code/modules/projectiles/guns/throw/pielauncher.dm b/code/modules/projectiles/guns/throw/pielauncher.dm index 69dcc166aae..6df067f45d6 100644 --- a/code/modules/projectiles/guns/throw/pielauncher.dm +++ b/code/modules/projectiles/guns/throw/pielauncher.dm @@ -7,7 +7,7 @@ throw_range = 3 force = 5 - clumsy_check = 0 + clumsy_check = FALSE valid_projectile_type = /obj/item/reagent_containers/food/snacks/pie max_capacity = 5 projectile_speed = 2 diff --git a/code/modules/projectiles/projectile.dm b/code/modules/projectiles/projectile.dm index 2840b3c9412..398db8ba83f 100644 --- a/code/modules/projectiles/projectile.dm +++ b/code/modules/projectiles/projectile.dm @@ -2,9 +2,9 @@ name = "projectile" icon = 'icons/obj/projectiles.dmi' icon_state = "bullet" - density = 0 + density = FALSE resistance_flags = LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF - anchored = 1 //There's a reason this is here, Mport. God fucking damn it -Agouri. Find&Fix by Pete. The reason this is here is to stop the curving of emitter shots. + anchored = TRUE //There's a reason this is here, Mport. God fucking damn it -Agouri. Find&Fix by Pete. The reason this is here is to stop the curving of emitter shots. flags = ABSTRACT pass_flags = PASSTABLE mouse_opacity = MOUSE_OPACITY_TRANSPARENT @@ -14,7 +14,7 @@ var/mob/firer = null//Who shot it var/atom/firer_source_atom = null //the gun or object this came from var/obj/item/ammo_casing/ammo_casing = null - var/suppressed = 0 //Attack message + var/suppressed = FALSE //Attack message var/yo = null var/xo = null var/current = null