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https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-28 14:37:04 +01:00
WIP: Porting gun auto-targetting + suicide
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@@ -485,9 +485,11 @@
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mymob.zone_sel.overlays = null
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mymob.zone_sel.overlays += image('icons/mob/zone_sel.dmi', "[mymob.zone_sel.selecting]")
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mymob.gun_setting_icon = new /obj/screen/gun/mode(null)
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mymob.client.screen = null
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mymob.client.screen += list( mymob.throw_icon, mymob.zone_sel, mymob.oxygen, mymob.pressure, mymob.toxin, mymob.bodytemp, mymob.internals, mymob.fire, mymob.healths, mymob.nutrition_icon, mymob.pullin, mymob.blind, mymob.flash, mymob.damageoverlay) //, mymob.hands, mymob.rest, mymob.sleep) //, mymob.mach )
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mymob.client.screen += list( mymob.throw_icon, mymob.zone_sel, mymob.oxygen, mymob.pressure, mymob.toxin, mymob.bodytemp, mymob.internals, mymob.fire, mymob.healths, mymob.nutrition_icon, mymob.pullin, mymob.blind, mymob.flash, mymob.damageoverlay, mymob.gun_setting_icon) //, mymob.hands, mymob.rest, mymob.sleep) //, mymob.mach )
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mymob.client.screen += src.adding + src.hotkeybuttons
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inventory_shown = 0;
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@@ -64,6 +64,7 @@ There are several things that need to be remembered:
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update_body() //Handles updating your mob's icon to reflect their gender/race/complexion etc
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update_hair() //Handles updating your hair overlay (used to be update_face, but mouth and
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...eyes were merged into update_body)
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update_targeted() // Updates the target overlay when someone points a gun at you
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> All of these procs update our overlays_lying and overlays_standing, and then call update_icons() by default.
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If you wish to update several overlays at once, you can set the argument to 0 to disable the update and call
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@@ -117,7 +118,8 @@ Please contact me on #coderbus IRC. ~Carn x
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#define L_HAND_LAYER 19
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#define R_HAND_LAYER 20
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#define TAIL_LAYER 21 //bs12 specific. this hack is probably gonna come back to haunt me
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#define TOTAL_LAYERS 21
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#define TARGETED_LAYER 22 //BS12: Layer for the target overlay from weapon targeting system
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#define TOTAL_LAYERS 22
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//////////////////////////////////
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/mob/living/carbon/human
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@@ -441,6 +443,30 @@ proc/get_damage_icon_part(damage_state, body_part)
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update_hair(0)
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if(update_icons) update_icons()
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/mob/living/carbon/human/proc/update_targeted(var/update_icons=1)
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// If someone's targeting you
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if (targeted_by.len)
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//If the target is already there and finished locking (after two seconds), put in locked state and be done
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if (overlays_standing[TARGETED_LAYER])
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var/target_locked = image("icon" = 'icons/effects/Targeted.dmi', "icon_state" = "locked")
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overlays_lying[TARGETED_LAYER] = target_locked
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overlays_standing[TARGETED_LAYER] = target_locked
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return
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var/target_locking = new/image("icon" = 'icons/effects/Targeted.dmi', "icon_state" = "locking")
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//Put in our overlay, since it isn't already there
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overlays_lying[TARGETED_LAYER] = target_locking
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overlays_standing[TARGETED_LAYER] = target_locking
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else
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overlays_lying[TARGETED_LAYER] = null
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overlays_standing[TARGETED_LAYER] = null
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if(update_icons) update_icons()
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/* --------------------------------------- */
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//For legacy support.
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/mob/living/carbon/human/regenerate_icons()
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@@ -220,9 +220,11 @@
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mymob.zone_sel.overlays = null
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mymob.zone_sel.overlays += image('icons/mob/zone_sel.dmi', "[mymob.zone_sel.selecting]")
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mymob.gun_setting_icon = new /obj/screen/gun/mode(null)
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mymob.client.screen = null
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mymob.client.screen += list( mymob.throw_icon, mymob.zone_sel, mymob.oxygen, mymob.pressure, mymob.toxin, mymob.bodytemp, mymob.internals, mymob.fire, mymob.healths, mymob.pullin, mymob.blind, mymob.flash) //, mymob.hands, mymob.rest, mymob.sleep, mymob.mach )
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mymob.client.screen += list( mymob.throw_icon, mymob.zone_sel, mymob.oxygen, mymob.pressure, mymob.toxin, mymob.bodytemp, mymob.internals, mymob.fire, mymob.healths, mymob.pullin, mymob.blind, mymob.flash, mymob.gun_setting_icon) //, mymob.hands, mymob.rest, mymob.sleep, mymob.mach )
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mymob.client.screen += src.adding + src.other
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return
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@@ -143,9 +143,11 @@
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mymob.zone_sel.overlays = null
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mymob.zone_sel.overlays += image('icons/mob/zone_sel.dmi', "[mymob.zone_sel.selecting]")
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mymob.gun_setting_icon = new /obj/screen/gun/mode(null)
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mymob.client.screen = null
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mymob.client.screen += list( mymob.throw_icon, mymob.zone_sel, mymob.oxygen, mymob.fire, mymob.hands, mymob.healths, mymob:cells, mymob.pullin, mymob.blind, mymob.flash) //, mymob.rest, mymob.sleep, mymob.mach )
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mymob.client.screen += list( mymob.throw_icon, mymob.zone_sel, mymob.oxygen, mymob.fire, mymob.hands, mymob.healths, mymob:cells, mymob.pullin, mymob.blind, mymob.flash, mymob.gun_setting_icon) //, mymob.rest, mymob.sleep, mymob.mach )
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mymob.client.screen += src.adding + src.other
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return
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@@ -28,6 +28,13 @@
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var/obj/screen/pressure = null
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var/obj/screen/damageoverlay = null
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var/obj/screen/pain = null
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var/obj/screen/gun/item/item_use_icon = null
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var/obj/screen/gun/move/gun_move_icon = null
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var/obj/screen/gun/run/gun_run_icon = null
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var/obj/screen/gun/mode/gun_setting_icon = null
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// var/total_luminosity = 0 //This controls luminosity for mobs, when you pick up lights and such this is edited. If you want the mob to use lights it must update its lum in its life proc or such. Note clamp this value around 7 or such to prevent massive light lag.
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// var/last_luminosity = 0
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/*A bunch of this stuff really needs to go under their own defines instead of being globally attached to mob.
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A variable should only be globally attached to turfs/objects/whatever, when it is in fact needed as such.
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@@ -5,6 +5,7 @@
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unacidable = 1
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var/id = 0.0
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var/obj/master
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var/gun_click_time = -100 //I'm lazy.
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/obj/screen/inventory
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var/slot_id
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@@ -64,6 +65,33 @@
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var/selecting = "chest"
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screen_loc = ui_zonesel
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/obj/screen/gun
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name = "gun"
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icon = 'screen1.dmi'
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master = null
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dir = 2
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move
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name = "Allow Walking"
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icon_state = "no_walk"
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screen_loc = ui_gun2
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run
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name = "Allow Running"
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icon_state = "no_run"
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screen_loc = ui_gun3
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item
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name = "Allow Item Use"
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icon_state = "no_item"
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screen_loc = ui_gun1
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mode
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name = "Toggle Gun Mode"
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icon_state = "gun"
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screen_loc = ui_gun_select
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dir = 1
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/obj/screen/zone_sel/MouseDown(location, control,params)
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// Changes because of 4.0
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@@ -456,6 +484,64 @@
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if("radar closed")
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usr:start_radar()
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if("Allow Walking")
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if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes.
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return
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if(!istype(usr.equipped(),/obj/item/weapon/gun))
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usr << "You need your gun in your active hand to do that!"
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return
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usr.client.AllowTargetMove()
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gun_click_time = world.time
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if("Disallow Walking")
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if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes.
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return
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if(!istype(usr.equipped(),/obj/item/weapon/gun))
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usr << "You need your gun in your active hand to do that!"
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return
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usr.client.AllowTargetMove()
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gun_click_time = world.time
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if("Allow Running")
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if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes.
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return
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if(!istype(usr.equipped(),/obj/item/weapon/gun))
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usr << "You need your gun in your active hand to do that!"
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return
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usr.client.AllowTargetRun()
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gun_click_time = world.time
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if("Disallow Running")
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if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes.
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return
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if(!istype(usr.equipped(),/obj/item/weapon/gun))
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usr << "You need your gun in your active hand to do that!"
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return
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usr.client.AllowTargetRun()
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gun_click_time = world.time
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if("Allow Item Use")
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if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes.
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return
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if(!istype(usr.equipped(),/obj/item/weapon/gun))
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usr << "You need your gun in your active hand to do that!"
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return
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usr.client.AllowTargetClick()
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gun_click_time = world.time
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if("Disallow Item Use")
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if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes.
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return
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if(!istype(usr.equipped(),/obj/item/weapon/gun))
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usr << "You need your gun in your active hand to do that!"
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return
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usr.client.AllowTargetClick()
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gun_click_time = world.time
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if("Toggle Gun Mode")
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usr.client.ToggleGunMode()
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else
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DblClick()
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return
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