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https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-14 00:23:29 +01:00
Guns with ammo no longer melee at point-blank range. They now fire normally. Guns without ammo you bash with.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3506 316c924e-a436-60f5-8080-3fe189b3f50e
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@@ -39,9 +39,26 @@
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O.emp_act(severity)
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afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, flag, params)//TODO: go over this
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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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attack(mob/M as mob, mob/user as mob)
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if(!in_chamber)
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if(!load_into_chamber())
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..() // No ammo, we're going to get bashy now.
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return// fuck you, guns. you stick to shooting when you have ammo
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New()
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spawn(15) // Hack, but I need to wait for sub-calls to load the gun before loading the chamber. 1.5 seconds should be fine.
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load_into_chamber()
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afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, inrange, params)//TODO: go over this
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if(inrange)
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if(!doafterattack(target , src))
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return //we're placing gun on a table or in backpack. What the fuck was the previous check?
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if(istype(target, /obj/machinery/recharger) && istype(src, /obj/item/weapon/gun/energy))
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return//Shouldnt flag take care of this?
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if(istype(user, /mob/living))
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var/mob/living/M = user
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@@ -63,17 +80,26 @@
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if (!istype(targloc) || !istype(curloc))
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return
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if(!special_check(user)) return
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if(!special_check(user))
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return
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if(!load_into_chamber())
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user << "\red *click*";
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if(!inrange) // If we're in range, we're just going to hit them instead of pulling the trigger.
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user << "\red *click*";
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return
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if(!in_chamber) return
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if(!in_chamber)
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return
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in_chamber.firer = user
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in_chamber.def_zone = user.zone_sel.selecting
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if(targloc == curloc)
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if(silenced)
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playsound(user, fire_sound, 10, 1)
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else
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playsound(user, fire_sound, 50, 1)
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user.visible_message("\red [user.name] fires the [src.name] at themselves!", "\red You fire the [src.name] at yourself!", "\blue You hear a [istype(in_chamber, /obj/item/projectile/beam) ? "laser blast" : "gunshot"]!")
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user.bullet_act(in_chamber)
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del(in_chamber)
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update_icon()
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@@ -106,7 +132,8 @@
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in_chamber.p_y = text2num(mouse_control["icon-y"])
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spawn()
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if(in_chamber) in_chamber.process()
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if(in_chamber)
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in_chamber.process()
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sleep(1)
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in_chamber = null
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