Sniper Rifle fix.

You have no HUD when zoomed.  None, I'm unable to move every HUD element while zoomed in so you lose it.  Consider it part of your concentration while zoomed in.

If you move while zoomed in you automatically zoom out, you lose concentration.

If the rifle isn't in your active hand you can't zoom in.

Conflicts:
	code/modules/projectiles/guns/energy/special.dm
This commit is contained in:
Ccomp5950
2014-01-28 23:30:02 -05:00
committed by ZomgPonies
parent 6dfa08040c
commit b79edf513c
3 changed files with 59 additions and 37 deletions
+19 -8
View File
@@ -197,14 +197,15 @@ datum/hud/New(mob/owner)
vampire_hud()
//Triggered when F12 is pressed (Unless someone changed something in the DMF)
/mob/verb/button_pressed_F12()
/mob/verb/button_pressed_F12(var/full = 0 as null)
set name = "F12"
set hidden = 1
if(hud_used)
if(ishuman(src))
if(!src.client) return
if(!client) return
if(client.view != world.view)
return
if(hud_used.hud_shown)
hud_used.hud_shown = 0
if(src.hud_used.adding)
@@ -218,10 +219,15 @@ datum/hud/New(mob/owner)
//Due to some poor coding some things need special treatment:
//These ones are a part of 'adding', 'other' or 'hotkeybuttons' but we want them to stay
src.client.screen += src.hud_used.l_hand_hud_object //we want the hands to be visible
src.client.screen += src.hud_used.r_hand_hud_object //we want the hands to be visible
src.client.screen += src.hud_used.action_intent //we want the intent swticher visible
src.hud_used.action_intent.screen_loc = ui_acti_alt //move this to the alternative position, where zone_select usually is.
if(!full)
src.client.screen += src.hud_used.l_hand_hud_object //we want the hands to be visible
src.client.screen += src.hud_used.r_hand_hud_object //we want the hands to be visible
src.client.screen += src.hud_used.action_intent //we want the intent swticher visible
src.hud_used.action_intent.screen_loc = ui_acti_alt //move this to the alternative position, where zone_select usually is.
else
src.client.screen -= src.healths
src.client.screen -= src.internals
src.client.screen -= src.gun_setting_icon
//These ones are not a part of 'adding', 'other' or 'hotkeybuttons' but we want them gone.
src.client.screen -= src.zone_sel //zone_sel is a mob variable for some reason.
@@ -234,7 +240,12 @@ datum/hud/New(mob/owner)
src.client.screen += src.hud_used.other
if(src.hud_used.hotkeybuttons && !src.hud_used.hotkey_ui_hidden)
src.client.screen += src.hud_used.hotkeybuttons
if(src.healths)
src.client.screen |= src.healths
if(src.internals)
src.client.screen |= src.internals
if(src.gun_setting_icon)
src.client.screen |= src.gun_setting_icon
src.hud_used.action_intent.screen_loc = ui_acti //Restore intent selection to the original position
src.client.screen += src.zone_sel //This one is a special snowflake
+7 -1
View File
@@ -187,6 +187,12 @@
if(L.incorporeal_move)//Move though walls
Process_Incorpmove(direct)
return
if(mob.client)
if(mob.client.view != world.view)
if(locate(/obj/item/weapon/gun/energy/sniperrifle, mob.contents)) // If mob moves while zoomed in with sniper rifle, unzoom them.
var/obj/item/weapon/gun/energy/sniperrifle/s = locate() in mob
if(s.zoom)
s.zoom()
if(Process_Grab()) return
@@ -450,4 +456,4 @@
prob_slip = 0 // Changing this to zero to make it line up with the comment.
prob_slip = round(prob_slip)
return(prob_slip)
return(prob_slip)
+33 -28
View File
@@ -163,40 +163,45 @@ obj/item/weapon/gun/energy/staff/focus
projectile_type = "/obj/item/projectile/energy/plasma"
/obj/item/weapon/gun/energy/sniperrifle
name = "L.W.A.P. Sniper Rifle"
desc = "A rifle constructed of lightweight materials, fitted with a SMART aiming-system scope."
icon = 'icons/obj/gun.dmi'
icon_state = "sniper"
fire_sound = 'sound/weapons/marauder.ogg'
origin_tech = "combat=6;materials=5;powerstorage=4"
projectile_type = "/obj/item/projectile/beam/sniper"
slot_flags = SLOT_BACK
charge_cost = 250
fire_delay = 35
w_class = 4.0
var/zoom = 0
name = "L.W.A.P. Sniper Rifle"
desc = "A rifle constructed of lightweight materials, fitted with a SMART aiming-system scope."
icon = 'icons/obj/gun.dmi'
icon_state = "sniper"
fire_sound = 'sound/weapons/marauder.ogg'
origin_tech = "combat=6;materials=5;powerstorage=4"
projectile_type = "/obj/item/projectile/beam/sniper"
slot_flags = SLOT_BACK
charge_cost = 250
fire_delay = 35
w_class = 4.0
var/zoom = 0
/obj/item/weapon/gun/energy/sniperrifle/dropped(mob/user)
user.client.view = world.view
zoom = 0
/obj/item/weapon/gun/energy/sniperrifle/verb/zoom()
set category = "Object"
set name = "Zoom"
set popup_menu = 0
if(usr.stat || !(istype(usr,/mob/living/carbon/human)))
usr << "No."
return
set category = "Object"
set name = "Use Sniper Scope"
set popup_menu = 0
if(usr.stat || !(istype(usr,/mob/living/carbon/human)))
usr << "You are unable to focus down the scope of the rifle."
return
if(!zoom && usr.get_active_hand() != src)
usr << "You are too distracted to look down the scope, perhaps if it was in your active hand this might work better"
return
src.zoom = !src.zoom
usr << ("<font color='[src.zoom?"blue":"red"]'>Zoom mode [zoom?"en":"dis"]abled.</font>")
if(zoom)
usr.client.view = 12
usr << sound('sound/mecha/imag_enh.ogg',volume=50)
else
usr.client.view = world.view//world.view - default mob view size
return
if(usr.client.view == world.view)
if(!usr.hud_used.hud_shown)
usr.button_pressed_F12(1) // If the user has already limited their HUD this avoids them having a HUD when they zoom in
usr.button_pressed_F12(1)
usr.client.view = 12
zoom = 1
else
usr.client.view = world.view
if(!usr.hud_used.hud_shown)
usr.button_pressed_F12(1)
zoom = 0
usr << "<font color='[zoom?"blue":"red"]'>Zoom mode [zoom?"en":"dis"]abled.</font>"
/obj/item/weapon/gun/energy/kinetic_accelerator