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https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-24 04:27:35 +01:00
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
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@@ -197,14 +197,15 @@ datum/hud/New(mob/owner)
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vampire_hud()
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//Triggered when F12 is pressed (Unless someone changed something in the DMF)
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/mob/verb/button_pressed_F12()
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/mob/verb/button_pressed_F12(var/full = 0 as null)
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set name = "F12"
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set hidden = 1
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if(hud_used)
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if(ishuman(src))
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if(!src.client) return
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if(!client) return
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if(client.view != world.view)
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return
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if(hud_used.hud_shown)
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hud_used.hud_shown = 0
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if(src.hud_used.adding)
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@@ -218,10 +219,15 @@ datum/hud/New(mob/owner)
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//Due to some poor coding some things need special treatment:
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//These ones are a part of 'adding', 'other' or 'hotkeybuttons' but we want them to stay
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src.client.screen += src.hud_used.l_hand_hud_object //we want the hands to be visible
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src.client.screen += src.hud_used.r_hand_hud_object //we want the hands to be visible
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src.client.screen += src.hud_used.action_intent //we want the intent swticher visible
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src.hud_used.action_intent.screen_loc = ui_acti_alt //move this to the alternative position, where zone_select usually is.
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if(!full)
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src.client.screen += src.hud_used.l_hand_hud_object //we want the hands to be visible
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src.client.screen += src.hud_used.r_hand_hud_object //we want the hands to be visible
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src.client.screen += src.hud_used.action_intent //we want the intent swticher visible
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src.hud_used.action_intent.screen_loc = ui_acti_alt //move this to the alternative position, where zone_select usually is.
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else
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src.client.screen -= src.healths
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src.client.screen -= src.internals
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src.client.screen -= src.gun_setting_icon
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//These ones are not a part of 'adding', 'other' or 'hotkeybuttons' but we want them gone.
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src.client.screen -= src.zone_sel //zone_sel is a mob variable for some reason.
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@@ -234,7 +240,12 @@ datum/hud/New(mob/owner)
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src.client.screen += src.hud_used.other
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if(src.hud_used.hotkeybuttons && !src.hud_used.hotkey_ui_hidden)
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src.client.screen += src.hud_used.hotkeybuttons
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if(src.healths)
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src.client.screen |= src.healths
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if(src.internals)
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src.client.screen |= src.internals
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if(src.gun_setting_icon)
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src.client.screen |= src.gun_setting_icon
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src.hud_used.action_intent.screen_loc = ui_acti //Restore intent selection to the original position
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src.client.screen += src.zone_sel //This one is a special snowflake
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@@ -187,6 +187,12 @@
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if(L.incorporeal_move)//Move though walls
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Process_Incorpmove(direct)
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return
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if(mob.client)
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if(mob.client.view != world.view)
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if(locate(/obj/item/weapon/gun/energy/sniperrifle, mob.contents)) // If mob moves while zoomed in with sniper rifle, unzoom them.
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var/obj/item/weapon/gun/energy/sniperrifle/s = locate() in mob
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if(s.zoom)
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s.zoom()
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if(Process_Grab()) return
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@@ -450,4 +456,4 @@
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prob_slip = 0 // Changing this to zero to make it line up with the comment.
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prob_slip = round(prob_slip)
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return(prob_slip)
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return(prob_slip)
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@@ -163,40 +163,45 @@ obj/item/weapon/gun/energy/staff/focus
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projectile_type = "/obj/item/projectile/energy/plasma"
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/obj/item/weapon/gun/energy/sniperrifle
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name = "L.W.A.P. Sniper Rifle"
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desc = "A rifle constructed of lightweight materials, fitted with a SMART aiming-system scope."
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icon = 'icons/obj/gun.dmi'
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icon_state = "sniper"
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fire_sound = 'sound/weapons/marauder.ogg'
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origin_tech = "combat=6;materials=5;powerstorage=4"
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projectile_type = "/obj/item/projectile/beam/sniper"
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slot_flags = SLOT_BACK
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charge_cost = 250
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fire_delay = 35
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w_class = 4.0
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var/zoom = 0
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name = "L.W.A.P. Sniper Rifle"
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desc = "A rifle constructed of lightweight materials, fitted with a SMART aiming-system scope."
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icon = 'icons/obj/gun.dmi'
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icon_state = "sniper"
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fire_sound = 'sound/weapons/marauder.ogg'
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origin_tech = "combat=6;materials=5;powerstorage=4"
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projectile_type = "/obj/item/projectile/beam/sniper"
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slot_flags = SLOT_BACK
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charge_cost = 250
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fire_delay = 35
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w_class = 4.0
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var/zoom = 0
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/obj/item/weapon/gun/energy/sniperrifle/dropped(mob/user)
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user.client.view = world.view
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zoom = 0
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/obj/item/weapon/gun/energy/sniperrifle/verb/zoom()
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set category = "Object"
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set name = "Zoom"
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set popup_menu = 0
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if(usr.stat || !(istype(usr,/mob/living/carbon/human)))
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usr << "No."
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return
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set category = "Object"
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set name = "Use Sniper Scope"
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set popup_menu = 0
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if(usr.stat || !(istype(usr,/mob/living/carbon/human)))
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usr << "You are unable to focus down the scope of the rifle."
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return
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if(!zoom && usr.get_active_hand() != src)
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usr << "You are too distracted to look down the scope, perhaps if it was in your active hand this might work better"
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return
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src.zoom = !src.zoom
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usr << ("<font color='[src.zoom?"blue":"red"]'>Zoom mode [zoom?"en":"dis"]abled.</font>")
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if(zoom)
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usr.client.view = 12
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usr << sound('sound/mecha/imag_enh.ogg',volume=50)
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else
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usr.client.view = world.view//world.view - default mob view size
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return
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if(usr.client.view == world.view)
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if(!usr.hud_used.hud_shown)
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usr.button_pressed_F12(1) // If the user has already limited their HUD this avoids them having a HUD when they zoom in
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usr.button_pressed_F12(1)
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usr.client.view = 12
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zoom = 1
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else
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usr.client.view = world.view
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if(!usr.hud_used.hud_shown)
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usr.button_pressed_F12(1)
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zoom = 0
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usr << "<font color='[zoom?"blue":"red"]'>Zoom mode [zoom?"en":"dis"]abled.</font>"
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/obj/item/weapon/gun/energy/kinetic_accelerator
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