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Fixes guns playing scredriver sounds when they shouldn't be. as well as adds sounds to attaching stuff (#26945)
* Fixes guns playing scredriver sounds when they shouldn't be * Update code/modules/projectiles/gun.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Signed-off-by: 1080pCat <96908085+1080pCat@users.noreply.github.com> --------- Signed-off-by: 1080pCat <96908085+1080pCat@users.noreply.github.com> Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
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@@ -352,6 +352,7 @@
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if(!user.unEquip(I))
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return
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to_chat(user, "<span class='notice'>You click [S] into place on [src].</span>")
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playsound(src, 'sound/machines/click.ogg', 50, TRUE)
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if(S.on)
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set_light(0)
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gun_light = S
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@@ -375,6 +376,7 @@
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return
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K.forceMove(src)
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to_chat(user, "<span class='notice'>You attach [K] to [src]'s bayonet lug.</span>")
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playsound(src, 'sound/machines/click.ogg', 50, TRUE)
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bayonet = K
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var/state = "bayonet" //Generic state.
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if(bayonet.icon_state in icon_states('icons/obj/guns/bayonets.dmi')) //Snowflake state?
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@@ -389,21 +391,23 @@
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/obj/item/gun/screwdriver_act(mob/user, obj/item/I)
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. = TRUE
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if(!I.use_tool(src, user, 0, volume = I.tool_volume))
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return
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if(gun_light && can_flashlight)
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for(var/obj/item/flashlight/seclite/S in src)
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to_chat(user, "<span class='notice'>You unscrew the seclite from [src].</span>")
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gun_light = null
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S.loc = get_turf(user)
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update_gun_light(user)
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S.update_brightness(user)
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update_icon()
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for(var/datum/action/item_action/toggle_gunlight/TGL in actions)
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qdel(TGL)
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else if(bayonet && can_bayonet) //if it has a bayonet, and the bayonet can be removed
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bayonet.forceMove(get_turf(user))
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clear_bayonet()
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if(gun_light || bayonet)
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if(!I.use_tool(src, user, 0, volume = I.tool_volume))
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return
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if(gun_light && can_flashlight)
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for(var/obj/item/flashlight/seclite/S in src)
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to_chat(user, "<span class='notice'>You unscrew the seclite from [src].</span>")
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gun_light = null
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S.loc = get_turf(user)
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update_gun_light(user)
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S.update_brightness(user)
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update_icon()
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for(var/datum/action/item_action/toggle_gunlight/TGL in actions)
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qdel(TGL)
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else if(bayonet && can_bayonet) // if it has a bayonet, and the bayonet can be removed
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bayonet.forceMove(get_turf(user))
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to_chat(user, "<span class='notice'>You remove [bayonet] from [src].</span>")
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clear_bayonet()
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/obj/item/gun/proc/toggle_gunlight()
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if(!gun_light)
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