mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-23 12:07:27 +01:00
Chameleon Jumpsuit now has armor, space tiles now get generated faster, fixed fingerprint runtime, optimized autosay, fixed crates + package wrappers, retired admins are no longer spammed, can now click through blindness, packages and evidence bag contents now count toward traitor objectives, stunning and such stops you instantly, guncode improvements.
This commit is contained in:
@@ -3,7 +3,7 @@
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/proc/message_admins(var/text, var/admin_ref = 0)
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var/rendered = "<span class=\"admin\"><span class=\"prefix\">ADMIN LOG:</span> <span class=\"message\">[text]</span></span>"
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for (var/mob/M in world)
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if (M && M.client && M.client.holder)
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if (M && M.client && M.client.holder && M.client.holder.level > -3) //Lets not spam our retirees.
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if (admin_ref)
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M << dd_replaceText(rendered, "%admin_ref%", "\ref[M]")
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else
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@@ -264,6 +264,7 @@
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mymob.blind.screen_loc = "1,1 to 15,15"
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mymob.blind.layer = 0
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mymob.blind.mouse_opacity = 0
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mymob.blind.mouse_opacity = 0
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mymob.flash = new /obj/screen( null )
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mymob.flash.icon = 'screen1_alien.dmi'
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@@ -193,6 +193,7 @@
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mymob.blind.name = " "
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mymob.blind.screen_loc = "1,1 to 15,15"
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mymob.blind.layer = 0
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mymob.blind.mouse_opacity = 0
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mymob.flash = new /obj/screen( null )
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mymob.flash.icon = 'screen1_alien.dmi'
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@@ -27,4 +27,5 @@
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mymob.blind.icon_state = "blackanimate"
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mymob.blind.name = " "
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mymob.blind.screen_loc = "1,1 to 15,15"
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mymob.blind.layer = 0
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mymob.blind.layer = 0
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mymob.blind.mouse_opacity = 0
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@@ -538,6 +538,7 @@
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mymob.blind.name = " "
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mymob.blind.screen_loc = "1,1 to 15,15"
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mymob.blind.layer = 0
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mymob.blind.mouse_opacity = 0
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mymob.flash = new /obj/screen( null )
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mymob.flash.icon = ui_style
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@@ -444,6 +444,7 @@
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mymob.blind.name = " "
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mymob.blind.screen_loc = "1,1 to 15,15"
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mymob.blind.layer = 0
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mymob.blind.mouse_opacity = 0
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mymob.flash = new /obj/screen( null )
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mymob.flash.icon = ui_style
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@@ -70,23 +70,31 @@
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/mob/living/get_contents()
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var/list/L = list()
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L += src.contents
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for(var/obj/item/weapon/storage/S in src.contents)
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L += S.return_inv()
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for(var/obj/item/weapon/gift/G in src.contents)
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L += G.gift
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for(var/obj/item/weapon/storage/S in L)
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L |= S.return_inv()
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for(var/obj/item/weapon/gift/G in L)
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L |= G.gift
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if (istype(G.gift, /obj/item/weapon/storage))
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L += G.gift:return_inv()
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L |= G.gift:return_inv()
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for(var/obj/item/weapon/evidencebag/E in L)
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L |= E:contents
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for(var/obj/item/smallDelivery/S in L)
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L |= S.wrapped
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return L
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/mob/living/proc/check_contents_for(A)
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var/list/L = list()
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L += src.contents
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for(var/obj/item/weapon/storage/S in src.contents)
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L += S.return_inv()
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for(var/obj/item/weapon/gift/G in src.contents)
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L += G.gift
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for(var/obj/item/weapon/storage/S in L)
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L |= S.return_inv()
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for(var/obj/item/weapon/gift/G in L)
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L |= G.gift
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if (istype(G.gift, /obj/item/weapon/storage))
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L += G.gift:return_inv()
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L |= G.gift:return_inv()
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for(var/obj/item/weapon/evidencebag/E in L)
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L |= E:contents
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for(var/obj/item/smallDelivery/S in L)
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L |= S.wrapped
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for(var/obj/B in L)
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if(B.type == A)
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@@ -217,6 +217,7 @@
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mymob.blind.name = " "
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mymob.blind.screen_loc = "1,1 to 15,15"
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mymob.blind.layer = 0
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mymob.blind.mouse_opacity = 0
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mymob.flash = new /obj/screen( null )
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mymob.flash.icon = 'screen1_robot.dmi'
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@@ -154,8 +154,13 @@
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return
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if(Process_Grab()) return
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if(!mob.canmove) return
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//Making mob movememnt changes instant.
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if(mob.paralysis || mob.stunned || mob.weakened || mob.buckled || (mob.changeling && mob.changeling.changeling_fakedeath))
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mob.canmove = 0
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return
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else
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mob.canmove = 1
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if(istype(mob.loc, /turf/space) || (mob.flags & NOGRAV))
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if(!mob.Process_Spacemove(0)) return 0
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@@ -730,7 +730,7 @@ datum/preferences
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if(link_tags["underwear"])
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if(!IsGuestKey(user.key))
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switch(link_tags["underwear"])
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/*switch(link_tags["underwear"])
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if("random")
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if(prob (75))
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underwear = 1
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@@ -740,7 +740,8 @@ datum/preferences
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if(underwear == 1)
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underwear = 0
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else
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underwear = 1
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underwear = 1*/
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underwear = !underwear
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if(link_tags["be_special"])
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src.be_special^=(1<<text2num(link_tags["be_special"])) //bitwize magic, sorry for that. --rastaf0
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+169
-84
@@ -19,28 +19,29 @@
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caliber = ""
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silenced = 0
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recoil = 0
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tmp/mob/target
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tmp/list/mob/living/target //List of who yer targeting.
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tmp/lock_time = -100
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mouthshoot = 0
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mouthshoot = 0 ///To stop people from suiciding twice... >.>
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automatic = 0 //Used to determine if you can target multiple people.
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mob/living/last_moved_mob //Used to fire faster at more than one person.
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told_cant_shoot = 0 //So that it doesn't spam them with the fact they cannot hit them.
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proc
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load_into_chamber()
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special_check(var/mob/M)
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load_into_chamber()
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proc/load_into_chamber()
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return 0
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//Removing the lock and the buttons.
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dropped(mob/user as mob)
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if(target)
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target.NotTargeted(src)
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del(user.item_use_icon)
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for(var/mob/living/M in target)
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if(M)
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M.NotTargeted(src) //Untargeting people.
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del(target)
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del(user.item_use_icon) //Removing the control icons.
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del(user.gun_move_icon)
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del(user.gun_run_icon)
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return ..()
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special_check(var/mob/M) //Placeholder for any special checks, like detective's revolver.
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proc/special_check(var/mob/M) //Placeholder for any special checks, like detective's revolver.
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return 1
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@@ -51,26 +52,33 @@
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//Handling lowering yer gun.
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attack_self()
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if(target)
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target.NotTargeted(src)
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for(var/mob/living/M in target)
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if(M)
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M.NotTargeted(src)
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del(target)
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usr.visible_message("\blue [usr] lowers \the [src]...")
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return 0
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return 1
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//Suiciding.
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attack(mob/living/M as mob, mob/living/user as mob, def_zone)
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if (M == user && user.zone_sel.selecting == "mouth" && load_into_chamber() && !mouthshoot)
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if (M == user && user.zone_sel.selecting == "mouth" && load_into_chamber() && !mouthshoot) //Suicide handling.
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mouthshoot = 1
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M.visible_message("\red [user] sticks their gun in their mouth, ready to pull the trigger...")
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if(!do_after(user, 40))
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M.visible_message("\blue [user] decided life was worth living")
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mouthshoot = 0
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return
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if(istype(src.in_chamber, /obj/item/projectile/bullet) && !istype(src.in_chamber, /obj/item/projectile/bullet/stunshot))
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if(istype(src.in_chamber, /obj/item/projectile/bullet) && !istype(src.in_chamber, /obj/item/projectile/bullet/stunshot) && !istype(src.in_chamber, /obj/item/ammo_casing/shotgun/beanbag))
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M.apply_damage(75, BRUTE, "head", used_weapon = "Suicide attempt with a projectile weapon.")
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M.apply_damage(85, BRUTE, "chest")
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M.visible_message("\red [user] pulls the trigger.")
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else if(istype(src.in_chamber, /obj/item/projectile/bullet/stunshot) || istype(src.in_chamber, /obj/item/projectile/energy/electrode))
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M.apply_damage(10, BURN, "head", used_weapon = "Suicide attempt with a stun round.")
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M.visible_message("\red [user] pulls the trigger, but luckily it was a stun round.")
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else if(istype(src.in_chamber, /obj/item/ammo_casing/shotgun/beanbag))
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M.apply_damage(20, BRUTE, "head", used_weapon = "Suicide attempt with a beanbag.")
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M.visible_message("\red [user] pulls the trigger, but luckily it was a stun round.")
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else if(istype(src.in_chamber, /obj/item/projectile/beam) || istype(src.in_chamber, /obj/item/projectile/energy))
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M.apply_damage(75, BURN, "head", used_weapon = "Suicide attempt with an energy weapon")
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M.apply_damage(85, BURN, "chest")
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@@ -82,17 +90,23 @@
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del(in_chamber)
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mouthshoot = 0
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return
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else if(target && M == target)
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PreFire(M,user)
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return
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else if(user.a_intent == "hurt" && load_into_chamber() && (istype(src.in_chamber, /obj/item/projectile/beam) || istype(src.in_chamber, /obj/item/projectile/energy)\
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|| istype(src.in_chamber, /obj/item/projectile/bullet)))
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|| istype(src.in_chamber, /obj/item/projectile/bullet)) && !istype(in_chamber,/obj/item/projectile/energy/electrode)) //Point blank shooting.
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//Lets shoot them, then.
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user.visible_message("\red <b> [user] fires \the [src] point blank at [M]!</b>")
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M.apply_damage(30+in_chamber.damage,BRUTE,"Point Blank Shot") //So we'll put him an inch from death.
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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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M.apply_damage(30+in_chamber.damage, BRUTE, used_weapon = "Point Blank Shot") //So we'll put him an inch from death.
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M.attack_log += text("\[[]\] <b>[]/[]</b> shot <b>[]/[]</b> point blank with a <b>[]</b>", time_stamp(), user, user.ckey, M, M.ckey, src)
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user.attack_log += text("\[[]\] <b>[]/[]</b> shot <b>[]/[]</b> point blank with a <b>[]</b>", time_stamp(), user, user.ckey, M, M.ckey, src)
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log_admin("ATTACK: [user] ([user.ckey]) shot [M] ([M.ckey]) point blank with [src].")
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message_admins("ATTACK: [user] ([user.ckey]) shot [M] ([M.ckey]) point blank with [src].")
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del(in_chamber)
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update_icon()
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return
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else if(user.a_intent != "hurt" && load_into_chamber() && istype(src,/obj/item/weapon/gun/energy/taser))
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else if(user.a_intent != "hurt" && load_into_chamber() && istype(in_chamber,/obj/item/projectile/energy/electrode)) //Point blank tasering.
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if (prob(50))
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if (M.paralysis < 60 && (!(M.mutations & 8)) )
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M.paralysis = 60
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@@ -101,18 +115,33 @@
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M.weakened = 60
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if (M.stuttering < 60 && (!(M.mutations & 8)) )
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M.stuttering = 60
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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 <B>[M] has been stunned with the taser gun by [user]!</B>")
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M.attack_log += text("\[[]\] <b>[]/[]</b> stunned <b>[]/[]</b> with a <b>[]</b>", time_stamp(), user, user.ckey, M, M.ckey, src)
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user.attack_log += text("\[[]\] <b>[]/[]</b> stunned <b>[]/[]</b> with a <b>[]</b>", time_stamp(), user, user.ckey, M, M.ckey, src)
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log_admin("ATTACK: [user] ([user.ckey]) stunned [M] ([M.ckey]) with [src].")
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message_admins("ATTACK: [user] ([user.ckey]) stunned [M] ([M.ckey]) with [src].")
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del(in_chamber)
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update_icon()
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return
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else if(target && M in target) //Yer targeting them, and 1 tile away. FIRE!
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if(!load_into_chamber()) //No ammo, hit them!
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return ..()
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else
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PreFire(M,user) ///Otherwise, shoot!
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return
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else
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return ..()
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return ..() //Pistolwhippin'
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//POWPOW!... Used to be afterattack.
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proc/Fire(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, params)//TODO: go over this
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if(istype(user, /mob/living))
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var/mob/living/M = user
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if ((M.mutations & CLUMSY) && prob(50))
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if ((M.mutations & CLUMSY) && prob(50)) ///Who ever came up with this...
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M << "\red \the [src] blows up in your face."
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M.take_organ_damage(0,20)
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M.drop_item()
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@@ -132,9 +161,7 @@
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if(!special_check(user)) return
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if(!load_into_chamber())
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user << "\red *click*";
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for(var/mob/M in orange(4,src.loc))
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M.show_message("*click, click*")
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user.visible_message("*click click*", "\red <b>*click*</b>")
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return
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if(!in_chamber) return
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@@ -174,7 +201,7 @@
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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) in_chamber.fired()
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sleep(1)
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in_chamber = null
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@@ -184,11 +211,14 @@
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//Aiming at the target mob.
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proc/Aim(var/mob/M)
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if(target != M)
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if(!target || !(M in target))
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lock_time = world.time
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if(target)
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if(target && !automatic) //If they're targeting someone and they have a non automatic weapon.
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//usr.ClearRequest("Aim")
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target.NotTargeted(src)
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for(var/mob/living/L in target)
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if(L)
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L.NotTargeted(src)
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del(target)
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usr.visible_message("\red <b>[usr] turns \the [src] on [M]!</b>")
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else
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usr.visible_message("\red <b>[usr] aims \a [src] at [M]!</b>")
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@@ -198,15 +228,29 @@
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//HE MOVED, SHOOT HIM!
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proc/TargetActed()
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var/mob/M = loc
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if(target == M) return
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if(src != M.equipped())
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target.NotTargeted(src)
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proc/TargetActed(var/mob/living/T)
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var/mob/living/M = loc
|
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if(M == T) return
|
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if(!istype(M) || src != M.equipped())
|
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for(var/mob/living/N in target)
|
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if(N)
|
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N.NotTargeted(src)
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del(target)
|
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return
|
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usr.last_move_intent = world.time
|
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Fire(target,usr)
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var/dir_to_fire = sd_get_approx_dir(M,target)
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M.last_move_intent = world.time
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if(load_into_chamber())
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var/firing_check = in_chamber.check_fire(T,usr) //0 if it cannot hit them, 1 if it is capable of hitting, and 2 if a special check is preventing it from firing.
|
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if(firing_check > 0)
|
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if(firing_check == 1)
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Fire(T,usr)
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else if(!told_cant_shoot)
|
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M << "\red They can't be hit from here!"
|
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told_cant_shoot = 1
|
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spawn(30)
|
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told_cant_shoot = 0
|
||||
else
|
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usr.visible_message("*click click*", "\red <b>*click*</b>")
|
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var/dir_to_fire = sd_get_approx_dir(M,T)
|
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if(dir_to_fire != M.dir)
|
||||
M.dir = dir_to_fire
|
||||
|
||||
@@ -214,30 +258,32 @@
|
||||
if(flag) return //we're placing gun on a table or in backpack
|
||||
if(istype(target, /obj/machinery/recharger) && istype(src, /obj/item/weapon/gun/energy)) return//Shouldnt flag take care of this?
|
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if(user && user.client && user.client.gun_mode)
|
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PreFire(A,user,params)
|
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PreFire(A,user,params) //They're using the new gun system, locate what they're aiming at.
|
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else
|
||||
Fire(A,user,params)
|
||||
Fire(A,user,params) //Otherwise, fire normally.
|
||||
|
||||
//Compute how to fire.....
|
||||
proc/PreFire(atom/A as mob|obj|turf|area, mob/living/user as mob|obj, params)
|
||||
//GraphicTrace(usr.x,usr.y,A.x,A.y,usr.z)
|
||||
if(lock_time > world.time - 2) return
|
||||
if(!ismob(A))
|
||||
if(lock_time > world.time - 2) return //Lets not spam it.
|
||||
if(!ismob(A)) //Didn't click someone, check if there is anyone along that guntrace
|
||||
// var/mob/M = locate() in range(0,A)
|
||||
// if(M && !ismob(A))
|
||||
// if(M.type == /mob)
|
||||
// return FindTarget(M,user,params)
|
||||
var/mob/M = GunTrace(usr.x,usr.y,A.x,A.y,usr.z,usr)
|
||||
if(M && ismob(M) && isliving(M) && !target)
|
||||
var/mob/M = GunTrace(usr.x,usr.y,A.x,A.y,usr.z,usr) //Find dat mob.
|
||||
if(M && ismob(M) && isliving(M) && M in view(user))
|
||||
if(!(M.client && M.client.admin_invis))
|
||||
Aim(M)
|
||||
Aim(M) //Aha! Aim at them!
|
||||
return
|
||||
if(ismob(A) && isliving(A) && target != A)
|
||||
Aim(A)
|
||||
else if(!ismob(M) || (ismob(M) && !(M in view(user)))) //Nope! They weren't there!
|
||||
Fire(A,user,params) //Fire like normal, then.
|
||||
if(ismob(A) && isliving(A) && !(A in target))
|
||||
Aim(A) //Clicked a mob, aim at them.
|
||||
else if(lock_time < world.time + 10)
|
||||
Fire(A,user,params)
|
||||
Fire(A,user,params) //Bang!
|
||||
else if(!target)
|
||||
Fire(A,user,params)
|
||||
Fire(A,user,params) //Boom!
|
||||
//else
|
||||
//var/item/gun/G = usr.OHand
|
||||
//if(!G)
|
||||
@@ -247,7 +293,7 @@
|
||||
//Fire(A,2)
|
||||
//else
|
||||
//Fire(A)
|
||||
var/dir_to_fire = sd_get_approx_dir(usr,A)
|
||||
var/dir_to_fire = sd_get_approx_dir(usr,A) //Turn them to face their target.
|
||||
if(dir_to_fire != usr.dir)
|
||||
usr.dir = dir_to_fire
|
||||
|
||||
@@ -303,20 +349,36 @@ mob/var
|
||||
obj/effect/target_locked/target_locked = null
|
||||
|
||||
mob/proc
|
||||
Targeted(var/obj/item/weapon/gun/I)
|
||||
Targeted(var/obj/item/weapon/gun/I) //Self explanitory.
|
||||
if(!I.target)
|
||||
I.target = list(src)
|
||||
else if(I.automatic && I.target.len < 5) //Automatic weapon, they can hold down a room.
|
||||
I.target += src
|
||||
else if(I.target.len >= 5) //Otherwise, they can just aim at one person.
|
||||
if(ismob(I.loc))
|
||||
I.loc << "You can only target 5 people at once!"
|
||||
return
|
||||
else
|
||||
return
|
||||
if(!targeted_by) targeted_by = list()
|
||||
targeted_by += I
|
||||
I.target = src
|
||||
I.lock_time = world.time + 20 //Target has 1 second to realize they're targeted and stop (or target the opponent).
|
||||
I.lock_time = world.time + 20 //Target has 2 second to realize they're targeted and stop (or target the opponent).
|
||||
src << "((\red <b>Your character is being targeted. They have 2 seconds to stop any click or move actions.</b> \black While targeted, they may \
|
||||
drag and drop items in or into the map, speak, and click on interface buttons. Clicking on the map, their items \
|
||||
(other than a weapon to de-target), or moving will result in being fired upon. \red The aggressor may also fire manually, \
|
||||
so try not to get on their bad side.\black ))"
|
||||
if(targeted_by.len == 1)
|
||||
spawn(0)
|
||||
target_locked = new /obj/effect/target_locked(src)
|
||||
target_locked = new /obj/effect/target_locked(src) //Add the overlay
|
||||
overlays += target_locked
|
||||
spawn flick("locking",target_locked)
|
||||
spawn(0) //Make it show the 2 states properly
|
||||
if(target_locked)
|
||||
target_locked.icon_state = "locking"
|
||||
update_clothing()
|
||||
sleep(20)
|
||||
if(target_locked)
|
||||
target_locked.icon_state = "locked"
|
||||
update_clothing()
|
||||
var/mob/T = I.loc
|
||||
//Adding the buttons to the controler person
|
||||
if(T)
|
||||
@@ -325,32 +387,47 @@ mob/proc
|
||||
if(T.client)
|
||||
T.client.screen += T.item_use_icon
|
||||
T.client.screen += T.gun_move_icon
|
||||
if(m_intent == "run" && T.client && T.client.target_can_move == 1 && T.client.target_can_run == 0)
|
||||
src << "\red Your move intent is now set to walk, as your targeter permits it." //Self explanitory.
|
||||
m_intent = "walk"
|
||||
hud_used.move_intent.icon_state = "walking"
|
||||
while(targeted_by && T.client)
|
||||
sleep(1)
|
||||
if(last_move_intent > I.lock_time + 10 && !T.client.target_can_move) //If the target moved while targeted
|
||||
I.TargetActed()
|
||||
I.lock_time = world.time + 10
|
||||
I.TargetActed(src)
|
||||
if(I.last_moved_mob == src) //If they were the last ones to move, give them more of a grace period, so that an automatic weapon can hold down a room better.
|
||||
I.lock_time = world.time + 5
|
||||
I.lock_time = world.time + 5
|
||||
I.last_moved_mob = src
|
||||
else if(last_move_intent > I.lock_time + 10 && !T.client.target_can_run && m_intent == "run") //If the target ran while targeted
|
||||
I.TargetActed()
|
||||
I.lock_time = world.time + 10
|
||||
I.TargetActed(src)
|
||||
if(I.last_moved_mob == src) //If they were the last ones to move, give them more of a grace period, so that an automatic weapon can hold down a room better.
|
||||
I.lock_time = world.time + 5
|
||||
I.lock_time = world.time + 5
|
||||
I.last_moved_mob = src
|
||||
if(last_target_click > I.lock_time + 10 && !T.client.target_can_click) //If the target clicked the map to pick something up/shoot/etc
|
||||
I.TargetActed()
|
||||
I.lock_time = world.time + 10
|
||||
I.TargetActed(src)
|
||||
if(I.last_moved_mob == src) //If they were the last ones to move, give them more of a grace period, so that an automatic weapon can hold down a room better.
|
||||
I.lock_time = world.time + 5
|
||||
I.lock_time = world.time + 5
|
||||
I.last_moved_mob = src
|
||||
|
||||
NotTargeted(var/obj/item/weapon/gun/I,silent)
|
||||
if(!silent)
|
||||
NotTargeted(var/obj/item/weapon/gun/I)
|
||||
if(!I.silenced)
|
||||
for(var/mob/M in viewers(src))
|
||||
M << 'TargetOff.ogg'
|
||||
del(target_locked)
|
||||
del(target_locked) //Remove the overlay
|
||||
targeted_by -= I
|
||||
I.target = null
|
||||
var/mob/T = I.loc
|
||||
if(T && ismob(T))
|
||||
I.target.Remove(src) //De-target them
|
||||
if(!I.target.len)
|
||||
del(I.target)
|
||||
var/mob/T = I.loc //Remove the targeting icons
|
||||
if(T && ismob(T) && !I.target)
|
||||
del(T.item_use_icon)
|
||||
del(T.gun_move_icon)
|
||||
del(T.gun_run_icon)
|
||||
if(!targeted_by.len) del targeted_by
|
||||
spawn(1) update_clothing()
|
||||
spawn(1) update_clothing() //Finally, update the image.
|
||||
|
||||
/* Captive(var/obj/item/weapon/gun/I)
|
||||
Sound(src,'CounterAttack.ogg')
|
||||
@@ -400,16 +477,17 @@ client/var
|
||||
gun_mode = 0
|
||||
mob/Move()
|
||||
. = ..()
|
||||
for(var/obj/item/weapon/gun/G in targeted_by)
|
||||
for(var/obj/item/weapon/gun/G in targeted_by) //Handle moving out of the gunner's view.
|
||||
var/mob/M = G.loc
|
||||
if(!(M in view(src)))
|
||||
//ClearRequest("Aim")
|
||||
NotTargeted(G)
|
||||
for(var/obj/item/weapon/gun/G in src)
|
||||
for(var/obj/item/weapon/gun/G in src) //Handle the gunner loosing sight of their target/s
|
||||
if(G.target)
|
||||
if(!(G.target in view(src)))
|
||||
//ClearRequest("Aim")
|
||||
G.target.NotTargeted(G)
|
||||
for(var/mob/living/M in G.target)
|
||||
if(M && !(M in view(src)))
|
||||
//ClearRequest("Aim")
|
||||
M.NotTargeted(G)
|
||||
client/verb
|
||||
//These are called by the on-screen buttons, adjusting what the victim can and cannot do.
|
||||
AllowTargetMove()
|
||||
@@ -434,10 +512,15 @@ client/verb
|
||||
for(var/obj/item/weapon/gun/G in usr)
|
||||
G.lock_time = world.time + 5
|
||||
if(G.target)
|
||||
if(!target_can_move)
|
||||
G.target << "Your character may now <b>walk</b> at the discretion of their targeter."
|
||||
else
|
||||
G.target << "\red <b>Your character will now be shot if they move.</b>"
|
||||
for(var/mob/living/M in G.target)
|
||||
if(!target_can_move)
|
||||
M << "Your character may now <b>walk</b> at the discretion of their targeter."
|
||||
if(!target_can_run)
|
||||
M << "\red Your move intent is now set to walk, as your targeter permits it."
|
||||
M.m_intent = "walk"
|
||||
M.hud_used.move_intent.icon_state = "walking"
|
||||
else
|
||||
M << "\red <b>Your character will now be shot if they move.</b>"
|
||||
AllowTargetRun()
|
||||
set hidden=1
|
||||
spawn(1) target_can_run = !target_can_run
|
||||
@@ -456,10 +539,11 @@ client/verb
|
||||
for(var/obj/item/weapon/gun/G in src)
|
||||
G.lock_time = world.time + 5
|
||||
if(G.target)
|
||||
if(!target_can_run)
|
||||
G.target << "Your character may now <b>run</b> at the discretion of their targeter."
|
||||
else
|
||||
G.target << "\red <b>Your character will now be shot if they run.</b>"
|
||||
for(var/mob/living/M in G.target)
|
||||
if(!target_can_run)
|
||||
M << "Your character may now <b>run</b> at the discretion of their targeter."
|
||||
else
|
||||
M << "\red <b>Your character will now be shot if they run.</b>"
|
||||
AllowTargetClick()
|
||||
set hidden=1
|
||||
spawn(1) target_can_click = !target_can_click
|
||||
@@ -478,10 +562,11 @@ client/verb
|
||||
for(var/obj/item/weapon/gun/G in src)
|
||||
G.lock_time = world.time + 5
|
||||
if(G.target)
|
||||
if(!target_can_click)
|
||||
G.target << "Your character may now <b>use items</b> at the discretion of their targeter."
|
||||
else
|
||||
G.target << "\red <b>Your character will now be shot if they use items.</b>"
|
||||
for(var/mob/living/M in G.target)
|
||||
if(!target_can_click)
|
||||
M << "Your character may now <b>use items</b> at the discretion of their targeter."
|
||||
else
|
||||
M << "\red <b>Your character will now be shot if they use items.</b>"
|
||||
|
||||
ToggleGunMode()
|
||||
set hidden = 1
|
||||
|
||||
@@ -27,7 +27,11 @@
|
||||
|
||||
|
||||
load_into_chamber()
|
||||
if(in_chamber) return 1
|
||||
if(in_chamber)
|
||||
if(!istype(in_chamber, projectile_type))
|
||||
del(in_chamber)
|
||||
in_chamber = new projectile_type(src)
|
||||
return 1
|
||||
if(!power_supply) return 0
|
||||
if(!power_supply.use(charge_cost)) return 0
|
||||
if(!projectile_type) return 0
|
||||
|
||||
@@ -47,7 +47,11 @@ obj/item/weapon/gun/energy/laser/retro
|
||||
|
||||
|
||||
/obj/item/weapon/gun/energy/laser/cyborg/load_into_chamber()
|
||||
if(in_chamber) return 1
|
||||
if(in_chamber)
|
||||
if(!istype(in_chamber, projectile_type))
|
||||
del(in_chamber)
|
||||
in_chamber = new projectile_type(src)
|
||||
return 1
|
||||
if(isrobot(src.loc))
|
||||
var/mob/living/silicon/robot/R = src.loc
|
||||
if(R && R.cell)
|
||||
|
||||
@@ -7,6 +7,7 @@
|
||||
charge_cost = 200
|
||||
projectile_type = "/obj/item/projectile/beam/pulse"
|
||||
cell_type = "/obj/item/weapon/cell/super"
|
||||
automatic = 1
|
||||
var/mode = 2
|
||||
|
||||
|
||||
|
||||
@@ -13,6 +13,9 @@
|
||||
|
||||
/obj/item/weapon/gun/energy/taser/cyborg/load_into_chamber()//TOOD: change this over to the slowly recharge other cell
|
||||
if(in_chamber)
|
||||
if(!istype(in_chamber, projectile_type))
|
||||
del(in_chamber)
|
||||
in_chamber = new projectile_type(src)
|
||||
return 1
|
||||
if(isrobot(src.loc))
|
||||
var/mob/living/silicon/robot/R = src.loc
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
origin_tech = "combat=2;materials=2"
|
||||
w_class = 3.0
|
||||
m_amt = 1000
|
||||
force = 30 //Pistol whipp'n good. (It was frigging SIXTY on pre-goon code)
|
||||
force = 10 //Pistol whipp'n good. (It was frigging SIXTY on pre-goon code)
|
||||
|
||||
var
|
||||
ammo_type = "/obj/item/ammo_casing/a357"
|
||||
@@ -25,6 +25,7 @@
|
||||
|
||||
|
||||
load_into_chamber()
|
||||
if(in_chamber) return 1
|
||||
if(!loaded.len) return 0
|
||||
|
||||
var/obj/item/ammo_casing/AC = loaded[1] //load next casing.
|
||||
|
||||
@@ -7,6 +7,7 @@
|
||||
caliber = "9mm"
|
||||
origin_tech = "combat=4;materials=2"
|
||||
ammo_type = "/obj/item/ammo_casing/c9mm"
|
||||
automatic = 1
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -55,6 +55,20 @@
|
||||
return 1
|
||||
|
||||
|
||||
proc/check_fire(var/mob/living/target as mob, var/mob/living/user as mob) //Checks if you can hit them or not.
|
||||
if(!istype(target) || !istype(user))
|
||||
return 0
|
||||
var/obj/item/projectile/test/in_chamber = new /obj/item/projectile/test(get_turf(src)) //Making the test....
|
||||
var/turf/curloc = get_turf(user)
|
||||
var/turf/targloc = get_turf(target)
|
||||
in_chamber.yo = targloc.y - curloc.y
|
||||
in_chamber.xo = targloc.x - curloc.x
|
||||
in_chamber.flags = flags //Set the flags...
|
||||
in_chamber.pass_flags = pass_flags //And the pass flags to that of the real projectile...
|
||||
var/output = in_chamber.fired() //Test it!
|
||||
del(in_chamber) //No need for it anymore
|
||||
return output //Send it back to the gun!
|
||||
|
||||
Bump(atom/A as mob|obj|turf|area)
|
||||
if(A == firer)
|
||||
loc = A.loc
|
||||
@@ -115,7 +129,7 @@
|
||||
return 1
|
||||
|
||||
|
||||
process()
|
||||
proc/fired()
|
||||
spawn while(src)
|
||||
if((!( current ) || loc == current))
|
||||
current = locate(min(max(x + xo, 1), world.maxx), min(max(y + yo, 1), world.maxy), z)
|
||||
@@ -130,3 +144,30 @@
|
||||
Bump(M)
|
||||
sleep(1)
|
||||
return
|
||||
|
||||
/obj/item/projectile/test //Used to see if you can hit them.
|
||||
invisibility = 101 //Nope! Can't see me!
|
||||
yo = null
|
||||
xo = null
|
||||
var
|
||||
turf/target = null
|
||||
result = 0 //To pass the message back to the gun.
|
||||
|
||||
Bump(atom/A as mob|obj|turf|area)
|
||||
if(istype(A, /mob/living))
|
||||
result = 2 //We hit someone, return 1!
|
||||
return ..()
|
||||
|
||||
fired()
|
||||
target = locate(min(max(x + xo, 1), world.maxx), min(max(y + yo, 1), world.maxy), z) //Finding the target turf at map edge
|
||||
while(!result) //Loop on through!
|
||||
if(!step_towards(src,target)) //If we hit something...
|
||||
if(!result) //And the var is not already set....
|
||||
result = 1 //Return 0
|
||||
break
|
||||
else
|
||||
var/mob/living/M = locate() in get_turf(src)
|
||||
if(istype(M)) //If there is someting living...
|
||||
result = 2 //Return 1
|
||||
break
|
||||
return (result-1)
|
||||
@@ -9,7 +9,7 @@
|
||||
var/ID = 0
|
||||
var/main = 0
|
||||
|
||||
process()
|
||||
fired()
|
||||
main = 1
|
||||
ID = rand(0,1000)
|
||||
var/first = 1
|
||||
@@ -34,7 +34,6 @@
|
||||
new_beam.icon_state = icon_state
|
||||
else
|
||||
first = 0
|
||||
processing_objects.Remove(src)
|
||||
return
|
||||
|
||||
/obj/effect/effect/laserdealer
|
||||
|
||||
@@ -15,6 +15,12 @@
|
||||
stutter = 10
|
||||
flag = "laser" //Give it a better chance to be blocked.
|
||||
|
||||
check_fire(var/mob/living/target as mob, var/mob/living/user as mob)
|
||||
if((target.stunned + target.weakened) > 30)
|
||||
return 2
|
||||
else
|
||||
return ..()
|
||||
|
||||
|
||||
/obj/item/projectile/energy/declone
|
||||
name = "\improper Decloner Bolt"
|
||||
|
||||
@@ -174,6 +174,8 @@
|
||||
afterattack(var/obj/target as obj, mob/user as mob)
|
||||
if(istype(target, /obj/structure/table) || istype(target, /obj/structure/rack) || istype(target,/obj/item/smallDelivery))
|
||||
return
|
||||
if(!istype(target,/obj))
|
||||
return
|
||||
if(target.anchored)
|
||||
return
|
||||
if(target in user)
|
||||
|
||||
Reference in New Issue
Block a user