diff --git a/code/_onclick/ai.dm b/code/_onclick/ai.dm
index b44ba964628..db5a0bbcd0f 100644
--- a/code/_onclick/ai.dm
+++ b/code/_onclick/ai.dm
@@ -45,7 +45,7 @@
if(modifiers["middle"])
MiddleClickOn(A)
if(controlled_mech) //Are we piloting a mech? Placed here so the modifiers are not overridden.
- controlled_mech.click_action(A, src) //Override AI normal click behavior.
+ controlled_mech.click_action(A, src, params) //Override AI normal click behavior.
return
if(modifiers["shift"])
ShiftClickOn(A)
diff --git a/code/_onclick/click.dm b/code/_onclick/click.dm
index 000618dd9c4..97af407622b 100644
--- a/code/_onclick/click.dm
+++ b/code/_onclick/click.dm
@@ -74,7 +74,7 @@
if(!locate(/turf) in list(A,A.loc)) // Prevents inventory from being drilled
return
var/obj/mecha/M = loc
- return M.click_action(A, src)
+ return M.click_action(A, src, params)
if(restrained())
changeNext_move(CLICK_CD_HANDCUFFED) //Doing shit in cuffs shall be vey slow
diff --git a/code/datums/supplypacks.dm b/code/datums/supplypacks.dm
index 247d481f1be..be25ea14f1f 100644
--- a/code/datums/supplypacks.dm
+++ b/code/datums/supplypacks.dm
@@ -234,9 +234,9 @@ var/list/all_supply_groups = list(supply_emergency,supply_security,supply_engine
/datum/supply_packs/security/taser
name = "Stun Guns Crate"
- contains = list(/obj/item/weapon/gun/energy/advtaser,
- /obj/item/weapon/gun/energy/advtaser,
- /obj/item/weapon/gun/energy/advtaser)
+ contains = list(/obj/item/weapon/gun/energy/gun/advtaser,
+ /obj/item/weapon/gun/energy/gun/advtaser,
+ /obj/item/weapon/gun/energy/gun/advtaser)
cost = 15
containername = "stun gun crate"
diff --git a/code/game/gamemodes/wizard/rightandwrong.dm b/code/game/gamemodes/wizard/rightandwrong.dm
index 626771d23d6..f2c10d7fc10 100644
--- a/code/game/gamemodes/wizard/rightandwrong.dm
+++ b/code/game/gamemodes/wizard/rightandwrong.dm
@@ -20,7 +20,7 @@
if(!summon_type)
switch (randomizeguns)
if("taser")
- new /obj/item/weapon/gun/energy/advtaser(get_turf(H))
+ new /obj/item/weapon/gun/energy/gun/advtaser(get_turf(H))
if("egun")
new /obj/item/weapon/gun/energy/gun(get_turf(H))
if("laser")
diff --git a/code/game/jobs/job/security.dm b/code/game/jobs/job/security.dm
index 3b13ceb6b64..31c82b2a203 100644
--- a/code/game/jobs/job/security.dm
+++ b/code/game/jobs/job/security.dm
@@ -77,7 +77,7 @@
H.equip_or_collect(new /obj/item/clothing/glasses/hud/security/sunglasses(H), slot_glasses)
// H.equip_or_collect(new /obj/item/clothing/mask/gas(H), slot_wear_mask) //Grab one from the armory you donk
H.equip_or_collect(new /obj/item/device/flash(H), slot_l_store)
- H.equip_or_collect(new /obj/item/weapon/gun/energy/advtaser(H), slot_s_store)
+ H.equip_or_collect(new /obj/item/weapon/gun/energy/gun/advtaser(H), slot_s_store)
if(H.backbag == 1)
H.equip_or_collect(new /obj/item/weapon/storage/box/survival(H), slot_r_hand)
H.equip_or_collect(new /obj/item/weapon/restraints/handcuffs(H), slot_l_hand)
@@ -175,7 +175,7 @@
H.equip_to_slot_or_del(new /obj/item/clothing/head/helmet(H), slot_head)
H.equip_or_collect(new /obj/item/device/pda/security(H), slot_wear_pda)
H.equip_or_collect(new /obj/item/clothing/gloves/color/black(H), slot_gloves)
- H.equip_or_collect(new /obj/item/weapon/gun/energy/advtaser(H), slot_s_store)
+ H.equip_or_collect(new /obj/item/weapon/gun/energy/gun/advtaser(H), slot_s_store)
H.equip_or_collect(new /obj/item/device/flash(H), slot_l_store)
if(H.backbag == 1)
H.equip_or_collect(new /obj/item/weapon/storage/box/survival(H), slot_r_hand)
@@ -249,7 +249,7 @@
H.equip_or_collect(new /obj/item/clothing/shoes/jackboots(H), slot_shoes)
H.equip_or_collect(new /obj/item/device/pda/security(H), slot_wear_pda)
H.equip_or_collect(new /obj/item/clothing/gloves/color/black(H), slot_gloves)
- H.equip_or_collect(new /obj/item/weapon/gun/energy/advtaser(H), slot_s_store)
+ H.equip_or_collect(new /obj/item/weapon/gun/energy/gun/advtaser(H), slot_s_store)
H.equip_or_collect(new /obj/item/device/flash(H), slot_l_store)
if(H.backbag == 1)
H.equip_or_collect(new /obj/item/weapon/storage/box/survival(H), slot_r_hand)
diff --git a/code/game/machinery/portable_turret.dm b/code/game/machinery/portable_turret.dm
index e2d87ddf9c8..fb1ef8c8740 100644
--- a/code/game/machinery/portable_turret.dm
+++ b/code/game/machinery/portable_turret.dm
@@ -666,6 +666,8 @@ var/list/turret_icons
return
/obj/machinery/porta_turret/proc/shootAt(var/mob/living/target)
+ if(!raised) //the turret has to be raised in order to fire - makes sense, right?
+ return
//any emagged turrets will shoot extremely fast! This not only is deadly, but drains a lot power!
if(!emagged) //if it hasn't been emagged, it has to obey a cooldown rate
if(last_fired || !raised) //prevents rapid-fire shooting, unless it's been emagged
@@ -680,10 +682,6 @@ var/list/turret_icons
if(!istype(T) || !istype(U))
return
- if(!raised) //the turret has to be raised in order to fire - makes sense, right?
- return
-
-
update_icon()
var/obj/item/projectile/A
if(emagged || lethal)
@@ -694,18 +692,17 @@ var/list/turret_icons
if(projectile)
A = new projectile(loc)
playsound(loc, shot_sound, 75, 1)
- A.original = target
// Lethal/emagged turrets use twice the power due to higher energy beams
// Emagged turrets again use twice as much power due to higher firing rates
use_power(reqpower * (2 * (emagged || lethal)) * (2 * emagged))
- //Shooting Code:
+ A.original = target
A.current = T
A.yo = U.y - T.y
A.xo = U.x - T.x
- spawn(1)
- A.process()
+ A.fire()
+ return A
/datum/turret_checks
var/enabled
diff --git a/code/game/mecha/equipment/weapons/weapons.dm b/code/game/mecha/equipment/weapons/weapons.dm
index a92e949bafc..fda074ec119 100644
--- a/code/game/mecha/equipment/weapons/weapons.dm
+++ b/code/game/mecha/equipment/weapons/weapons.dm
@@ -5,6 +5,10 @@
var/projectile
var/fire_sound
var/size=0
+ var/projectiles_per_shot = 1
+ var/variance = 0
+ var/randomspread = 0 //use random spread for machineguns, instead of shotgun scatter
+ var/projectile_delay = 0
/obj/item/mecha_parts/mecha_equipment/weapon/can_attach(var/obj/mecha/combat/M as obj)
if(..())
@@ -16,32 +20,51 @@
return 1
return 0
+/obj/item/mecha_parts/mecha_equipment/weapon/proc/get_shot_amount()
+ return projectiles_per_shot
-/obj/item/mecha_parts/mecha_equipment/weapon/energy
- name = "General Energy Weapon"
- size = 2
- action(target)
- if(!action_checks(target)) return
- var/turf/curloc = chassis.loc
- var/atom/targloc = get_turf(target)
- if (!targloc || !istype(targloc, /turf) || !curloc)
- return
- if (targloc == curloc)
- return
- set_ready_state(0)
- playsound(chassis, fire_sound, 50, 1)
+/obj/item/mecha_parts/mecha_equipment/weapon/action(target, params)
+ if(!action_checks(target))
+ return 0
+
+ var/turf/curloc = get_turf(chassis)
+ var/turf/targloc = get_turf(target)
+ if (!targloc || !istype(targloc) || !curloc)
+ return 0
+ if (targloc == curloc)
+ return 0
+
+ set_ready_state(0)
+ for(var/i=1 to get_shot_amount())
var/obj/item/projectile/A = new projectile(curloc)
A.firer = chassis.occupant
A.original = target
A.current = curloc
- A.yo = targloc.y - curloc.y
- A.xo = targloc.x - curloc.x
- chassis.use_power(energy_drain)
- A.process()
- chassis.log_message("Fired from [src.name], targeting [target].")
- do_after_cooldown()
- return
+ var/spread = 0
+ if(variance)
+ if(randomspread)
+ spread = round((rand() - 0.5) * variance)
+ else
+ spread = round((i / projectiles_per_shot - 0.5) * variance)
+ A.preparePixelProjectile(target, targloc, chassis.occupant, params, spread)
+
+ chassis.use_power(energy_drain)
+ A.fire()
+ playsound(chassis, fire_sound, 50, 1)
+
+ sleep(max(0, projectile_delay))
+ set_ready_state(0)
+ log_message("Fired from [src.name], targeting [target].")
+ var/turf/T = get_turf(src)
+ msg_admin_attack("[key_name_admin(chassis.occupant)] fired a [src] in ([T.x], [T.y], [T.z] - JMP)")
+ log_game("[key_name(chassis.occupant)] fired a [src] in [T.x], [T.y], [T.z]")
+ do_after_cooldown()
+ return
+
+/obj/item/mecha_parts/mecha_equipment/weapon/energy
+ name = "General Energy Weapon"
+ size = 2
/obj/item/mecha_parts/mecha_equipment/weapon/energy/laser
equip_cooldown = 8
@@ -82,25 +105,25 @@
icon_state = "pulse1_bl"
var/life = 20
- Bump(atom/A)
- A.bullet_act(src, def_zone)
- src.life -= 10
- if(ismob(A))
- var/mob/M = A
- if(istype(firer, /mob))
- M.attack_log += "\[[time_stamp()]\] [firer]/[firer.ckey] shot [M]/[M.ckey] with a [src]"
- firer.attack_log += "\[[time_stamp()]\] [firer]/[firer.ckey] shot [M]/[M.ckey] with a [src]"
- log_attack("[firer] ([firer.ckey]) shot [M] ([M.ckey]) with a [src]")
- if(!iscarbon(firer))
- M.LAssailant = null
- else
- M.LAssailant = firer
+/obj/item/projectile/beam/pulse/heavy/Bump(atom/A)
+ A.bullet_act(src, def_zone)
+ src.life -= 10
+ if(ismob(A))
+ var/mob/M = A
+ if(istype(firer, /mob))
+ M.attack_log += "\[[time_stamp()]\] [firer]/[firer.ckey] shot [M]/[M.ckey] with a [src]"
+ firer.attack_log += "\[[time_stamp()]\] [firer]/[firer.ckey] shot [M]/[M.ckey] with a [src]"
+ log_attack("[firer] ([firer.ckey]) shot [M] ([M.ckey]) with a [src]")
+ if(!iscarbon(firer))
+ M.LAssailant = null
else
- M.attack_log += "\[[time_stamp()]\] UNKNOWN SUBJECT (No longer exists) shot [M]/[M.ckey] with a [src]"
- log_attack("UNKNOWN shot [M] ([M.ckey]) with a [src]")
- if(life <= 0)
- qdel(src)
- return
+ M.LAssailant = firer
+ else
+ M.attack_log += "\[[time_stamp()]\] UNKNOWN SUBJECT (No longer exists) shot [M]/[M.ckey] with a [src]"
+ log_attack("UNKNOWN shot [M] ([M.ckey]) with a [src]")
+ if(life <= 0)
+ qdel(src)
+ return
/obj/item/mecha_parts/mecha_equipment/weapon/energy/taser
@@ -119,89 +142,89 @@
equip_cooldown = 150
range = MELEE|RANGED
- can_attach(obj/mecha/combat/honker/M as obj)
- if(..())
- if(istype(M))
- return 1
+/obj/item/mecha_parts/mecha_equipment/weapon/honker/can_attach(obj/mecha/combat/honker/M as obj)
+ if(..())
+ if(istype(M))
+ return 1
+ return 0
+
+/obj/item/mecha_parts/mecha_equipment/weapon/honker/action(target, params)
+ if(!chassis)
+ return 0
+ if(energy_drain && chassis.get_charge() < energy_drain)
+ return 0
+ if(!equip_ready)
return 0
- action(target)
- if(!chassis)
- return 0
- if(energy_drain && chassis.get_charge() < energy_drain)
- return 0
- if(!equip_ready)
- return 0
+ playsound(chassis, 'sound/items/AirHorn.ogg', 100, 1)
+ chassis.occupant_message("HONK")
+ for(var/mob/living/carbon/M in ohearers(6, chassis))
+ if(istype(M, /mob/living/carbon/human))
+ var/mob/living/carbon/human/H = M
+ if(istype(H.l_ear, /obj/item/clothing/ears/earmuffs) || istype(H.r_ear, /obj/item/clothing/ears/earmuffs))
+ continue
+ to_chat(M, "HONK")
+ M.sleeping = 0
+ M.stuttering = 20
+ M.ear_deaf = 30
+ M.Weaken(3)
+ if(prob(30))
+ M.Stun(10)
+ M.Paralyse(4)
+ else
+ M.Jitter(500)
+ ///else the mousetraps are useless
+ if(istype(M, /mob/living/carbon/human))
+ var/mob/living/carbon/human/H = M
+ if(isobj(H.shoes))
+ var/thingy = H.shoes
+ H.unEquip(H.shoes)
+ walk_away(thingy,chassis,15,2)
+ spawn(20)
+ if(thingy)
+ walk(thingy,0)
+ for(var/obj/mecha/combat/recitence/R in oview(6, chassis))
+ R.occupant_message("\The [R] has protected you from [chassis]'s HONK at the cost of some power.")
+ R.use_power(R.get_charge() / 4)
- playsound(chassis, 'sound/items/AirHorn.ogg', 100, 1)
- chassis.occupant_message("HONK")
- for(var/mob/living/carbon/M in ohearers(6, chassis))
- if(istype(M, /mob/living/carbon/human))
- var/mob/living/carbon/human/H = M
- if(istype(H.l_ear, /obj/item/clothing/ears/earmuffs) || istype(H.r_ear, /obj/item/clothing/ears/earmuffs))
- continue
- to_chat(M, "HONK")
- M.sleeping = 0
- M.stuttering = 20
- M.ear_deaf = 30
- M.Weaken(3)
- if(prob(30))
- M.Stun(10)
- M.Paralyse(4)
- else
- M.Jitter(500)
- ///else the mousetraps are useless
- if(istype(M, /mob/living/carbon/human))
- var/mob/living/carbon/human/H = M
- if(isobj(H.shoes))
- var/thingy = H.shoes
- H.unEquip(H.shoes)
- walk_away(thingy,chassis,15,2)
- spawn(20)
- if(thingy)
- walk(thingy,0)
- for(var/obj/mecha/combat/recitence/R in oview(6, chassis))
- R.occupant_message("\The [R] has protected you from [chassis]'s HONK at the cost of some power.")
- R.use_power(R.get_charge() / 4)
-
- chassis.use_power(energy_drain)
- log_message("Honked from [src.name]. HONK!")
- var/turf/T = get_turf(src)
- msg_admin_attack("[key_name_admin(chassis.occupant)] used a Mecha Honker in ([T.x], [T.y], [T.z] - JMP)")
- log_game("[key_name(chassis.occupant)] used a Mecha Honker in [T.x], [T.y], [T.z]")
- do_after_cooldown()
- return
+ chassis.use_power(energy_drain)
+ log_message("Honked from [src.name]. HONK!")
+ var/turf/T = get_turf(src)
+ msg_admin_attack("[key_name_admin(chassis.occupant)] used a Mecha Honker in ([T.x], [T.y], [T.z] - JMP)")
+ log_game("[key_name(chassis.occupant)] used a Mecha Honker in [T.x], [T.y], [T.z]")
+ do_after_cooldown()
+ return
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic
name = "General Ballisic Weapon"
var/projectiles
var/projectile_energy_cost
size = 2
- action_checks(atom/target)
- if(..())
- if(projectiles > 0)
- return 1
- return 0
+/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/action_checks(atom/target)
+ if(..())
+ if(projectiles > 0)
+ return 1
+ return 0
- get_equip_info()
- return "[..()]\[[src.projectiles]\][(src.projectiles < initial(src.projectiles))?" - Rearm":null]"
+/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/get_equip_info()
+ return "[..()]\[[src.projectiles]\][(src.projectiles < initial(src.projectiles))?" - Rearm":null]"
- proc/rearm()
- if(projectiles < initial(projectiles))
- var/projectiles_to_add = initial(projectiles) - projectiles
- while(chassis.get_charge() >= projectile_energy_cost && projectiles_to_add)
- projectiles++
- projectiles_to_add--
- chassis.use_power(projectile_energy_cost)
- send_byjax(chassis.occupant,"exosuit.browser","\ref[src]",src.get_equip_info())
- log_message("Rearmed [src.name].")
- return
+/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/proc/rearm()
+ if(projectiles < initial(projectiles))
+ var/projectiles_to_add = initial(projectiles) - projectiles
+ while(chassis.get_charge() >= projectile_energy_cost && projectiles_to_add)
+ projectiles++
+ projectiles_to_add--
+ chassis.use_power(projectile_energy_cost)
+ send_byjax(chassis.occupant,"exosuit.browser","\ref[src]",src.get_equip_info())
+ log_message("Rearmed [src.name].")
+ return
- Topic(href, href_list)
- ..()
- if (href_list["rearm"])
- src.rearm()
- return
+/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/Topic(href, href_list)
+ ..()
+ if (href_list["rearm"])
+ src.rearm()
+ return
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/carbine
name = "FNX-66 Carbine"
@@ -211,41 +234,6 @@
fire_sound = 'sound/weapons/Gunshot.ogg'
projectiles = 24
projectile_energy_cost = 15
- var/projectiles_per_shot = 1
- var/deviation = 0.0
-
- action(atom/target)
- if(!action_checks(target)) return
- var/turf/targloc = get_turf(target)
- var/target_x = targloc.x
- var/target_y = targloc.y
- var/target_z = targloc.z
- targloc = null
- spawn for(var/i=1 to min(projectiles, projectiles_per_shot))
- if(!chassis) break
- var/turf/curloc = get_turf(chassis)
- targloc = locate(target_x+GaussRandRound(deviation,1),target_y+GaussRandRound(deviation,1),target_z)
- if (!targloc || !curloc)
- continue
- if (targloc == curloc)
- continue
-
- playsound(chassis, fire_sound, 50, 1)
- var/obj/item/projectile/A = new projectile(curloc)
- src.projectiles--
- A.original = target
- A.current = curloc
- A.yo = targloc.y - curloc.y
- A.xo = targloc.x - curloc.x
- A.process()
- sleep(2)
- set_ready_state(0)
- log_message("Fired from [src.name], targeting [target].")
- var/turf/T = get_turf(src)
- msg_admin_attack("[key_name_admin(chassis.occupant)] fired a [src] in ([T.x], [T.y], [T.z] - JMP)")
- log_game("[key_name(chassis.occupant)] fired a [src] in [T.x], [T.y], [T.z]")
- do_after_cooldown()
- return
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/carbine/silenced
name = "\improper S.H.H. \"Quietus\" Carbine"
@@ -270,36 +258,8 @@
fire_sound = 'sound/weapons/Gunshot.ogg'
projectiles = 40
projectile_energy_cost = 25
- var/projectiles_per_shot = 4
- var/deviation = 0.7
-
- action(atom/target)
- if(!action_checks(target)) return
- var/turf/curloc = get_turf(chassis)
- var/turf/targloc = get_turf(target)
- if(!curloc || !targloc) return
- var/target_x = targloc.x
- var/target_y = targloc.y
- var/target_z = targloc.z
- targloc = null
- for(var/i=1 to min(projectiles, projectiles_per_shot))
- targloc = locate(target_x+GaussRandRound(deviation,1),target_y+GaussRandRound(deviation,1),target_z)
- if(!targloc || targloc == curloc)
- break
- playsound(chassis, fire_sound, 80, 1)
- var/obj/item/projectile/A = new projectile(curloc)
- src.projectiles--
- A.original = target
- A.current = curloc
- A.yo = targloc.y - curloc.y
- A.xo = targloc.x - curloc.x
- set_ready_state(0)
- A.process()
- log_message("Fired from [src.name], targeting [target].")
- do_after_cooldown()
- return
-
-
+ projectiles_per_shot = 4
+ variance = 25
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/lmg
name = "Ultra AC 2"
@@ -309,38 +269,9 @@
fire_sound = 'sound/weapons/Gunshot.ogg'
projectiles = 300
projectile_energy_cost = 20
- var/projectiles_per_shot = 3
- var/deviation = 0.3
-
- action(atom/target)
- if(!action_checks(target)) return
- var/turf/targloc = get_turf(target)
- var/target_x = targloc.x
- var/target_y = targloc.y
- var/target_z = targloc.z
- targloc = null
- spawn for(var/i=1 to min(projectiles, projectiles_per_shot))
- if(!chassis) break
- var/turf/curloc = get_turf(chassis)
- targloc = locate(target_x+GaussRandRound(deviation,1),target_y+GaussRandRound(deviation,1),target_z)
- if (!targloc || !curloc)
- continue
- if (targloc == curloc)
- continue
-
- playsound(chassis, fire_sound, 50, 1)
- var/obj/item/projectile/A = new projectile(curloc)
- src.projectiles--
- A.original = target
- A.current = curloc
- A.yo = targloc.y - curloc.y
- A.xo = targloc.x - curloc.x
- A.process()
- sleep(2)
- set_ready_state(0)
- log_message("Fired from [src.name], targeting [target].")
- do_after_cooldown()
- return
+ projectiles_per_shot = 3
+ variance = 6
+ projectile_delay = 2
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack
name = "SRM-8 Missile Rack"
@@ -353,20 +284,21 @@
var/missile_speed = 2
var/missile_range = 30
- action(target)
- if(!action_checks(target)) return
- set_ready_state(0)
- var/obj/item/missile/M = new projectile(chassis.loc)
- M.primed = 1
- playsound(chassis, fire_sound, 50, 1)
- M.throw_at(target, missile_range, missile_speed, chassis)
- projectiles--
- log_message("Fired from [src.name], targeting [target].")
- var/turf/T = get_turf(src)
- msg_admin_attack("[key_name_admin(chassis.occupant)] fired a [src] in ([T.x], [T.y], [T.z] - JMP)")
- log_game("[key_name(chassis.occupant)] fired a [src] in [T.x], [T.y], [T.z]")
- do_after_cooldown()
+/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/action(target, params)
+ if(!action_checks(target))
return
+ set_ready_state(0)
+ var/obj/item/missile/M = new projectile(chassis.loc)
+ M.primed = 1
+ playsound(chassis, fire_sound, 50, 1)
+ M.throw_at(target, missile_range, missile_speed, chassis)
+ projectiles--
+ log_message("Fired from [src.name], targeting [target].")
+ var/turf/T = get_turf(src)
+ msg_admin_attack("[key_name_admin(chassis.occupant)] fired a [src] in ([T.x], [T.y], [T.z] - JMP)")
+ log_game("[key_name(chassis.occupant)] fired a [src] in [T.x], [T.y], [T.z]")
+ do_after_cooldown()
+ return
/obj/item/missile
@@ -375,13 +307,13 @@
var/primed = null
throwforce = 15
- throw_impact(atom/hit_atom)
- if(primed)
- explosion(hit_atom, 0, 0, 2, 4, 0)
- qdel(src)
- else
- ..()
- return
+/obj/item/missile/throw_impact(atom/hit_atom)
+ if(primed)
+ explosion(hit_atom, 0, 0, 2, 4, 0)
+ qdel(src)
+ else
+ ..()
+ return
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/flashbang
name = "SGL-6 Grenade Launcher"
@@ -394,18 +326,19 @@
equip_cooldown = 60
var/det_time = 20
size=1
- action(target)
- if(!action_checks(target)) return
- set_ready_state(0)
- var/obj/item/weapon/grenade/flashbang/F = new projectile(chassis.loc)
- playsound(chassis, fire_sound, 50, 1)
- F.throw_at(target, missile_range, missile_speed, chassis)
- projectiles--
- log_message("Fired from [src.name], targeting [target].")
- spawn(det_time)
- F.prime()
- do_after_cooldown()
+/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/flashbang/action(target, params)
+ if(!action_checks(target))
return
+ set_ready_state(0)
+ var/obj/item/weapon/grenade/flashbang/F = new projectile(chassis.loc)
+ playsound(chassis, fire_sound, 50, 1)
+ F.throw_at(target, missile_range, missile_speed, chassis)
+ projectiles--
+ log_message("Fired from [src.name], targeting [target].")
+ spawn(det_time)
+ F.prime()
+ do_after_cooldown()
+ return
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/flashbang/clusterbang//Because I am a heartless bastard -Sieve
name = "SOB-3 Grenade Launcher"
@@ -432,22 +365,23 @@
projectile_energy_cost = 100
equip_cooldown = 20
- can_attach(obj/mecha/combat/honker/M as obj)
- if(..())
- if(istype(M))
- return 1
- return 0
+/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/banana_mortar/can_attach(obj/mecha/combat/honker/M as obj)
+ if(..())
+ if(istype(M))
+ return 1
+ return 0
- action(target)
- if(!action_checks(target)) return
- set_ready_state(0)
- var/obj/item/weapon/bananapeel/B = new projectile(chassis.loc)
- playsound(chassis, fire_sound, 60, 1)
- B.throw_at(target, missile_range, missile_speed, chassis)
- projectiles--
- log_message("Bananed from [src.name], targeting [target]. HONK!")
- do_after_cooldown()
+/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/banana_mortar/action(target, params)
+ if(!action_checks(target))
return
+ set_ready_state(0)
+ var/obj/item/weapon/bananapeel/B = new projectile(chassis.loc)
+ playsound(chassis, fire_sound, 60, 1)
+ B.throw_at(target, missile_range, missile_speed, chassis)
+ projectiles--
+ log_message("Bananed from [src.name], targeting [target]. HONK!")
+ do_after_cooldown()
+ return
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/mousetrap_mortar
@@ -460,23 +394,24 @@
projectile_energy_cost = 100
equip_cooldown = 10
- can_attach(obj/mecha/combat/honker/M as obj)
- if(..())
- if(istype(M))
- return 1
- return 0
+/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/mousetrap_mortar/can_attach(obj/mecha/combat/honker/M as obj)
+ if(..())
+ if(istype(M))
+ return 1
+ return 0
- action(target)
- if(!action_checks(target)) return
- set_ready_state(0)
- var/obj/item/device/assembly/mousetrap/M = new projectile(chassis.loc)
- M.secured = 1
- playsound(chassis, fire_sound, 60, 1)
- M.throw_at(target, missile_range, missile_speed, chassis)
- projectiles--
- log_message("Launched a mouse-trap from [src.name], targeting [target]. HONK!")
- do_after_cooldown()
+/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/mousetrap_mortar/action(target, params)
+ if(!action_checks(target))
return
+ set_ready_state(0)
+ var/obj/item/device/assembly/mousetrap/M = new projectile(chassis.loc)
+ M.secured = 1
+ playsound(chassis, fire_sound, 60, 1)
+ M.throw_at(target, missile_range, missile_speed, chassis)
+ projectiles--
+ log_message("Launched a mouse-trap from [src.name], targeting [target]. HONK!")
+ do_after_cooldown()
+ return
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/bolas
name = "PCMK-6 Bolas Launcher"
@@ -489,23 +424,24 @@
projectile_energy_cost = 50
equip_cooldown = 10
- can_attach(obj/mecha/combat/gygax/M as obj)
- if(..())
- if(istype(M))
- return 1
- return 0
+/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/bolas/can_attach(obj/mecha/combat/gygax/M as obj)
+ if(..())
+ if(istype(M))
+ return 1
+ return 0
- action(target)
- if(!action_checks(target)) return
- set_ready_state(0)
- var/obj/item/weapon/legcuffs/bolas/M = new projectile(chassis.loc)
- playsound(chassis, fire_sound, 50, 1)
- M.thrown_from = src
- M.throw_at(target, missile_range, missile_speed)
- projectiles--
- log_message("Fired from [src.name], targeting [target].")
- do_after_cooldown()
+/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/bolas/action(target, params)
+ if(!action_checks(target))
return
+ set_ready_state(0)
+ var/obj/item/weapon/legcuffs/bolas/M = new projectile(chassis.loc)
+ playsound(chassis, fire_sound, 50, 1)
+ M.thrown_from = src
+ M.throw_at(target, missile_range, missile_speed)
+ projectiles--
+ log_message("Fired from [src.name], targeting [target].")
+ do_after_cooldown()
+ return
/obj/item/mecha_parts/mecha_equipment/weapon/energy/plasma
equip_cooldown = 20
diff --git a/code/game/mecha/mecha.dm b/code/game/mecha/mecha.dm
index ceeca47f72e..fcfccd1f9b6 100644
--- a/code/game/mecha/mecha.dm
+++ b/code/game/mecha/mecha.dm
@@ -219,7 +219,7 @@
// return ..()
*/
-/obj/mecha/proc/click_action(atom/target,mob/user)
+/obj/mecha/proc/click_action(atom/target, mob/user, params)
if(!src.occupant || src.occupant != user ) return
if(user.stat || !user.canmove)
return
@@ -239,9 +239,9 @@
return
if(!target.Adjacent(src))
if(selected && selected.is_ranged())
- selected.action(target)
+ selected.action(target, params)
else if(selected && selected.is_melee())
- selected.action(target)
+ selected.action(target, params)
else
if(internal_damage&MECHA_INT_CONTROL_LOST)
target = safepick(oview(1,src))
@@ -1991,4 +1991,4 @@
/obj/mecha/speech_bubble(var/bubble_state = "",var/bubble_loc = src, var/list/bubble_recipients = list())
- flick_overlay(image('icons/mob/talk.dmi', bubble_loc, bubble_state,MOB_LAYER+1), bubble_recipients, 30)
\ No newline at end of file
+ flick_overlay(image('icons/mob/talk.dmi', bubble_loc, bubble_state,MOB_LAYER+1), bubble_recipients, 30)
diff --git a/code/game/objects/structures/crates_lockers/closets/secure/security.dm b/code/game/objects/structures/crates_lockers/closets/secure/security.dm
index 1cadbfbd14a..1a24f932091 100644
--- a/code/game/objects/structures/crates_lockers/closets/secure/security.dm
+++ b/code/game/objects/structures/crates_lockers/closets/secure/security.dm
@@ -152,7 +152,7 @@
new /obj/item/weapon/storage/box/flashbangs(src)
new /obj/item/weapon/reagent_containers/spray/pepper(src)
new /obj/item/weapon/melee/baton/loaded(src)
- new /obj/item/weapon/gun/energy/advtaser(src)
+ new /obj/item/weapon/gun/energy/gun/advtaser(src)
new /obj/item/weapon/storage/belt/security/sec(src)
new /obj/item/weapon/storage/box/holobadge(src)
diff --git a/code/game/response_team.dm b/code/game/response_team.dm
index bfed4a30f0b..d9b8cfcc375 100644
--- a/code/game/response_team.dm
+++ b/code/game/response_team.dm
@@ -382,7 +382,7 @@ var/send_emergency_team
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat(M), slot_shoes)
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/color/black(M), slot_gloves)
M.equip_to_slot_or_del(new /obj/item/clothing/suit/armor/vest/ert/security(M), slot_wear_suit)
- M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/advtaser(M), slot_s_store)
+ M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/gun/advtaser(M), slot_s_store)
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/hud/security/sunglasses(M), slot_glasses)
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/ert/security(M), slot_in_backpack)
@@ -459,7 +459,7 @@ var/send_emergency_team
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat(M), slot_shoes)
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/color/black(M), slot_gloves)
M.equip_to_slot_or_del(new /obj/item/clothing/suit/space/rig/ert/security(M), slot_wear_suit)
- M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/advtaser(M), slot_s_store)
+ M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/gun/advtaser(M), slot_s_store)
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/hud/security/sunglasses(M), slot_glasses)
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/rig/ert/security(M), slot_in_backpack)
diff --git a/code/modules/clothing/spacesuits/ert.dm b/code/modules/clothing/spacesuits/ert.dm
index 9130871439c..91824a9856e 100644
--- a/code/modules/clothing/spacesuits/ert.dm
+++ b/code/modules/clothing/spacesuits/ert.dm
@@ -35,7 +35,7 @@
allowed = list(/obj/item/device/flashlight, /obj/item/weapon/tank, /obj/item/device/t_scanner, /obj/item/weapon/rcd, /obj/item/weapon/crowbar, \
/obj/item/weapon/screwdriver, /obj/item/weapon/weldingtool, /obj/item/weapon/wirecutters, /obj/item/weapon/wrench, /obj/item/device/multitool, \
/obj/item/device/radio, /obj/item/device/analyzer, /obj/item/weapon/gun/energy/laser, /obj/item/weapon/gun/energy/pulse, \
- /obj/item/weapon/gun/energy/advtaser, /obj/item/weapon/melee/baton, /obj/item/weapon/gun/energy/gun)
+ /obj/item/weapon/gun/energy/gun/advtaser, /obj/item/weapon/melee/baton, /obj/item/weapon/gun/energy/gun)
strip_delay = 130
//Commander
diff --git a/code/modules/crafting/recipes.dm b/code/modules/crafting/recipes.dm
index c578c452bbc..f676ac14d44 100644
--- a/code/modules/crafting/recipes.dm
+++ b/code/modules/crafting/recipes.dm
@@ -44,7 +44,7 @@
/obj/item/robot_parts/r_leg = 1,
/obj/item/stack/sheet/metal = 5,
/obj/item/stack/cable_coil = 5,
- /obj/item/weapon/gun/energy/advtaser = 1,
+ /obj/item/weapon/gun/energy/gun/advtaser = 1,
/obj/item/weapon/stock_parts/cell = 1,
/obj/item/device/assembly/prox_sensor = 1,
/obj/item/robot_parts/r_arm = 1)
diff --git a/code/modules/examine/descriptions/weapons.dm b/code/modules/examine/descriptions/weapons.dm
index 90929d31e08..264e0e99dfe 100644
--- a/code/modules/examine/descriptions/weapons.dm
+++ b/code/modules/examine/descriptions/weapons.dm
@@ -26,7 +26,7 @@
then click where you want to fire. Most energy weapons can fire through windows harmlessly. To switch between stun and lethal, click the weapon \
in your hand. To recharge this weapon, use a weapon recharger."
-/obj/item/weapon/gun/energy/advtaser
+/obj/item/weapon/gun/energy/gun/advtaser
description_info = "This is an energy weapon. To fire the weapon, have your gun mode set to 'fire', \
then click where you want to fire. To recharge this weapon, use a weapon recharger. \
To switch between insta-stun and disabler beams, click the weapon in your hand. This weapon can only fire through glass if it is set to disabler beams."
@@ -55,11 +55,6 @@
then click where you want to fire. After firing, you will need to pump the gun, by clicking on the gun in your hand. To reload, load more shotgun \
shells into the gun."
-/obj/item/weapon/gun/projectile/heavysniper
- description_info = "This is a ballistic weapon. To fire the weapon, have your gun mode set to 'fire', \
- then click where you want to fire. The gun's chamber can be opened or closed by using it in your hand. To reload, open the chamber, add a new bullet \
- then close it. To use the scope, use the appropriate verb in the object tab."
-
//*******
//*Melee*
//*******
diff --git a/code/modules/mining/security_recipes.dm b/code/modules/mining/security_recipes.dm
index f08addbf4a0..9cbdeadc154 100644
--- a/code/modules/mining/security_recipes.dm
+++ b/code/modules/mining/security_recipes.dm
@@ -99,7 +99,7 @@
/datum/manufacture/taser
name = "Advanced Taser"
- item = /obj/item/weapon/gun/energy/advtaser
+ item = /obj/item/weapon/gun/energy/gun/advtaser
cost1 = /obj/item/weapon/ore/iron
cname1 = "Iron"
amount1 = 15
diff --git a/code/modules/mob/living/carbon/human/species/plasmaman.dm b/code/modules/mob/living/carbon/human/species/plasmaman.dm
index 26ee19b0788..003e1969d33 100644
--- a/code/modules/mob/living/carbon/human/species/plasmaman.dm
+++ b/code/modules/mob/living/carbon/human/species/plasmaman.dm
@@ -66,7 +66,7 @@
if("Warden","Security Officer","Security Pod Pilot")
suit=/obj/item/clothing/suit/space/eva/plasmaman/security/
helm=/obj/item/clothing/head/helmet/space/eva/plasmaman/security/
- H.equip_or_collect(new /obj/item/weapon/gun/energy/advtaser(H), slot_in_backpack)
+ H.equip_or_collect(new /obj/item/weapon/gun/energy/gun/advtaser(H), slot_in_backpack)
if("Magistrate")
suit=/obj/item/clothing/suit/space/eva/plasmaman/magistrate
helm=/obj/item/clothing/head/helmet/space/eva/plasmaman/magistrate
diff --git a/code/modules/mob/living/simple_animal/bot/construction.dm b/code/modules/mob/living/simple_animal/bot/construction.dm
index 2c2ca652d10..27bfe821502 100644
--- a/code/modules/mob/living/simple_animal/bot/construction.dm
+++ b/code/modules/mob/living/simple_animal/bot/construction.dm
@@ -158,7 +158,7 @@
return
newname = "redtag ED-209 assembly"
if("")
- if(!istype(W, /obj/item/weapon/gun/energy/advtaser))
+ if(!istype(W, /obj/item/weapon/gun/energy/gun/advtaser))
return
newname = "taser ED-209 assembly"
else
diff --git a/code/modules/mob/living/simple_animal/bot/ed209bot.dm b/code/modules/mob/living/simple_animal/bot/ed209bot.dm
index 23b87eb0c51..56f61622b17 100644
--- a/code/modules/mob/living/simple_animal/bot/ed209bot.dm
+++ b/code/modules/mob/living/simple_animal/bot/ed209bot.dm
@@ -365,7 +365,7 @@ Auto Patrol[]"},
new /obj/item/device/assembly/prox_sensor(Tsec)
if(!lasercolor)
- var/obj/item/weapon/gun/energy/advtaser/G = new /obj/item/weapon/gun/energy/advtaser(Tsec)
+ var/obj/item/weapon/gun/energy/gun/advtaser/G = new /obj/item/weapon/gun/energy/gun/advtaser(Tsec)
G.power_supply.charge = 0
G.update_icon()
else if(lasercolor == "b")
diff --git a/code/modules/mob/living/simple_animal/hostile/hostile.dm b/code/modules/mob/living/simple_animal/hostile/hostile.dm
index 418c30199d0..ef048b351fd 100644
--- a/code/modules/mob/living/simple_animal/hostile/hostile.dm
+++ b/code/modules/mob/living/simple_animal/hostile/hostile.dm
@@ -262,7 +262,8 @@
var/obj/item/projectile/A = new projectiletype(src.loc)
playsound(user, projectilesound, 100, 1)
- if(!A) return
+ if(!A)
+ return
A.current = target
A.firer = src
@@ -272,7 +273,7 @@
newtonian_move(get_dir(target, user))
A.original = target
spawn( 0 )
- A.process()
+ A.fire()
return
/mob/living/simple_animal/hostile/proc/DestroySurroundings()
diff --git a/code/modules/projectiles/firing.dm b/code/modules/projectiles/firing.dm
index 813edec4c30..2a75004f223 100644
--- a/code/modules/projectiles/firing.dm
+++ b/code/modules/projectiles/firing.dm
@@ -81,8 +81,8 @@
//Split Y+Pixel_Y up into list(Y, Pixel_Y)
var/list/screen_loc_Y = splittext(screen_loc_params[2],":")
- var/x = text2num(screen_loc_X[1]) * 32 + text2num(screen_loc_X[2]) - 32
- var/y = text2num(screen_loc_Y[1]) * 32 + text2num(screen_loc_Y[2]) - 32
+ var/x = text2num(screen_loc_X[1]) * world.icon_size + text2num(screen_loc_X[2]) - world.icon_size + (user.client ? user.client.pixel_x : 0)
+ var/y = text2num(screen_loc_Y[1]) * world.icon_size + text2num(screen_loc_Y[2]) - world.icon_size + (user.client ? user.client.pixel_y : 0)
//Calculate the "resolution" of screen based on client's view and world's icon size. This will work if the user can view more tiles than average.
var/screenview = (user.client.view * 2 + 1) * world.icon_size //Refer to http://www.byond.com/docs/ref/info.html#/client/var/view for mad maths
diff --git a/code/modules/projectiles/gun.dm b/code/modules/projectiles/gun.dm
index eb135b6e0b9..458ab877c78 100644
--- a/code/modules/projectiles/gun.dm
+++ b/code/modules/projectiles/gun.dm
@@ -187,7 +187,7 @@ obj/item/weapon/gun/proc/newshot()
sprd = round((rand() - 0.5) * spread)
else
sprd = round((i / burst_size - 0.5) * spread)
- if(!chambered.fire(target, user, params, suppressed, zone_override, sprd))
+ if(!chambered.fire(target, user, params, ,suppressed, zone_override, sprd))
shoot_with_empty_chamber(user)
break
else
diff --git a/code/modules/projectiles/guns/energy/special.dm b/code/modules/projectiles/guns/energy/special.dm
index 47adcd9a946..bee8ac46ed2 100644
--- a/code/modules/projectiles/guns/energy/special.dm
+++ b/code/modules/projectiles/guns/energy/special.dm
@@ -360,14 +360,6 @@
item_state = "instagibblue"
ammo_type = list(/obj/item/ammo_casing/energy/instakill/blue)
-obj/item/weapon/gun/energy/staff/focus
- name = "mental focus"
- desc = "An artefact that channels the will of the user into destructive bolts of force. If you aren't careful with it, you might poke someone's brain out."
- icon = 'icons/obj/wizard.dmi'
- icon_state = "focus"
- item_state = "focus"
- ammo_type = list(/obj/item/ammo_casing/forcebolt)
-
/obj/item/weapon/gun/energy/clown
name = "HONK Rifle"
desc = "Clown Planet's finest."
diff --git a/code/modules/projectiles/guns/magic.dm b/code/modules/projectiles/guns/magic.dm
index 3de33a805fe..870ae85bc63 100644
--- a/code/modules/projectiles/guns/magic.dm
+++ b/code/modules/projectiles/guns/magic.dm
@@ -4,6 +4,7 @@
icon = 'icons/obj/guns/magic.dmi'
icon_state = "staffofnothing"
item_state = "staff"
+ fire_sound = 'sound/weapons/emitter.ogg'
fire_sound_text = "energy blast"
flags = CONDUCT
w_class = 5
diff --git a/code/modules/projectiles/guns/magic/staff.dm b/code/modules/projectiles/guns/magic/staff.dm
index 0a52f5ba416..85b483b8363 100644
--- a/code/modules/projectiles/guns/magic/staff.dm
+++ b/code/modules/projectiles/guns/magic/staff.dm
@@ -54,3 +54,11 @@ obj/item/weapon/gun/magic/staff/door
item_state = "honker"
max_charges = 4
recharge_rate = 8
+
+obj/item/weapon/gun/magic/staff/focus
+ name = "mental focus"
+ desc = "An artefact that channels the will of the user into destructive bolts of force. If you aren't careful with it, you might poke someone's brain out."
+ icon = 'icons/obj/wizard.dmi'
+ icon_state = "focus"
+ item_state = "focus"
+ ammo_type = list(/obj/item/ammo_casing/forcebolt)
diff --git a/code/modules/projectiles/projectile/special.dm b/code/modules/projectiles/projectile/special.dm
index e9414888a50..0d0eba709ff 100644
--- a/code/modules/projectiles/projectile/special.dm
+++ b/code/modules/projectiles/projectile/special.dm
@@ -239,7 +239,7 @@ obj/item/projectile/kinetic/New()
if(istype(target_turf, /turf/simulated/mineral))
var/turf/simulated/mineral/M = target_turf
M.gets_drilled(firer)
- new /obj/item/effect/kinetic_blast(target_turf)
+ new /obj/effect/kinetic_blast(target_turf)
if(splash)
for(var/turf/T in range(splash, target_turf))
if(istype(T, /turf/simulated/mineral))
@@ -252,7 +252,7 @@ obj/item/projectile/kinetic/New()
icon_state = "kinetic_blast"
layer = 4.1
-/obj/item/effect/kinetic_blast/New()
+/obj/effect/kinetic_blast/New()
spawn(4)
qdel(src)