/obj/item/gun name = "gun" desc = "It's a gun. It's pretty terrible, though." icon = 'icons/obj/guns/projectile.dmi' icon_state = "revolver_bright" item_state = "gun" flags = CONDUCT slot_flags = ITEM_SLOT_BELT materials = list(MAT_METAL=2000) throwforce = 5 throw_speed = 3 throw_range = 5 force = 5 origin_tech = "combat=1" needs_permit = TRUE attack_verb = list("struck", "hit", "bashed") /// Sound played when a projectile is fired. var/fire_sound = "gunshot" /// Sound played when inserting a new magazine. var/magin_sound = 'sound/weapons/gun_interactions/smg_magin.ogg' /// Sound played when ejecting a magazine. var/magout_sound = 'sound/weapons/gun_interactions/smg_magout.ogg' /// The fire sound that shows in chat messages: laser blast, gunshot, etc. var/fire_sound_text = "gunshot" /// Whether or not a message is displayed when fired. var/suppressed = FALSE /// Whether or not a suppressor can be attached to the gun. var/can_suppress = FALSE /// Whether or not an attached suppressor can be removed from the gun. var/can_unsuppress = TRUE /// Screen shake when firing. var/recoil = 0 /// Checks to see if the user has the clumsy trait. var/clumsy_check = TRUE /// Is there currently a bullet in the chamber? var/obj/item/ammo_casing/chambered = null /// Trigger guard on the gun, hulks and ash walkers can't fire them with their big meaty fingers. var/trigger_guard = TRIGGER_GUARD_NORMAL /// Description change if gun is sawn-off. var/sawn_desc = null /// Whether or not the gun has been sawn-off. var/sawn_state = SAWN_INTACT /// The number of bullets in a trigger pull. var/burst_size = 1 /// Rate of fire for burst firing and semi auto. var/fire_delay = 0 /// Prevent the gun from firing again while already firing. var/firing_burst = 0 /// Cooldown handler. var/semicd = 0 /// How long it takes to perform an execution with the gun. var/execution_speed = 6 SECONDS /// When dual wielding, accuracy will decrease based on weapon weight. WEAPON_HEAVY makes a weapon require two hands to fire, unless the user has TRAIT_BADASS. var/weapon_weight = WEAPON_LIGHT /// Additional spread when dual wielding. var/dual_wield_spread = 24 /// Restrict what species can fire this gun. var/list/restricted_species /// Bigger values make shots less precise. var/spread = 0 /// If TRUE, allows the gun to be renamed with a pen. var/unique_rename = TRUE /// Allows one-time reskinning. var/unique_reskin = FALSE /// The skin choice if we had a reskin. var/current_skin = null /// List of reskin options. var/list/options = list() lefthand_file = 'icons/mob/inhands/guns_lefthand.dmi' righthand_file = 'icons/mob/inhands/guns_righthand.dmi' /// Whether or not the gun has a flashlight. var/obj/item/flashlight/gun_light = null /// Whether or not a flashlight can be attached to the gun. var/can_flashlight = FALSE /// Whether or not a knife can be attached to the gun. var/can_bayonet = FALSE var/obj/item/kitchen/knife/bayonet var/mutable_appearance/knife_overlay var/knife_x_offset = 0 var/knife_y_offset = 0 /// Whether or not the gun fits in a shoulder holster. var/can_holster = FALSE /// Weapon modifications (except bayonets, flashlights, and suppressors - these are tracked seperately). var/list/upgrades = list() var/ammo_x_offset = 0 // Used for positioning ammo count overlay on sprite. var/ammo_y_offset = 0 var/flight_x_offset = 0 var/flight_y_offset = 0 /obj/item/gun/Initialize(mapload) . = ..() ADD_TRAIT(src, TRAIT_CAN_POINT_WITH, ROUNDSTART_TRAIT) appearance_flags |= KEEP_TOGETHER /obj/item/gun/Destroy() QDEL_NULL(bayonet) QDEL_NULL(chambered) QDEL_NULL(gun_light) return ..() /obj/item/gun/handle_atom_del(atom/A) if(A == bayonet) clear_bayonet() return ..() /obj/item/gun/examine(mob/user) . = ..() if(unique_reskin && !current_skin) . += "Alt-click it to reskin it." if(unique_rename) . += "Use a pen on it to rename it." if(bayonet) . += "It has \a [bayonet] [can_bayonet ? "" : "permanently "]affixed to it." if(can_bayonet) //if it has a bayonet and this is false, the bayonet is permanent. . += "[bayonet] looks like it can be unscrewed from [src]." else if(can_bayonet) . += "It has a bayonet lug on it." /obj/item/gun/proc/process_chamber() return 0 //check if there's enough ammo/energy/whatever to shoot one time //i.e if clicking would make it shoot /obj/item/gun/proc/can_shoot() return 1 /obj/item/gun/proc/shoot_with_empty_chamber(mob/living/user as mob|obj) to_chat(user, "*click*") playsound(user, 'sound/weapons/empty.ogg', 100, 1) /obj/item/gun/proc/shoot_live_shot(mob/living/user, atom/target, pointblank = FALSE, message = TRUE) if(recoil) shake_camera(user, recoil + 1, recoil) var/muzzle_range = chambered?.muzzle_flash_range var/muzzle_strength = chambered?.muzzle_flash_strength var/muzzle_flash_time = 0.2 SECONDS if(suppressed) playsound(user, fire_sound, 10, TRUE, ignore_walls = FALSE, extrarange = SILENCED_SOUND_EXTRARANGE, falloff_distance = 0) muzzle_range *= 0.5 muzzle_strength *= 0.2 muzzle_flash_time *= 0.5 else playsound(user, fire_sound, 50, 1) if(message) if(pointblank) user.visible_message( "[user] fires [src] point blank at [target]!", "You fire [src] point blank at [target]!", "You hear \a [fire_sound_text]!" ) else user.visible_message( "[user] fires [src]!", "You fire [src]!", "You hear \a [fire_sound_text]!" ) if(chambered?.muzzle_flash_effect) var/obj/effect/temp_visual/target_angled/muzzle_flash/effect = new chambered.muzzle_flash_effect(get_turf(src), target, muzzle_flash_time) effect.alpha = min(255, muzzle_strength * 255) if(chambered.muzzle_flash_color) effect.color = chambered.muzzle_flash_color effect.set_light(muzzle_range, muzzle_strength, chambered.muzzle_flash_color) else effect.color = LIGHT_COLOR_TUNGSTEN /obj/item/gun/emp_act(severity) for(var/obj/O in contents) O.emp_act(severity) /obj/item/gun/afterattack__legacy__attackchain(atom/target, mob/living/user, flag, params) if(firing_burst) return if(SEND_SIGNAL(src, COMSIG_GUN_TRY_FIRE, user, target, flag, params) & COMPONENT_CANCEL_GUN_FIRE) return if(SEND_SIGNAL(src, COMSIG_MOB_TRY_FIRE, user, target, flag, params) & COMPONENT_CANCEL_GUN_FIRE) return if(flag) //It's adjacent, is the user, or is on the user's person if(target in user.contents) //can't shoot stuff inside us. return if(!ismob(target) || user.a_intent == INTENT_HARM) //melee attack return if(target == user && user.zone_selected != "mouth") //so we can't shoot ourselves (unless mouth selected) return if(istype(user))//Check if the user can use the gun, if the user isn't alive(turrets) assume it can. var/mob/living/L = user if(!can_trigger_gun(L)) return if(!can_shoot()) //Just because you can pull the trigger doesn't mean it can't shoot. shoot_with_empty_chamber(user) return if(flag) if(user.zone_selected == "mouth") if(target == user && HAS_TRAIT(user, TRAIT_BADASS)) // Check if we are blowing smoke off of our own gun, otherwise we are trying to execute someone user.visible_message( "[user] blows smoke off of [src]'s barrel. What a badass.", "You blow smoke off of [src]'s barrel.", "You hear someone blowing over a hollow tube." ) else handle_suicide(user, target, params) return //Exclude lasertag guns from the CLUMSY check. if(clumsy_check) if(istype(user)) if(HAS_TRAIT(user, TRAIT_CLUMSY) && prob(40)) to_chat(user, "You shoot yourself in the foot with \the [src]!") var/shot_leg = pick("l_foot", "r_foot") process_fire(user, user, 0, params, zone_override = shot_leg) user.drop_item() return if(!HAS_TRAIT(user, TRAIT_BADASS) && weapon_weight == WEAPON_HEAVY && user.get_inactive_hand()) to_chat(user, "You need both hands free to fire \the [src]!") return //DUAL WIELDING var/bonus_spread = 0 if(!(ishuman(user) && user.a_intent == INTENT_HARM)) process_fire(target, user, TRUE, params, null, bonus_spread) return var/mob/living/carbon/human/H = user var/obj/item/gun/GUN_1 = H.get_active_hand() if(istype(H.get_inactive_hand(), /obj/item/gun)) //We do not need to check gun one, as it is controlled by the afterattack var/obj/item/gun/GUN_2 = H.get_inactive_hand() if(GUN_2.weapon_weight >= WEAPON_MEDIUM) process_fire(target, user, TRUE, params, null, bonus_spread) return if(GUN_2.can_trigger_gun(user)) if(!HAS_TRAIT(user, TRAIT_BADASS)) var/temporary_weapon_weight = GUN_2.weapon_weight if(GUN_1.type != GUN_2.type) temporary_weapon_weight = max(temporary_weapon_weight, WEAPON_LIGHT) //Can't hold the sparker in the off hand to make both guns perfectly accurate, must be 2 sparkers bonus_spread += dual_wield_spread * temporary_weapon_weight addtimer(CALLBACK(GUN_2, PROC_REF(process_fire), target, user, TRUE, params, null, bonus_spread), 1) process_fire(target, user, TRUE, params, null, bonus_spread) /obj/item/gun/proc/can_trigger_gun(mob/living/user) if(!user.can_use_guns(src)) return 0 if(restricted_species && length(restricted_species) && !is_type_in_list(user.dna.species, restricted_species)) to_chat(user, "[src] is incompatible with your biology!") return 0 return 1 /obj/item/gun/proc/newshot() return /obj/item/gun/proc/process_fire(atom/target as mob|obj|turf, mob/living/user as mob|obj, message = 1, params, zone_override, bonus_spread = 0) add_fingerprint(user) if(semicd) return SEND_SIGNAL(src, COMSIG_GUN_FIRED, user, target) var/sprd = 0 var/randomized_gun_spread = 0 if(spread) randomized_gun_spread = rand(0,spread) var/randomized_bonus_spread = rand(0, bonus_spread) if(burst_size > 1) if(chambered && chambered.harmful) if(HAS_TRAIT(user, TRAIT_PACIFISM)) // If the user has the pacifist trait, then they won't be able to fire [src] if the round chambered inside of [src] is lethal. to_chat(user, "[src] is lethally chambered! You don't want to risk harming anyone...") return firing_burst = 1 for(var/i = 1 to burst_size) if(!user) break if(!issilicon(user)) if(i>1 && !(src in get_both_hands(user))) //for burst firing break if(chambered) sprd = round((pick(0.5, -0.5)) * (randomized_gun_spread + randomized_bonus_spread)) if(!chambered.fire(target = target, user = user, params = params, distro = null, quiet = suppressed, zone_override = zone_override, spread = sprd, firer_source_atom = src)) shoot_with_empty_chamber(user) break else if(get_dist(user, target) <= 1) //Making sure whether the target is in vicinity for the pointblank shot shoot_live_shot(user, target, TRUE, message) else shoot_live_shot(user, target, FALSE, message) else shoot_with_empty_chamber(user) break process_chamber() update_icon() sleep(fire_delay) firing_burst = 0 else if(chambered) if(HAS_TRAIT(user, TRAIT_PACIFISM)) // If the user has the pacifist trait, then they won't be able to fire [src] if the round chambered inside of [src] is lethal. if(chambered.harmful) // Is the bullet chambered harmful? to_chat(user, "[src] is lethally chambered! You don't want to risk harming anyone...") return sprd = round((pick(1,-1)) * (randomized_gun_spread + randomized_bonus_spread)) if(!chambered.fire(target = target, user = user, params = params, distro = null, quiet = suppressed, zone_override = zone_override, spread = sprd, firer_source_atom = src)) shoot_with_empty_chamber(user) return else if(get_dist(user, target) <= 1) //Making sure whether the target is in vicinity for the pointblank shot shoot_live_shot(user, target, TRUE, message) else shoot_live_shot(user, target, FALSE, message) else shoot_with_empty_chamber(user) return process_chamber() update_icon() semicd = 1 spawn(fire_delay) semicd = 0 if(user) if(user.hand) user.update_inv_l_hand() else user.update_inv_r_hand() SSblackbox.record_feedback("tally", "gun_fired", 1, type) /obj/item/gun/attack__legacy__attackchain(mob/M, mob/user) if(user.a_intent == INTENT_HARM) //Flogging if(bayonet) M.attack_by(bayonet, user) else return ..() /obj/item/gun/attack_obj__legacy__attackchain(obj/O, mob/user, params) if(user.a_intent == INTENT_HARM) if(bayonet) O.attackby__legacy__attackchain(bayonet, user) return return ..() /obj/item/gun/attackby__legacy__attackchain(obj/item/I, mob/user, params) if(istype(I, /obj/item/flashlight/seclite)) var/obj/item/flashlight/seclite/S = I if(can_flashlight) if(!gun_light) if(!user.transfer_item_to(I, src)) return to_chat(user, "You click [S] into place on [src].") playsound(src, 'sound/machines/click.ogg', 50, TRUE) if(S.on) set_light(0) gun_light = S update_icon() update_gun_light(user) var/datum/action/A = new /datum/action/item_action/toggle_gunlight(src) if(loc == user) A.Grant(user) if(unique_rename) if(is_pen(I)) var/t = rename_interactive(user, I, use_prefix = FALSE) if(!isnull(t)) to_chat(user, "You name the gun [name]. Say hello to your new friend.") if(istype(I, /obj/item/kitchen/knife)) var/obj/item/kitchen/knife/K = I if(!can_bayonet || !K.bayonet || bayonet) //ensure the gun has an attachment point available, and that the knife is compatible with it. return ..() if(!user.drop_item()) return K.forceMove(src) to_chat(user, "You attach [K] to [src]'s bayonet lug.") playsound(src, 'sound/machines/click.ogg', 50, TRUE) bayonet = K var/state = "bayonet" //Generic state. if(bayonet.icon_state in icon_states('icons/obj/guns/bayonets.dmi')) //Snowflake state? state = bayonet.icon_state var/icon/bayonet_icons = 'icons/obj/guns/bayonets.dmi' knife_overlay = mutable_appearance(bayonet_icons, state) knife_overlay.pixel_x = knife_x_offset knife_overlay.pixel_y = knife_y_offset overlays += knife_overlay else return ..() /obj/item/gun/screwdriver_act(mob/user, obj/item/I) . = TRUE if(gun_light || bayonet) if(!I.use_tool(src, user, 0, volume = I.tool_volume)) return if(gun_light && can_flashlight) for(var/obj/item/flashlight/seclite/S in src) to_chat(user, "You unscrew the seclite from [src].") gun_light = null S.loc = get_turf(user) update_gun_light(user) S.update_brightness(user) update_icon() for(var/datum/action/item_action/toggle_gunlight/TGL in actions) qdel(TGL) else if(bayonet && can_bayonet) // if it has a bayonet, and the bayonet can be removed bayonet.forceMove(get_turf(user)) to_chat(user, "You remove [bayonet] from [src].") clear_bayonet() /obj/item/gun/proc/toggle_gunlight() if(!gun_light) return gun_light.on = !gun_light.on var/mob/living/carbon/human/user = usr if(user) to_chat(user, "You toggle the gun light [gun_light.on ? "on":"off"].") playsound(src, 'sound/weapons/empty.ogg', 100, 1) update_gun_light(user) /obj/item/gun/proc/update_gun_light(mob/user = null) if(gun_light) if(gun_light.on) set_light(gun_light.brightness_on) else set_light(0) update_icon() else set_light(0) update_action_buttons() /obj/item/gun/proc/clear_bayonet() if(!bayonet) return bayonet = null if(knife_overlay) overlays -= knife_overlay knife_overlay = null update_icon() return TRUE /obj/item/gun/extinguish_light(force = FALSE) if(gun_light?.on) toggle_gunlight() visible_message("[src]'s light fades and turns off.") /obj/item/gun/AltClick(mob/user) ..() if(user.incapacitated()) to_chat(user, "You can't do that right now!") return if(unique_reskin && !current_skin && loc == user) reskin_gun(user) /obj/item/gun/proc/reskin_gun(mob/M) var/list/skins = list() for(var/I in options) skins[I] = image(icon, icon_state = options[I]) var/choice = show_radial_menu(M, src, skins, radius = 40, custom_check = CALLBACK(src, PROC_REF(reskin_radial_check), M), require_near = TRUE) if(choice && reskin_radial_check(M) && !current_skin) current_skin = options[choice] to_chat(M, "Your gun is now skinned as [choice]. Say hello to your new friend.") update_icon() M.update_inv_r_hand() M.update_inv_l_hand() /obj/item/gun/proc/reskin_radial_check(mob/user) if(!ishuman(user)) return FALSE var/mob/living/carbon/human/H = user if(!src || !H.is_in_hands(src) || HAS_TRAIT(H, TRAIT_HANDS_BLOCKED)) return FALSE return TRUE /obj/item/gun/proc/handle_suicide(mob/user, mob/living/carbon/human/target, params) if(!ishuman(target)) // So only human-type mobs can be executed. return if(semicd) return if(user == target) if(!ishuman(user)) // Borg suicide needs a refactor for this to work. return target.visible_message( "[user] sticks [src] in [user.p_their()] mouth, ready to pull the trigger...", "You stick [src] in your mouth, ready to pull the trigger..." ) else target.visible_message( "[user] points [src] at [target]'s head, ready to pull the trigger...", "[user] points [src] at your head, ready to pull the trigger..." ) semicd = 1 if(!do_mob(user, target, execution_speed) || user.zone_selected != "mouth") if(user) if(user == target) user.visible_message("[user] decided life was worth living.") else if(target && target.Adjacent(user)) target.visible_message( "[user] has decided to spare [target]'s life.", "[user] has decided to spare your life!" ) semicd = 0 return semicd = 0 target.visible_message( "[user] pulls the trigger!", "[user] pulls the trigger!" ) if(chambered && chambered.BB) chambered.BB.damage *= 5 process_fire(target, user, 1, params) /obj/item/gun/proc/on_scope_success() return /obj/item/gun/proc/on_scope_end() return