#define SAWN_INTACT 0
#define SAWN_OFF 1
#define SAWN_SAWING -1
/obj/item/weapon/gun
name = "gun"
desc = "Its a gun. It's pretty terrible, though."
icon = 'icons/obj/gun.dmi'
icon_state = "detective"
item_state = "gun"
lefthand_file = 'icons/mob/inhands/guns_lefthand.dmi'
righthand_file = 'icons/mob/inhands/guns_righthand.dmi'
flags = CONDUCT
slot_flags = SLOT_BELT
materials = list(MAT_METAL=2000)
w_class = 3.0
throwforce = 5
throw_speed = 4
throw_range = 5
force = 5.0
origin_tech = "combat=1"
needs_permit = 1
attack_verb = list("struck", "hit", "bashed")
var/fire_sound = 'sound/weapons/Gunshot.ogg'
var/obj/item/projectile/in_chamber = null
var/silenced = 0
var/ghettomodded = 0
var/recoil = 0
var/can_suppress = 0
var/can_unsuppress = 1
var/clumsy_check = 1
var/sawn_desc = null
var/sawn_state = SAWN_INTACT
var/obj/item/ammo_casing/chambered = null // The round (not bullet) that is in the chamber. THIS MISPLACED ITEM BROUGHT TO YOU BY HACKY BUCKSHOT.
var/tmp/list/mob/living/target //List of who yer targeting.
var/tmp/lock_time = -100
var/tmp/mouthshoot = 0 ///To stop people from suiciding twice... >.>
var/automatic = 0 //Used to determine if you can target multiple people.
var/tmp/mob/living/last_moved_mob //Used to fire faster at more than one person.
var/tmp/told_cant_shoot = 0 //So that it doesn't spam them with the fact they cannot hit them.
var/firerate = 1 // 0 for one bullet after tarrget moves and aim is lowered,
//1 for keep shooting until aim is lowered
var/fire_delay = 0
var/last_fired = 0
var/obj/item/device/flashlight/F = null
var/can_flashlight = 0
var/heavy_weapon = 0
var/randomspread = 0
var/burst_size = 1
proc/ready_to_fire()
if(world.time >= last_fired + fire_delay)
last_fired = world.time
return 1
else
return 0
proc/process_chambered()
return 0
proc/special_check(var/mob/M) //Placeholder for any special checks, like detective's revolver.
if(!M.IsAdvancedToolUser())
return 0
return 1
proc/shoot_with_empty_chamber(mob/living/user as mob|obj)
to_chat(user, "*click*")
playsound(user, 'sound/weapons/emptyclick.ogg', 40, 1)
return
emp_act(severity)
for(var/obj/O in contents)
O.emp_act(severity)
proc/prepare_shot(var/obj/item/projectile/proj) //Transfer properties from the gun to the bullet
proj.shot_from = src
proj.silenced = silenced
return
/obj/item/weapon/gun/afterattack(atom/A as mob|obj|turf|area, mob/living/user as mob|obj, flag, params)
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?
Fire(A,user,params) //Otherwise, fire normally.
/obj/item/weapon/gun/proc/isHandgun()
return 1
/obj/item/weapon/gun/proc/Fire(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, params, reflex = 0)//TODO: go over this
//Exclude lasertag guns from the CLUMSY check.
if(clumsy_check)
if(istype(user, /mob/living))
var/mob/living/M = user
if ((CLUMSY in M.mutations) && prob(50))
to_chat(M, "[src] blows up in your face.")
M.take_organ_damage(0,20)
M.drop_item()
qdel(src)
return
if (!user.IsAdvancedToolUser() || istype(user, /mob/living/simple_animal/diona))
to_chat(user, "You don't have the dexterity to do this!")
return
if(istype(user, /mob/living))
var/mob/living/M = user
if (HULK in M.mutations)
to_chat(M, "Your meaty finger is much too large for the trigger guard!")
return
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(H.get_species() == "Golem")
to_chat(user, "Your metal fingers don't fit in the trigger guard!")
return
if(H.get_species() == "Shadowling")
to_chat(user, "The muzzle flash would cause damage to your form!")
return
if(H.martial_art && H.martial_art.name == "The Sleeping Carp") //great dishonor to famiry
to_chat(user, "Use of ranged weaponry would bring dishonor to the clan.")
return
add_fingerprint(user)
if(!special_check(user))
return
if (!ready_to_fire())
if (world.time % 3) //to prevent spam
to_chat(user, "[src] is not ready to fire again!")
return
if(heavy_weapon)
if(user.get_inactive_hand())
recoil = 4 //one-handed kick
else
recoil = initial(recoil)
if (istype(in_chamber, /obj/item/projectile/bullet/blank)) // A hacky way of making blank shotgun shells work again. Honk.
in_chamber.delete()
in_chamber = null
return
user.changeNext_move(CLICK_CD_RANGE)
var/spread = 0
var/turf/targloc = get_turf(target)
for(var/f = 1 to burst_size)
if(!process_chambered()) //CHECK
return click_empty(user)
if(chambered)
for (var/i = max(1, chambered.pellets), i > 0, i--) //Previous way of doing it fucked up math for spreading. This way, even the first projectile is part of the spread code.
if(i != max(1, chambered.pellets)) //Have we fired the initial chambered bullet yet?
in_chamber = new chambered.projectile_type()
ready_projectile(target, user)
prepare_shot(in_chamber)
if(chambered.deviation)
if(randomspread) //Random spread
spread = (rand() - 0.5) * chambered.deviation
else //Smart spread
spread = (i / chambered.pellets - 0.5) * chambered.deviation
if(!process_projectile(targloc, user, params, spread))
return 0
else
ready_projectile(target, user)
prepare_shot(in_chamber)
if(!process_projectile(targloc, user, params, spread))
return 0
if(recoil)
spawn()
shake_camera(user, recoil + 1, recoil)
if(silenced)
playsound(user, fire_sound, 10, 1)
else
playsound(user, fire_sound, 50, 1)
if(f == 1) // Only print this once
user.visible_message("[user] fires [src][reflex ? " by reflex":""]!", \
"You fire [src][reflex ? "by reflex":""]!", \
"You hear a [istype(in_chamber, /obj/item/projectile/beam) ? "laser blast" : "gunshot"]!")
if(heavy_weapon)
if(user.get_inactive_hand())
if(prob(15))
user.visible_message("[src] flies out of [user]'s hands!", "[src] kicks out of your grip!")
user.drop_item()
break
user.newtonian_move(get_dir(target, user))
update_icon()
if(user.hand)
user.update_inv_l_hand()
else
user.update_inv_r_hand()
sleep(fire_delay)
/obj/item/weapon/gun/proc/ready_projectile(atom/target as mob|obj|turf, mob/living/user)
in_chamber.firer = user
in_chamber.def_zone = user.zone_sel.selecting
in_chamber.original = target
return
/obj/item/weapon/gun/proc/process_projectile(var/turf/targloc, mob/living/user as mob|obj, params, spread)
var/turf/curloc = user.loc
if (!istype(targloc) || !istype(curloc) || !in_chamber)
return 0
if(targloc == curloc) //Fire the projectile
user.bullet_act(in_chamber)
del(in_chamber)
update_icon()
return 1
in_chamber.loc = get_turf(user)
in_chamber.starting = get_turf(user)
in_chamber.current = curloc
in_chamber.OnFired()
in_chamber.yo = targloc.y - curloc.y
in_chamber.xo = targloc.x - curloc.x
if(params)
var/list/mouse_control = params2list(params)
if(mouse_control["icon-x"])
in_chamber.p_x = text2num(mouse_control["icon-x"])
if(mouse_control["icon-y"])
in_chamber.p_y = text2num(mouse_control["icon-y"])
if(mouse_control["screen-loc"])
//Split screen-loc up into X+Pixel_X and Y+Pixel_Y
var/list/screen_loc_params = splittext(mouse_control["screen-loc"], ",")
//Split X+Pixel_X up into list(X, Pixel_X)
var/list/screen_loc_X = splittext(screen_loc_params[1],":")
//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/ox = round(480/2) //"origin" x - Basically center of the screen. This is a bad way of doing it because if you are able to view MORE than 17 tiles at a time your aim will get fucked.
var/oy = round(480/2) //"origin" y - Basically center of the screen.
var/angle = Atan2(y - oy, x - ox)
in_chamber.Angle = angle
if(istype(user, /mob/living/carbon)) //Increase spread based on shock
var/mob/living/carbon/mob = user
if(mob.shock_stage > 120)
spread += rand(-5,5)
else if(mob.shock_stage > 70)
spread += rand(-2,2)
if(spread)
in_chamber.Angle += spread
if(in_chamber)
in_chamber.process()
in_chamber = null
return 1
/obj/item/weapon/gun/proc/can_fire()
return process_chambered()
/obj/item/weapon/gun/proc/can_hit(var/mob/living/target as mob, var/mob/living/user as mob)
return in_chamber.check_fire(target,user)
/obj/item/weapon/gun/proc/click_empty(mob/user = null)
if (user)
user.visible_message("*click click*", "\red *click*")
playsound(user, 'sound/weapons/empty.ogg', 100, 1)
else
src.visible_message("*click click*")
playsound(src.loc, 'sound/weapons/empty.ogg', 100, 1)
/obj/item/weapon/gun/attack(mob/living/M as mob, mob/living/user as mob, def_zone)
//Suicide handling.
if (M == user && user.zone_sel.selecting == "mouth" && !mouthshoot)
mouthshoot = 1
M.visible_message(" [user] sticks their gun in their mouth, ready to pull the trigger...")
if(!do_after(user, 40, target = M))
M.visible_message(" [user] decided life was worth living")
mouthshoot = 0
return
if (process_chambered())
user.visible_message("[user] pulls the trigger.")
if(silenced)
playsound(user, fire_sound, 10, 1)
else
playsound(user, fire_sound, 50, 1)
if(istype(in_chamber, /obj/item/projectile/lasertag) || istype(in_chamber, /obj/item/projectile/bullet/reusable/foam_dart))
user.show_message("You feel rather silly, trying to commit suicide with a toy.")
mouthshoot = 0
return
in_chamber.on_hit(M)
if (in_chamber.damage_type != STAMINA)
user.apply_damage(in_chamber.damage*2.5, in_chamber.damage_type, "head", used_weapon = "Point blank shot in the mouth with \a [in_chamber]", sharp=1)
user.death()
else
to_chat(user, "Ow...")
user.apply_effect(110,STAMINA,0)
del(in_chamber)
mouthshoot = 0
return
else
click_empty(user)
mouthshoot = 0
return
if (src.process_chambered())
//Point blank shooting if on harm intent or target we were targeting.
if(user.a_intent == I_HARM)
user.visible_message("\red \The [user] fires \the [src] point blank at [M]!")
if(istype(in_chamber)) in_chamber.damage *= 1.3
Fire(M,user,0,0,1)
return
else if(target && M in target)
Fire(M,user,0,0,1) ///Otherwise, shoot!
return
else
return ..() //Pistolwhippin'
/obj/item/weapon/gun/attackby(var/obj/item/A as obj, mob/user as mob, params)
if(istype(A, /obj/item/device/flashlight/seclite))
var/obj/item/device/flashlight/seclite/S = A
if(can_flashlight)
if(!F)
if(user.l_hand != src && user.r_hand != src)
to_chat(user, "You'll need [src] in your hands to do that.")
return
user.drop_item()
to_chat(user, "You click [S] into place on [src].")
if(S.on)
set_light(0)
F = S
A.loc = src
update_icon()
update_gunlight(user)
verbs += /obj/item/weapon/gun/proc/toggle_gunlight
if(istype(A, /obj/item/weapon/screwdriver))
if(F)
if(user.l_hand != src && user.r_hand != src)
to_chat(user, "You'll need [src] in your hands to do that.")
return
for(var/obj/item/device/flashlight/seclite/S in src)
to_chat(user, "You unscrew the seclite from [src].")
F = null
S.loc = get_turf(user)
update_gunlight(user)
S.update_brightness(user)
update_icon()
verbs -= /obj/item/weapon/gun/proc/toggle_gunlight
..()
return
/obj/item/weapon/gun/proc/toggle_gunlight()
set name = "Toggle Gunlight"
set category = "Object"
set desc = "Click to toggle your weapon's attached flashlight."
if(!F)
return
var/mob/living/carbon/human/user = usr
if(!isturf(user.loc))
to_chat(user, "You cannot turn the light on while in this [user.loc].")
F.on = !F.on
to_chat(user, "You toggle the gunlight [F.on ? "on":"off"].")
playsound(user, 'sound/weapons/empty.ogg', 100, 1)
update_gunlight(user)
return
/obj/item/weapon/gun/proc/update_gunlight(var/mob/user = null)
if(F)
if(F.on)
set_light(F.brightness_on)
else
set_light(0)
update_icon()
else
set_light(0)
return