mirror of
https://github.com/ParadiseSS13/Paradise.git
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* compiles checkpoint * fix some * updatepaths * fix * rrr * linters * fiexs * icon fixes * plasmemes * fix * fix * fix bit more * fix * well * cleanup * fix glasses layer * conflict * fuck gun code * fixes * fix * fixes to energy guns * review * conflict * support that 1 unathi pixel * fix
530 lines
18 KiB
Plaintext
530 lines
18 KiB
Plaintext
/obj/item/gun
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name = "gun"
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desc = "It's a gun. It's pretty terrible, though."
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icon = 'icons/obj/guns/projectile.dmi'
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icon_state = "revolver_bright"
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worn_icon_state = "gun"
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inhand_icon_state = "gun"
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lefthand_file = 'icons/mob/inhands/guns_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/guns_righthand.dmi'
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flags = CONDUCT
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slot_flags = ITEM_SLOT_BELT
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materials = list(MAT_METAL=2000)
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throwforce = 5
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throw_speed = 3
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throw_range = 5
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force = 5
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origin_tech = "combat=1"
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needs_permit = TRUE
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attack_verb = list("struck", "hit", "bashed")
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/// Sound played when a projectile is fired.
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var/fire_sound = "gunshot"
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/// Sound played when inserting a new magazine.
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var/magin_sound = 'sound/weapons/gun_interactions/smg_magin.ogg'
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/// Sound played when ejecting a magazine.
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var/magout_sound = 'sound/weapons/gun_interactions/smg_magout.ogg'
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/// The fire sound that shows in chat messages: laser blast, gunshot, etc.
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var/fire_sound_text = "gunshot"
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/// Whether or not a message is displayed when fired.
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var/suppressed = FALSE
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/// Whether or not a suppressor can be attached to the gun.
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var/can_suppress = FALSE
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/// Whether or not an attached suppressor can be removed from the gun.
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var/can_unsuppress = TRUE
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/// Screen shake when firing.
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var/recoil = 0
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/// Checks to see if the user has the clumsy trait.
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var/clumsy_check = TRUE
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/// Is there currently a bullet in the chamber?
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var/obj/item/ammo_casing/chambered = null
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/// Trigger guard on the gun, hulks and ash walkers can't fire them with their big meaty fingers.
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var/trigger_guard = TRIGGER_GUARD_NORMAL
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/// Description change if gun is sawn-off.
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var/sawn_desc = null
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/// Whether or not the gun has been sawn-off.
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var/sawn_state = SAWN_INTACT
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/// The number of bullets in a trigger pull.
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var/burst_size = 1
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/// Rate of fire for burst firing and semi auto.
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var/fire_delay = 0
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/// Prevent the gun from firing again while already firing.
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var/firing_burst = 0
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/// Cooldown handler.
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var/semicd = 0
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/// How long it takes to perform an execution with the gun.
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var/execution_speed = 6 SECONDS
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/// 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.
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var/weapon_weight = WEAPON_LIGHT
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/// Additional spread when dual wielding.
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var/dual_wield_spread = 24
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/// Restrict what species can fire this gun.
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var/list/restricted_species
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/// Bigger values make shots less precise.
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var/spread = 0
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/// If TRUE, allows the gun to be renamed with a pen.
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var/unique_rename = TRUE
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/// Allows one-time reskinning.
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var/unique_reskin = FALSE
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/// The skin choice if we had a reskin.
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var/current_skin = null
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/// List of reskin options.
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var/list/options = list()
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/// Whether or not the gun has a flashlight.
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var/obj/item/flashlight/gun_light = null
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/// Whether or not a flashlight can be attached to the gun.
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var/can_flashlight = FALSE
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/// Whether or not a knife can be attached to the gun.
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var/can_bayonet = FALSE
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var/obj/item/kitchen/knife/bayonet
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var/mutable_appearance/knife_overlay
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var/knife_x_offset = 0
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var/knife_y_offset = 0
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/// Whether or not the gun fits in a shoulder holster.
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var/can_holster = FALSE
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/// Weapon modifications (except bayonets, flashlights, and suppressors - these are tracked seperately).
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var/list/upgrades = list()
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var/ammo_x_offset = 0 // Used for positioning ammo count overlay on sprite.
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var/ammo_y_offset = 0
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var/flight_x_offset = 0
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var/flight_y_offset = 0
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/obj/item/gun/Initialize(mapload)
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. = ..()
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ADD_TRAIT(src, TRAIT_CAN_POINT_WITH, ROUNDSTART_TRAIT)
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appearance_flags |= KEEP_TOGETHER
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/obj/item/gun/Destroy()
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QDEL_NULL(bayonet)
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QDEL_NULL(chambered)
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QDEL_NULL(gun_light)
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return ..()
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/obj/item/gun/handle_atom_del(atom/A)
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if(A == bayonet)
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clear_bayonet()
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return ..()
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/obj/item/gun/examine(mob/user)
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. = ..()
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if(unique_reskin && !current_skin)
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. += "<span class='notice'>Alt-click it to reskin it.</span>"
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if(unique_rename)
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. += "<span class='notice'>Use a pen on it to rename it.</span>"
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if(bayonet)
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. += "It has \a [bayonet] [can_bayonet ? "" : "permanently "]affixed to it."
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if(can_bayonet) //if it has a bayonet and this is false, the bayonet is permanent.
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. += "<span class='notice'>[bayonet] looks like it can be <b>unscrewed</b> from [src].</span>"
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else if(can_bayonet)
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. += "It has a <b>bayonet</b> lug on it."
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/obj/item/gun/proc/process_chamber()
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return 0
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//check if there's enough ammo/energy/whatever to shoot one time
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//i.e if clicking would make it shoot
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/obj/item/gun/proc/can_shoot()
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return 1
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/obj/item/gun/proc/shoot_with_empty_chamber(mob/living/user as mob|obj)
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to_chat(user, "<span class='danger'>*click*</span>")
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playsound(user, 'sound/weapons/empty.ogg', 100, 1)
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/obj/item/gun/proc/shoot_live_shot(mob/living/user, atom/target, pointblank = FALSE, message = TRUE)
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if(recoil)
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shake_camera(user, recoil + 1, recoil)
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var/muzzle_range = chambered?.muzzle_flash_range
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var/muzzle_strength = chambered?.muzzle_flash_strength
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var/muzzle_flash_time = 0.2 SECONDS
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if(suppressed)
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playsound(user, fire_sound, 10, TRUE, ignore_walls = FALSE, extrarange = SILENCED_SOUND_EXTRARANGE, falloff_distance = 0)
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muzzle_range *= 0.5
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muzzle_strength *= 0.2
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muzzle_flash_time *= 0.5
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else
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playsound(user, fire_sound, 50, 1)
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if(message)
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if(pointblank)
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user.visible_message(
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"<span class='danger'>[user] fires [src] point blank at [target]!</span>",
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"<span class='danger'>You fire [src] point blank at [target]!</span>",
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"<span class='danger'>You hear \a [fire_sound_text]!</span>"
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)
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else
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user.visible_message(
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"<span class='danger'>[user] fires [src]!</span>",
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"<span class='danger'>You fire [src]!</span>",
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"<span class='danger'>You hear \a [fire_sound_text]!</span>"
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)
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if(chambered?.muzzle_flash_effect)
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var/obj/effect/temp_visual/target_angled/muzzle_flash/effect = new chambered.muzzle_flash_effect(get_turf(src), target, muzzle_flash_time)
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effect.alpha = min(255, muzzle_strength * 255)
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if(chambered.muzzle_flash_color)
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effect.color = chambered.muzzle_flash_color
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effect.set_light(muzzle_range, muzzle_strength, chambered.muzzle_flash_color)
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else
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effect.color = LIGHT_COLOR_TUNGSTEN
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/obj/item/gun/emp_act(severity)
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for(var/obj/O in contents)
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O.emp_act(severity)
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/obj/item/gun/afterattack__legacy__attackchain(atom/target, mob/living/user, flag, params)
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if(firing_burst)
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return
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if(SEND_SIGNAL(src, COMSIG_GUN_TRY_FIRE, user, target, flag, params) & COMPONENT_CANCEL_GUN_FIRE)
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return
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if(SEND_SIGNAL(src, COMSIG_MOB_TRY_FIRE, user, target, flag, params) & COMPONENT_CANCEL_GUN_FIRE)
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return
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if(flag) //It's adjacent, is the user, or is on the user's person
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if(target in user.contents) //can't shoot stuff inside us.
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return
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if(!ismob(target) || user.a_intent == INTENT_HARM) //melee attack
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return
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if(target == user && user.zone_selected != "mouth") //so we can't shoot ourselves (unless mouth selected)
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return
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if(istype(user))//Check if the user can use the gun, if the user isn't alive(turrets) assume it can.
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var/mob/living/L = user
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if(!can_trigger_gun(L))
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return
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if(!can_shoot()) //Just because you can pull the trigger doesn't mean it can't shoot.
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shoot_with_empty_chamber(user)
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return
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if(flag)
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if(user.zone_selected == "mouth")
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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
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user.visible_message(
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"<span class='danger'>[user] blows smoke off of [src]'s barrel. What a badass.</span>",
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"<span class='danger'>You blow smoke off of [src]'s barrel.</span>",
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"<span class='danger'>You hear someone blowing over a hollow tube.</span>"
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)
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else
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handle_suicide(user, target, params)
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return
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//Exclude lasertag guns from the CLUMSY check.
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if(clumsy_check)
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if(istype(user))
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if(HAS_TRAIT(user, TRAIT_CLUMSY) && prob(40))
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to_chat(user, "<span class='userdanger'>You shoot yourself in the foot with \the [src]!</span>")
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var/shot_leg = pick("l_foot", "r_foot")
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process_fire(user, user, 0, params, zone_override = shot_leg)
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user.drop_item()
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return
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if(!HAS_TRAIT(user, TRAIT_BADASS) && weapon_weight == WEAPON_HEAVY && user.get_inactive_hand())
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to_chat(user, "<span class='userdanger'>You need both hands free to fire \the [src]!</span>")
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return
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//DUAL WIELDING
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var/bonus_spread = 0
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if(!(ishuman(user) && user.a_intent == INTENT_HARM))
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process_fire(target, user, TRUE, params, null, bonus_spread)
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return
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var/mob/living/carbon/human/H = user
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var/obj/item/gun/GUN_1 = H.get_active_hand()
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if(istype(H.get_inactive_hand(), /obj/item/gun)) //We do not need to check gun one, as it is controlled by the afterattack
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var/obj/item/gun/GUN_2 = H.get_inactive_hand()
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if(GUN_2.weapon_weight >= WEAPON_MEDIUM)
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process_fire(target, user, TRUE, params, null, bonus_spread)
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return
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if(GUN_2.can_trigger_gun(user))
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if(!HAS_TRAIT(user, TRAIT_BADASS))
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var/temporary_weapon_weight = GUN_2.weapon_weight
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if(GUN_1.type != GUN_2.type)
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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
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bonus_spread += dual_wield_spread * temporary_weapon_weight
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addtimer(CALLBACK(GUN_2, PROC_REF(process_fire), target, user, TRUE, params, null, bonus_spread), 1)
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process_fire(target, user, TRUE, params, null, bonus_spread)
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/obj/item/gun/proc/can_trigger_gun(mob/living/user)
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if(!user.can_use_guns(src))
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return 0
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if(restricted_species && length(restricted_species) && !is_type_in_list(user.dna.species, restricted_species))
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to_chat(user, "<span class='danger'>[src] is incompatible with your biology!</span>")
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return 0
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return 1
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/obj/item/gun/proc/newshot()
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return
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/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)
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add_fingerprint(user)
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if(semicd)
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return
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SEND_SIGNAL(src, COMSIG_GUN_FIRED, user, target)
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var/sprd = 0
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var/randomized_gun_spread = 0
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if(spread)
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randomized_gun_spread = rand(0,spread)
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var/randomized_bonus_spread = rand(0, bonus_spread)
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if(burst_size > 1)
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if(chambered && chambered.harmful)
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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.
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to_chat(user, "<span class='warning'>[src] is lethally chambered! You don't want to risk harming anyone...</span>")
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return
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firing_burst = 1
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for(var/i = 1 to burst_size)
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if(!user)
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break
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if(!issilicon(user))
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if(i>1 && !(src in get_both_hands(user))) //for burst firing
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break
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if(chambered)
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sprd = round((pick(0.5, -0.5)) * (randomized_gun_spread + randomized_bonus_spread))
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if(!chambered.fire(target = target, user = user, params = params, distro = null, quiet = suppressed, zone_override = zone_override, spread = sprd, firer_source_atom = src))
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shoot_with_empty_chamber(user)
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break
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else
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if(get_dist(user, target) <= 1) //Making sure whether the target is in vicinity for the pointblank shot
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shoot_live_shot(user, target, TRUE, message)
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else
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shoot_live_shot(user, target, FALSE, message)
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else
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shoot_with_empty_chamber(user)
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break
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process_chamber()
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update_icon()
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sleep(fire_delay)
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firing_burst = 0
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else
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if(chambered)
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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.
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if(chambered.harmful) // Is the bullet chambered harmful?
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to_chat(user, "<span class='warning'>[src] is lethally chambered! You don't want to risk harming anyone...</span>")
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return
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sprd = round((pick(1,-1)) * (randomized_gun_spread + randomized_bonus_spread))
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if(!chambered.fire(target = target, user = user, params = params, distro = null, quiet = suppressed, zone_override = zone_override, spread = sprd, firer_source_atom = src))
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shoot_with_empty_chamber(user)
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return
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else
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if(get_dist(user, target) <= 1) //Making sure whether the target is in vicinity for the pointblank shot
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shoot_live_shot(user, target, TRUE, message)
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else
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shoot_live_shot(user, target, FALSE, message)
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chambered.leave_residue(user)
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else
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shoot_with_empty_chamber(user)
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return
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process_chamber()
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update_icon()
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semicd = 1
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spawn(fire_delay)
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semicd = 0
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if(user)
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if(user.hand)
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user.update_inv_l_hand()
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else
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user.update_inv_r_hand()
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SSblackbox.record_feedback("tally", "gun_fired", 1, type)
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/obj/item/gun/attack__legacy__attackchain(mob/M, mob/user)
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if(user.a_intent == INTENT_HARM) //Flogging
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if(bayonet)
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M.attack_by(bayonet, user)
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else
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return ..()
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/obj/item/gun/attack_obj__legacy__attackchain(obj/O, mob/user, params)
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if(user.a_intent == INTENT_HARM)
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if(bayonet)
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O.attackby__legacy__attackchain(bayonet, user)
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return
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return ..()
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/obj/item/gun/attackby__legacy__attackchain(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/flashlight/seclite))
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var/obj/item/flashlight/seclite/S = I
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if(can_flashlight)
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if(!gun_light)
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if(!user.transfer_item_to(I, src))
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return
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to_chat(user, "<span class='notice'>You click [S] into place on [src].</span>")
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playsound(src, 'sound/machines/click.ogg', 50, TRUE)
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if(S.on)
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set_light(0)
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gun_light = S
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update_icon()
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update_gun_light(user)
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var/datum/action/A = new /datum/action/item_action/toggle_gunlight(src)
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if(loc == user)
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A.Grant(user)
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if(unique_rename)
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if(is_pen(I))
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var/t = rename_interactive(user, I, use_prefix = FALSE)
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if(!isnull(t))
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to_chat(user, "<span class='notice'>You name the gun [name]. Say hello to your new friend.</span>")
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if(istype(I, /obj/item/kitchen/knife))
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var/obj/item/kitchen/knife/K = I
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if(!can_bayonet || !K.bayonet || bayonet) //ensure the gun has an attachment point available, and that the knife is compatible with it.
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return ..()
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if(!user.drop_item())
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return
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K.forceMove(src)
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to_chat(user, "<span class='notice'>You attach [K] to [src]'s bayonet lug.</span>")
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playsound(src, 'sound/machines/click.ogg', 50, TRUE)
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bayonet = K
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var/state = "bayonet" //Generic state.
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if(bayonet.icon_state in icon_states('icons/obj/guns/bayonets.dmi')) //Snowflake state?
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state = bayonet.icon_state
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var/icon/bayonet_icons = 'icons/obj/guns/bayonets.dmi'
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knife_overlay = mutable_appearance(bayonet_icons, state)
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knife_overlay.pixel_x = knife_x_offset
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knife_overlay.pixel_y = knife_y_offset
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overlays += knife_overlay
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else
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return ..()
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/obj/item/gun/screwdriver_act(mob/user, obj/item/I)
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. = TRUE
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if(gun_light || bayonet)
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if(!I.use_tool(src, user, 0, volume = I.tool_volume))
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return
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if(gun_light && can_flashlight)
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for(var/obj/item/flashlight/seclite/S in src)
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to_chat(user, "<span class='notice'>You unscrew the seclite from [src].</span>")
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gun_light = null
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S.loc = get_turf(user)
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update_gun_light(user)
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S.update_brightness(user)
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update_icon()
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for(var/datum/action/item_action/toggle_gunlight/TGL in actions)
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qdel(TGL)
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else if(bayonet && can_bayonet) // if it has a bayonet, and the bayonet can be removed
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bayonet.forceMove(get_turf(user))
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to_chat(user, "<span class='notice'>You remove [bayonet] from [src].</span>")
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clear_bayonet()
|
|
|
|
/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, "<span class='notice'>You toggle the gun light [gun_light.on ? "on":"off"].</span>")
|
|
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("<span class='danger'>[src]'s light fades and turns off.</span>")
|
|
|
|
|
|
|
|
/obj/item/gun/AltClick(mob/user)
|
|
..()
|
|
if(user.incapacitated())
|
|
to_chat(user, "<span class='warning'>You can't do that right now!</span>")
|
|
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(
|
|
"<span class='warning'>[user] sticks [src] in [user.p_their()] mouth, ready to pull the trigger...</span>",
|
|
"<span class='userdanger'>You stick [src] in your mouth, ready to pull the trigger...</span>"
|
|
)
|
|
else
|
|
target.visible_message(
|
|
"<span class='warning'>[user] points [src] at [target]'s head, ready to pull the trigger...</span>",
|
|
"<span class='userdanger'>[user] points [src] at your head, ready to pull the trigger...</span>"
|
|
)
|
|
|
|
semicd = 1
|
|
|
|
if(!do_mob(user, target, execution_speed) || user.zone_selected != "mouth")
|
|
if(user)
|
|
if(user == target)
|
|
user.visible_message("<span class='notice'>[user] decided life was worth living.</span>")
|
|
else if(target && target.Adjacent(user))
|
|
target.visible_message(
|
|
"<span class='notice'>[user] has decided to spare [target]'s life.</span>",
|
|
"<span class='userdanger'>[user] has decided to spare your life!</span>"
|
|
)
|
|
semicd = 0
|
|
return
|
|
|
|
semicd = 0
|
|
|
|
target.visible_message(
|
|
"<span class='warning'>[user] pulls the trigger!</span>",
|
|
"<span class='userdanger'>[user] pulls the trigger!</span>"
|
|
)
|
|
|
|
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
|