Files
Paradise/code/modules/projectiles/guns/rocket.dm
warriorstar-orion 525c68d617 Attack chain, initial setup. (pull *immediately* for *any* TM issues) (#26834)
* refactor: Attack chain, initial setup.

* migrate curtain to make dreamchecker happy

* update thurible

* don't call attacked_by separately for legacy attack chain

* remove duplicate proc

* condense similar code, put allowances for legacy code in new procs

* update docs, include diagram source

* add comment on how to update diagram

* fix admonition

* mindflayer updates

* remove commented out code

* clarify all steps

* after_attack should be overridable

* whoops

* retrofit recent changes

* duh, can't restrict this yet because of tool_acts

* i hate ore bags with the fire of a thousand suns

* return correct value for object attack logic

* Various cleanups.

We don't want to attempt to pull stuff out of `/obj/item/attackby`,
because those pieces are part of the related objects' migrations, not
`/obj/item` itself. Attempting to do this causes knockon effects where
things expected to call e.g. `/obj/item/storage/attackby` in the call
chain were not ferried over to the new item interaction code, because
the related objects hadn't actually been migrated over yet.

I've used refactoring /obj/vehicle as the example for migrating
`attackby` methods instead.

* simplify some argument names

* fuck it

* make it do the thing

* Rename CI module call

* Prove that CI works

* improve test output

* aaand fix it again

* fix curtain tool interactions

* fix compile error

* fix compile error

* Better docs, introduce migration plan tool.
2024-12-02 23:36:36 +00:00

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/obj/item/gun/rocketlauncher
var/projectile
name = "rocket launcher"
desc = "A rocket propelled grenade launcher. Holds one shell at a time."
icon_state = "rocket"
item_state = "rocket"
w_class = WEIGHT_CLASS_BULKY
throw_speed = 2
throw_range = 3
force = 15
flags = CONDUCT
origin_tech = "combat=6;syndicate=7"
fire_sound = 'sound/weapons/blastcannon.ogg'
fire_delay = 40
recoil = 2
var/missile_speed = 2
var/missile_range = 30
/obj/item/gun/rocketlauncher/Initialize(mapload)
. = ..()
AddComponent(/datum/component/scope, range_modifier = 2, flags = SCOPE_TURF_ONLY | SCOPE_NEED_ACTIVE_HAND)
/obj/item/gun/rocketlauncher/examine(mob/user)
. = ..()
. += "<span class='notice'>It is currently [chambered ? "" : "un"]loaded.</span>"
/obj/item/gun/rocketlauncher/attackby__legacy__attackchain(obj/item/I, mob/user, params)
if(!istype(I, /obj/item/ammo_casing/rocket))
return ..()
if(!chambered)
user.unEquip(I)
I.forceMove(src)
chambered = I
to_chat(user, "<span class='notice'>You put the rocket in [src].</span>")
else
to_chat(user, "<span class='notice'>[src] cannot hold another rocket.</span>")
/obj/item/gun/rocketlauncher/process_chamber()
QDEL_NULL(chambered)
/obj/item/gun/rocketlauncher/can_shoot()
return chambered