Files
Paradise/code/modules/projectiles/guns/projectile_gun.dm
Qwertytoforty 04bca1fe79 The sound of shells dropping from a gun is no longer louder than the gunitself. Reloading modified (#22800)
* please have mercy

* actually you probably hear bigger guns reload maybe.

* extra true, removes mag sound if silenced

* Update code/modules/projectiles/guns/projectile_gun.dm

Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>

---------

Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
2023-10-12 17:29:13 +01:00

247 lines
8.3 KiB
Plaintext

/obj/item/gun/projectile
desc = "Now comes in flavors like GUN. Uses 10mm ammo, for some reason"
name = "projectile gun"
icon_state = "pistol"
origin_tech = "combat=2;materials=2"
w_class = WEIGHT_CLASS_NORMAL
materials = list(MAT_METAL=1000)
var/mag_type = /obj/item/ammo_box/magazine/m10mm //Removes the need for max_ammo and caliber info
var/obj/item/ammo_box/magazine/magazine
var/can_tactical = FALSE //check to see if the gun can tactically reload
/// The sound it will make when the gun suppression is TRUE
var/suppressed_sound = 'sound/weapons/gunshots/gunshot_silenced.ogg'
/obj/item/gun/projectile/Initialize(mapload)
. = ..()
if(!magazine)
magazine = new mag_type(src)
chamber_round()
update_icon()
/obj/item/gun/projectile/Destroy()
QDEL_NULL(magazine)
return ..()
/obj/item/gun/projectile/update_name()
. = ..()
if(sawn_state)
name = "sawn-off [name]"
else
name = initial(name)
/obj/item/gun/projectile/update_desc()
. = ..()
if(sawn_state)
desc = sawn_desc
else
desc = initial(desc)
/obj/item/gun/projectile/update_icon_state()
if(current_skin)
icon_state = "[current_skin][suppressed ? "-suppressed" : ""][sawn_state ? "_sawn" : ""]"
else
icon_state = "[initial(icon_state)][suppressed ? "-suppressed" : ""][sawn_state ? "_sawn" : ""]"
/obj/item/gun/projectile/update_overlays()
. = ..()
if(bayonet && can_bayonet)
. += knife_overlay
/obj/item/gun/projectile/process_chamber(eject_casing = 1, empty_chamber = 1)
var/obj/item/ammo_casing/ammo_chambered = chambered //Find chambered round
if(!istype(ammo_chambered))
chamber_round()
return
if(eject_casing && !QDELETED(ammo_chambered))
ammo_chambered.forceMove(get_turf(src)) //Eject casing onto ground.
ammo_chambered.SpinAnimation(10, 1) //next gen special effects
playsound(src, chambered.casing_drop_sound, 60, TRUE, ignore_walls = FALSE, extrarange = SILENCED_SOUND_EXTRARANGE, falloff_distance = 0)
if(empty_chamber)
chambered = null
chamber_round()
return
/obj/item/gun/projectile/proc/chamber_round()
if(chambered || !magazine)
return
else if(magazine.ammo_count())
chambered = magazine.get_round()
chambered.loc = src
return
/obj/item/gun/projectile/can_shoot()
if(!magazine || !magazine.ammo_count(0))
return 0
return 1
/obj/item/gun/projectile/proc/can_reload()
return !magazine
/obj/item/gun/projectile/proc/reload(obj/item/ammo_box/magazine/AM, mob/user)
user.remove_from_mob(AM)
magazine = AM
magazine.forceMove(src)
if(w_class >= WEIGHT_CLASS_NORMAL && !suppressed)
playsound(src, magin_sound, 50, TRUE)
else
playsound(src, magin_sound, 50, TRUE, ignore_walls = FALSE, extrarange = SILENCED_SOUND_EXTRARANGE, falloff_distance = 0)
chamber_round()
AM.update_icon()
update_icon()
if(!user)
return
// Update the hand opposite of the one holding ammo (the current one)
if(user.hand)
user.update_inv_r_hand()
else
user.update_inv_l_hand()
return
/obj/item/gun/projectile/attackby(obj/item/A as obj, mob/user as mob, params)
if(istype(A, /obj/item/ammo_box/magazine))
var/obj/item/ammo_box/magazine/AM = A
if(istype(AM, mag_type))
if(can_reload())
reload(AM, user)
to_chat(user, "<span class='notice'>You load a new magazine into \the [src].</span>")
return TRUE
else if(!can_tactical)
to_chat(user, "<span class='notice'>There's already a magazine in \the [src].</span>")
return TRUE
else
to_chat(user, "<span class='notice'>You perform a tactical reload on \the [src], replacing the magazine.</span>")
magazine.loc = get_turf(loc)
magazine.update_icon()
magazine = null
reload(AM, user)
return TRUE
else
to_chat(user, "<span class='notice'>You can't put this type of ammo in \the [src].</span>")
return TRUE
if(istype(A, /obj/item/suppressor))
var/obj/item/suppressor/S = A
if(can_suppress)
if(!suppressed)
if(!user.unEquip(A))
return
to_chat(user, "<span class='notice'>You screw [S] onto [src].</span>")
playsound(src, 'sound/items/screwdriver.ogg', 40, 1)
suppressed = A
S.oldsound = fire_sound
S.initial_w_class = w_class
fire_sound = suppressed_sound
w_class = WEIGHT_CLASS_NORMAL //so pistols do not fit in pockets when suppressed
A.loc = src
update_icon()
return
else
to_chat(user, "<span class='warning'>[src] already has a suppressor.</span>")
return
else
to_chat(user, "<span class='warning'>You can't seem to figure out how to fit [S] on [src].</span>")
return
else
return ..()
/obj/item/gun/projectile/attack_hand(mob/user)
if(loc == user)
if(suppressed && can_unsuppress)
var/obj/item/suppressor/S = suppressed
if(user.l_hand != src && user.r_hand != src)
..()
return
to_chat(user, "<span class='notice'>You unscrew [suppressed] from [src].</span>")
playsound(src, 'sound/items/screwdriver.ogg', 40, 1)
user.put_in_hands(suppressed)
fire_sound = S.oldsound
w_class = S.initial_w_class
suppressed = FALSE
update_icon()
return
..()
/obj/item/gun/projectile/attack_self(mob/living/user as mob)
var/obj/item/ammo_casing/AC = chambered //Find chambered round
if(magazine)
magazine.loc = get_turf(loc)
user.put_in_hands(magazine)
magazine.update_icon()
magazine = null
to_chat(user, "<span class='notice'>You pull the magazine out of \the [src]!</span>")
playsound(src, magout_sound, 50, 1)
else if(chambered)
AC.loc = get_turf(src)
AC.SpinAnimation(10, 1)
chambered = null
to_chat(user, "<span class='notice'>You unload the round from \the [src]'s chamber.</span>")
playsound(src, 'sound/weapons/gun_interactions/remove_bullet.ogg', 50, 1)
else
to_chat(user, "<span class='notice'>There's no magazine in \the [src].</span>")
update_icon()
return
/obj/item/gun/projectile/examine(mob/user)
. = ..()
. += "Has [get_ammo()] round\s remaining."
. += "<span class='notice'>Use in hand to empty the gun's ammo reserves.</span>"
/obj/item/gun/projectile/proc/get_ammo(countchambered = 1)
var/boolets = 0 //mature var names for mature people
if(chambered && countchambered)
boolets++
if(magazine)
boolets += magazine.ammo_count()
return boolets
/obj/item/gun/projectile/suicide_act(mob/user)
if(chambered && chambered.BB && !chambered.BB.nodamage)
user.visible_message("<span class='suicide'>[user] is putting the barrel of [src] in [user.p_their()] mouth. It looks like [user.p_theyre()] trying to commit suicide.</span>")
sleep(25)
if(user.l_hand == src || user.r_hand == src)
process_fire(user, user, 0, zone_override = "head")
user.visible_message("<span class='suicide'>[user] blows [user.p_their()] brains out with [src]!</span>")
return BRUTELOSS
else
user.visible_message("<span class='suicide'>[user] panics and starts choking to death!</span>")
return OXYLOSS
else
user.visible_message("<span class='suicide'>[user] is pretending to blow [user.p_their()] brains out with [src]! It looks like [user.p_theyre()] trying to commit suicide!</b></span>")
playsound(loc, 'sound/weapons/empty.ogg', 50, 1, -1)
return OXYLOSS
/obj/item/gun/projectile/proc/sawoff(mob/user)
if(sawn_state == SAWN_OFF)
to_chat(user, "<span class='warning'>\The [src] is already shortened!</span>")
return
if(bayonet)
to_chat(user, "<span class='warning'>You cannot saw-off [src] with [bayonet] attached!</span>")
return
user.changeNext_move(CLICK_CD_MELEE)
user.visible_message("[user] begins to shorten \the [src].", "<span class='notice'>You begin to shorten \the [src]...</span>")
//if there's any live ammo inside the gun, makes it go off
if(blow_up(user))
user.visible_message("<span class='danger'>\The [src] goes off!</span>", "<span class='danger'>\The [src] goes off in your face!</span>")
return
if(do_after(user, 30, target = src))
if(sawn_state == SAWN_OFF)
return
user.visible_message("[user] shortens \the [src]!", "<span class='notice'>You shorten \the [src].</span>")
w_class = WEIGHT_CLASS_NORMAL
item_state = "gun"//phil235 is it different with different skin?
slot_flags &= ~SLOT_FLAG_BACK //you can't sling it on your back
slot_flags |= SLOT_FLAG_BELT //but you can wear it on your belt (poorly concealed under a trenchcoat, ideally)
sawn_state = SAWN_OFF
update_appearance()
return 1
// Sawing guns related proc
/obj/item/gun/projectile/proc/blow_up(mob/user)
. = 0
for(var/obj/item/ammo_casing/AC in magazine.stored_ammo)
if(AC.BB)
process_fire(user, user,0)
. = 1