Files
Paradise/code/modules/projectiles/guns/throw.dm
Vi3trice f4b37b4177 Port TG updating appearances (#17943)
* Get pants that match or else you gonna look silly yo

* Posters

* Fix other hud elements

* Rereviewed

* Update shotglass.dm

* Fix for new merged PRs

* Typo

* Coming across other stuff

* Update theblob.dm

* No takebacksies

* smh i forget to leave a comment

* Updated for the detgun and cards

* Should have rerun langserver again

* No longer plastic, more in scope

* Damn you bluespace

* Reverting turret logic, out of scope at this point

* Tweak that part

* Went over energy guns again, and fixed UI White's sprite sheet

* Welding masks, glasses, and JUSTICE

* Update portable_atmospherics.dm

* Cleaning up, clearing things up

* Review and suggestions

* Update valve.dm

* More tweaks

* Missing character

* Not distinct lightmasks, so they can be overlays

* Update generator.dm

* Add parameter so holodeck doesn't try to make a perfect copy

* Update unsorted.dm

* Spiders

* Better fix for spiders, fix vamps too

* Ghosts

* Update telekinesis.dm

* Cleaning up old procs

* It's set up to not copy datums... Unless they're in a list

* Donuts, duct tape, and detgun. D3VR coming to Early Access

* Update procs that interact with doors so they call update_state instead

* Forgot one spot, and actually might as well just force lock

* Cleaning up other things... Sigh, and kitty ears

* oops

* Getting used to how it works

* blinds

* Going back to the suit obscuring thing, so it doesn't update all the time

* Missed that from merging master

* I made this PR and forgot about it

* Fix runtimes in cards

* Make things a bit more unified

* Update update_icons.dm

* yarn, really?

* Update library_equipment.dm

* Update shieldgen.dm

* Every time Charlie merges something, I go back and see if I can improve things further

* what's this? more?

* Update misc_special.dm

* wow, paper

* Review

* More reviews

* To be sure, seems like being broken messed something sometimes

* Brought airlocks closer to how TG works to iron out some stuff

* Pizza and morgue

* Doesn't seem to hurt, tried with holodeck

* Revert "Doesn't seem to hurt, tried with holodeck"

This reverts commit 158529302b.

* Icon conflict

* Fix organ damage

* Don't ask how. Why. It's like that on prod too.

* Cutting down on things and updating from TG.

* More flexible. Just in case the thing you stuck it on didn't destroy.

* Hydro was one the things I touched earlier on, better rework it

* Reviews

* Cleaning up further, also bri'ish

* Undo a change I did, and switch over to a more recent implementation

* Update biogenerator.dm

* Rolling back to old airlocks, but with new duct taped note

* Functionally the same. I'd just rather not have the smoothing happen there

* Went over APCs again

* Fix welding helmet names in species files

* Update airlock.dm

* Update persistent_overlay.dm

* Oh, topic
2022-07-21 08:11:59 +02:00

94 lines
2.5 KiB
Plaintext

/obj/item/gun/throw
name = "abstract item thrower"
desc = "This shouldn't be here, yell at a coder."
fire_sound = 'sound/weapons/punchmiss.ogg'
fire_sound_text = "thwock"
var/obj/item/to_launch
var/list/valid_projectile_type
var/max_capacity = 1
var/list/loaded_projectiles = list()
var/projectile_speed = 1
var/projectile_range = 1
/obj/item/gun/throw/proc/notify_ammo_count()
return
/obj/item/gun/throw/proc/get_throwrange()
return projectile_range
/obj/item/gun/throw/proc/get_throwspeed()
return projectile_speed
/obj/item/gun/throw/proc/modify_projectile(obj/item/I, on_chamber = 0)
return
/obj/item/gun/throw/proc/get_ammocount(include_loaded = 1)
var/count = loaded_projectiles.len
if(include_loaded && to_launch)
count++
return count
/obj/item/gun/throw/examine(mob/user)
. = ..()
. += "<span class='notice'>It is [to_launch ? "loaded with \a [to_launch]" : "not loaded"].</span>"
. += notify_ammo_count()
/obj/item/gun/throw/Destroy()
QDEL_NULL(to_launch)
QDEL_LIST(loaded_projectiles)
loaded_projectiles = null
return ..()
/obj/item/gun/throw/update_icon_state()
return
/obj/item/gun/throw/update_overlays()
return list()
/obj/item/gun/throw/attackby(obj/item/I, mob/user, params)
if(istype(I, valid_projectile_type) && !(I.flags & NODROP))
if(get_ammocount() < max_capacity)
user.drop_item()
I.forceMove(src)
loaded_projectiles += I
to_chat(user, "<span class='notice'>You load [I] into [src].</span>")
if(!to_launch)
process_chamber()
to_chat(user, notify_ammo_count())
else
to_chat(user, "<span class='warning'>[src] cannot hold any more projectiles.</span>")
else
to_chat(user, "<span class='warning'>You cannot load [I] into [src]!</span>")
/obj/item/gun/throw/process_chamber()
if(!to_launch && loaded_projectiles.len)
to_launch = loaded_projectiles[1]
loaded_projectiles -= to_launch
return
/obj/item/gun/throw/can_shoot()
if(to_launch)
return 1
return 0
/obj/item/gun/throw/process_fire(atom/target as mob|obj|turf, mob/living/user as mob|obj, message = 1, params, zone_override)
add_fingerprint(user)
if(semicd)
return
var/obj/item/I = to_launch
I.forceMove(get_turf(src))
to_launch = null
modify_projectile(I)
playsound(user, fire_sound, 50, 1)
I.throw_at(target, get_throwrange(), get_throwspeed(), user, FALSE)
message_admins("[key_name_admin(user)] fired \a [I] from a [src].")
log_game("[key_name_admin(user)] used \a [src].")
process_chamber()
semicd = 1
spawn(fire_delay)
semicd = 0