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Ports over TGMC's Ammo HUD and all relevant code, adapted to work for Polaris's guns. This took me several days, but hey, I learned a bunch. <: Time to port Aim Mode + Mentorhelp. :3c - All guns now have an ammo HUD sprite. If one lacks one, it will be ??? or blank, at which point, make an issue report, as all guns should be working by now. - Guns will display how many rounds they have left until ammunition runs dry. - Ammo will only count the casings that CURRENTLY have a projectile in them. This is slightly unrealistic, yes, but it is better and more intuitive for the player. This also enables guns like the revolver to work, given they recycle casings. - Up to 4 ammo HUDs can be displayed at once, but given we lack TGMC's attachments and guncode, you'll only ever usually see 2. TBD on porting over TGMC guncode. <: - Ammunition for multiple guns has different colors in the HUD based on what you currently have loaded. - If you're looking at this later on to add new things. DON'T USE _FLASH IN THE HUD_STATE_EMPTY. THE _FLASH IS ADDED ON BY CODE. - Grenades have a hud_state, pending us ever porting over a grenade launcher. Rockets ALSO have a hud_state. Example of Laser/Energy Weapons: https://i.imgur.com/MGvqGxh.mp4 Captain's Gun: https://i.imgur.com/Wd0SS3C.gif Full Test of all weapons: https://streamable.com/usp4dy Upstream port of https://github.com/CHOMPStation2/CHOMPStation2/pull/4033
761 lines
27 KiB
Plaintext
761 lines
27 KiB
Plaintext
/*
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Defines a firing mode for a gun.
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A firemode is created from a list of fire mode settings. Each setting modifies the value of the gun var with the same name.
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If the fire mode value for a setting is null, it will be replaced with the initial value of that gun's variable when the firemode is created.
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Obviously not compatible with variables that take a null value. If a setting is not present, then the corresponding var will not be modified.
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*/
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/datum/firemode
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var/name = "default"
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var/list/settings = list()
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/datum/firemode/New(obj/item/weapon/gun/gun, list/properties = null)
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..()
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if(!properties) return
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for(var/propname in properties)
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var/propvalue = properties[propname]
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if(propname == "mode_name")
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name = propvalue
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if(isnull(propvalue))
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settings[propname] = gun.vars[propname] //better than initial() as it handles list vars like burst_accuracy
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else
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settings[propname] = propvalue
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/datum/firemode/proc/apply_to(obj/item/weapon/gun/gun)
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for(var/propname in settings)
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gun.vars[propname] = settings[propname]
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//Parent gun type. Guns are weapons that can be aimed at mobs and act over a distance
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/obj/item/weapon/gun
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name = "gun"
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desc = "Its a gun. It's pretty terrible, though."
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icon = 'icons/obj/gun.dmi'
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item_icons = list(
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slot_l_hand_str = 'icons/mob/items/lefthand_guns.dmi',
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slot_r_hand_str = 'icons/mob/items/righthand_guns.dmi',
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)
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icon_state = "detective"
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item_state = "gun"
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slot_flags = SLOT_BELT|SLOT_HOLSTER
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matter = list(MAT_STEEL = 2000)
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w_class = ITEMSIZE_NORMAL
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throwforce = 5
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throw_speed = 4
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throw_range = 5
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force = 5
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preserve_item = 1
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origin_tech = list(TECH_COMBAT = 1)
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attack_verb = list("struck", "hit", "bashed")
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zoomdevicename = "scope"
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drop_sound = 'sound/items/drop/gun.ogg'
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pickup_sound = 'sound/items/pickup/gun.ogg'
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var/automatic = 0
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var/burst = 1
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var/fire_delay = 6 //delay after shooting before the gun can be used again
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var/burst_delay = 2 //delay between shots, if firing in bursts
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var/move_delay = 1
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var/fire_sound = null // This is handled by projectile.dm's fire_sound var now, but you can override the projectile's fire_sound with this one if you want to.
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var/fire_sound_text = "gunshot"
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var/fire_anim = null
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var/recoil = 0 //screen shake
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var/silenced = 0
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var/muzzle_flash = 3
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var/accuracy = 0 //Accuracy is measured in percents. +15 accuracy means that everything is effectively one tile closer for the purpose of miss chance, -15 means the opposite. launchers are not supported, at the moment.
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var/scoped_accuracy = null
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var/list/burst_accuracy = list(0) //allows for different accuracies for each shot in a burst. Applied on top of accuracy
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var/list/dispersion = list(0)
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var/mode_name = null
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var/projectile_type = /obj/item/projectile //On ballistics, only used to check for the cham gun
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var/wielded_item_state
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var/one_handed_penalty = 0 // Penalty applied if someone fires a two-handed gun with one hand.
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var/obj/screen/auto_target/auto_target
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var/shooting = 0
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var/next_fire_time = 0
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var/sel_mode = 1 //index of the currently selected mode
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var/list/firemodes = list()
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//aiming system stuff
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var/keep_aim = 1 //1 for keep shooting until aim is lowered
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//0 for one bullet after tarrget moves and aim is lowered
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var/multi_aim = 0 //Used to determine if you can target multiple people.
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var/tmp/list/mob/living/aim_targets //List of who yer targeting.
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var/tmp/mob/living/last_moved_mob //Used to fire faster at more than one person.
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var/tmp/told_cant_shoot = 0 //So that it doesn't spam them with the fact they cannot hit them.
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var/tmp/lock_time = -100
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var/dna_lock = 0 //whether or not the gun is locked to dna
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var/obj/item/dnalockingchip/attached_lock
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var/last_shot = 0 //records the last shot fired
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/obj/item/weapon/gun/Initialize()
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. = ..()
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for(var/i in 1 to firemodes.len)
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firemodes[i] = new /datum/firemode(src, firemodes[i])
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if(isnull(scoped_accuracy))
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scoped_accuracy = accuracy
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if(dna_lock)
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attached_lock = new /obj/item/dnalockingchip(src)
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if(!dna_lock)
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verbs -= /obj/item/weapon/gun/verb/remove_dna
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verbs -= /obj/item/weapon/gun/verb/give_dna
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verbs -= /obj/item/weapon/gun/verb/allow_dna
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/obj/item/weapon/gun/update_twohanding()
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if(one_handed_penalty)
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var/mob/living/M = loc
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if(istype(M))
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if(M.can_wield_item(src) && src.is_held_twohanded(M))
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name = "[initial(name)] (wielded)"
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else
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name = initial(name)
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else
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name = initial(name)
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update_icon() // In case item_state is set somewhere else.
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..()
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/obj/item/weapon/gun/update_held_icon()
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if(wielded_item_state)
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var/mob/living/M = loc
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if(istype(M))
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if(M.can_wield_item(src) && src.is_held_twohanded(M))
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item_state_slots[slot_l_hand_str] = wielded_item_state
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item_state_slots[slot_r_hand_str] = wielded_item_state
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else
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item_state_slots[slot_l_hand_str] = initial(item_state)
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item_state_slots[slot_r_hand_str] = initial(item_state)
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..()
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//Checks whether a given mob can use the gun
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//Any checks that shouldn't result in handle_click_empty() being called if they fail should go here.
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//Otherwise, if you want handle_click_empty() to be called, check in consume_next_projectile() and return null there.
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/obj/item/weapon/gun/proc/special_check(var/mob/user)
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if(!istype(user, /mob/living))
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return 0
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if(!user.IsAdvancedToolUser())
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return 0
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if(isanimal(user))
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var/mob/living/simple_mob/S = user
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if(!S.IsHumanoidToolUser(src))
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return 0
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var/mob/living/M = user
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if(dna_lock && attached_lock.stored_dna)
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if(!authorized_user(user))
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if(attached_lock.safety_level == 0)
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to_chat(M, "<span class='danger'>\The [src] buzzes in dissapointment and displays an invalid DNA symbol.</span>")
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return 0
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if(!attached_lock.exploding)
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if(attached_lock.safety_level == 1)
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to_chat(M, "<span class='danger'>\The [src] hisses in dissapointment.</span>")
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visible_message("<span class='game say'><span class='name'>\The [src]</span> announces, \"Self-destruct occurring in ten seconds.\"</span>", "<span class='game say'><span class='name'>\The [src]</span> announces, \"Self-destruct occurring in ten seconds.\"</span>")
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attached_lock.exploding = 1
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spawn(100)
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explosion(src, 0, 0, 3, 4)
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sleep(1)
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qdel(src)
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return 0
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if(HULK in M.mutations)
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to_chat(M, "<span class='danger'>Your fingers are much too large for the trigger guard!</span>")
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return 0
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if((CLUMSY in M.mutations) && prob(40)) //Clumsy handling
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var/obj/P = consume_next_projectile()
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if(P)
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if(process_projectile(P, user, user, pick("l_foot", "r_foot")))
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handle_post_fire(user, user)
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var/datum/gender/TU = gender_datums[user.get_visible_gender()]
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user.visible_message(
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"<span class='danger'>\The [user] shoots [TU.himself] in the foot with \the [src]!</span>",
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"<span class='danger'>You shoot yourself in the foot with \the [src]!</span>"
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)
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M.drop_item()
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else
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handle_click_empty(user)
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return 0
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return 1
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/obj/item/weapon/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/weapon/gun/afterattack(atom/A, mob/living/user, adjacent, params)
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if(adjacent) return //A is adjacent, is the user, or is on the user's person
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if(!user.aiming)
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user.aiming = new(user)
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if(user && user.client && user.aiming && user.aiming.active && user.aiming.aiming_at != A)
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PreFire(A,user,params) //They're using the new gun system, locate what they're aiming at.
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return
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if(user && user.a_intent == I_HELP && user.is_preference_enabled(/datum/client_preference/safefiring)) //regardless of what happens, refuse to shoot if help intent is on
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to_chat(user, "<span class='warning'>You refrain from firing your [src] as your intent is set to help.</span>")
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return
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else
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Fire(A, user, params) //Otherwise, fire normally.
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return
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/* //Commented out for quality control and testing
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if(automatic == 1)//Are we are going to be using automatic shooting
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//We check to make sure they can fire
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if(!special_check(user))
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return
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if(auto_target)//If they already have one then update it
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auto_target.loc = get_turf(A)
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auto_target.delay_del = 1//And reset the del so its like they got a new one and doesnt instantly vanish
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to_chat(user, "<span class='notice'>You ready \the [src]! Click and drag the target around to shoot.</span>")
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else//Otherwise just make a new one
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auto_target = new/obj/screen/auto_target(get_turf(A), src)
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visible_message("<span class='danger'>\[user] readies the [src]!</span>")
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playsound(src, 'sound/weapons/TargetOn.ogg', 50, 1)
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to_chat(user, "<span class='notice'>You ready \the [src]! Click and drag the target around to shoot.</span>")
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return
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Fire(A,user,params) //Otherwise, fire normally.
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*/
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/obj/item/weapon/gun/attack(atom/A, mob/living/user, def_zone)
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if (A == user && user.zone_sel.selecting == O_MOUTH && !mouthshoot)
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handle_suicide(user)
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else if(user.a_intent == I_HURT) //point blank shooting
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if(user && user.client && user.aiming && user.aiming.active && user.aiming.aiming_at != A && A != user)
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PreFire(A,user) //They're using the new gun system, locate what they're aiming at.
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return
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else
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Fire(A, user, pointblank=1)
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else
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return ..() //Pistolwhippin'
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/obj/item/weapon/gun/attackby(var/obj/item/A as obj, mob/user as mob)
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if(istype(A, /obj/item/dnalockingchip))
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if(dna_lock)
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to_chat(user, "<span class='notice'>\The [src] already has a [attached_lock].</span>")
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return
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to_chat(user, "<span class='notice'>You insert \the [A] into \the [src].</span>")
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user.drop_item()
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A.loc = src
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attached_lock = A
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dna_lock = 1
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verbs += /obj/item/weapon/gun/verb/remove_dna
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verbs += /obj/item/weapon/gun/verb/give_dna
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verbs += /obj/item/weapon/gun/verb/allow_dna
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return
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if(A.is_screwdriver())
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if(dna_lock && attached_lock && !attached_lock.controller_lock)
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to_chat(user, "<span class='notice'>You begin removing \the [attached_lock] from \the [src].</span>")
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playsound(src, A.usesound, 50, 1)
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if(do_after(user, 25 * A.toolspeed))
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to_chat(user, "<span class='notice'>You remove \the [attached_lock] from \the [src].</span>")
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user.put_in_hands(attached_lock)
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dna_lock = 0
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attached_lock = null
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verbs -= /obj/item/weapon/gun/verb/remove_dna
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verbs -= /obj/item/weapon/gun/verb/give_dna
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verbs -= /obj/item/weapon/gun/verb/allow_dna
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else
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to_chat(user, "<span class='warning'>\The [src] is not accepting modifications at this time.</span>")
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..()
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/obj/item/weapon/gun/emag_act(var/remaining_charges, var/mob/user)
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if(dna_lock && attached_lock.controller_lock)
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to_chat(user, "<span class='notice'>You short circuit the internal locking mechanisms of \the [src]!</span>")
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attached_lock.controller_dna = null
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attached_lock.controller_lock = 0
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attached_lock.stored_dna = list()
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return 1
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/obj/item/weapon/gun/MouseDrop(obj/over_object as obj)
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if(!canremove)
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return
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if (ishuman(usr) || issmall(usr)) //so monkeys can take off their backpacks -- Urist
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if (istype(usr.loc,/obj/mecha)) // stops inventory actions in a mech. why?
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return
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if (!( istype(over_object, /obj/screen) ))
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return ..()
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//makes sure that the thing is equipped, so that we can't drag it into our hand from miles away.
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//there's got to be a better way of doing this.
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if (!(src.loc == usr) || (src.loc && src.loc.loc == usr))
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return
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if (( usr.restrained() ) || ( usr.stat ))
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return
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if ((src.loc == usr) && !(istype(over_object, /obj/screen)) && !usr.unEquip(src))
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return
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switch(over_object.name)
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if("r_hand")
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usr.u_equip(src)
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usr.put_in_r_hand(src)
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if("l_hand")
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usr.u_equip(src)
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usr.put_in_l_hand(src)
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src.add_fingerprint(usr)
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/obj/item/weapon/gun/proc/Fire(atom/target, mob/living/user, clickparams, pointblank=0, reflex=0)
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set waitfor = FALSE
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if(!user || !target) return
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if(target.z != user.z) return
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add_fingerprint(user)
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user.break_cloak()
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if(!special_check(user))
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return
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if(world.time < next_fire_time)
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if (world.time % 3) //to prevent spam
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to_chat(user, "<span class='warning'>[src] is not ready to fire again!</span>")
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return
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var/shoot_time = (burst - 1)* burst_delay
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//These should apparently be disabled to allow for the automatic system to function without causing near-permanant paralysis. Re-enabling them while we sort that out.
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user.setClickCooldown(shoot_time) //no clicking on things while shooting
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user.setMoveCooldown(shoot_time) //no moving while shooting either
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next_fire_time = world.time + shoot_time
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var/held_twohanded = (user.can_wield_item(src) && src.is_held_twohanded(user))
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//actually attempt to shoot
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var/turf/targloc = get_turf(target) //cache this in case target gets deleted during shooting, e.g. if it was a securitron that got destroyed.
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/* // Commented out for quality control and testing.
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shooting = 1
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if(automatic == 1 && auto_target && auto_target.active)//When we are going to shoot and have an auto_target AND its active meaning we clicked on it we tell it to burstfire 1000 rounds
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burst = 1000//Yes its not EXACTLY full auto but when are we shooting more than 1000 normally and it can easily be made higher
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*/
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for(var/i in 1 to burst)
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/* // Commented out for quality control and testing.
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if(!reflex && automatic)//If we are shooting automatic then check our target, however if we are shooting reflex we dont use automatic
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//extra sanity checking.
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if(user.incapacitated())
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return
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if(user.get_active_hand() != src)
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break
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if(!auto_target) break//Stopped shooting
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else if(auto_target.loc)
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target = auto_target.loc
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//Lastly just update our dir if needed
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if(user.dir != get_dir(user, auto_target))
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user.face_atom(auto_target)
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*/
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var/obj/projectile = consume_next_projectile(user)
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if(!projectile)
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handle_click_empty(user)
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break
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if(i == 1) // So one burst only makes one message and not 3+ messages.
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handle_firing_text(user, target, pointblank, reflex)
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process_accuracy(projectile, user, target, i, held_twohanded)
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if(pointblank)
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process_point_blank(projectile, user, target)
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if(process_projectile(projectile, user, target, user.zone_sel.selecting, clickparams))
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handle_post_fire(user, target, pointblank, reflex)
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update_icon()
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if(i < burst)
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sleep(burst_delay)
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if(!(target && target.loc))
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target = targloc
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pointblank = 0
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last_shot = world.time
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/*
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// Commented out for quality control and testing.
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shooting = 0
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*/
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// We do this down here, so we don't get the message if we fire an empty gun.
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if(user.item_is_in_hands(src) && user.hands_are_full())
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if(one_handed_penalty >= 20)
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to_chat(user, "<span class='warning'>You struggle to keep \the [src] pointed at the correct position with just one hand!</span>")
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//update timing
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user.setClickCooldown(DEFAULT_QUICK_COOLDOWN)
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user.setMoveCooldown(move_delay)
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next_fire_time = world.time + fire_delay
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accuracy = initial(accuracy) //Reset the gun's accuracy
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if(muzzle_flash)
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set_light(0)
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user.hud_used.update_ammo_hud(user, src)
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// Similar to the above proc, but does not require a user, which is ideal for things like turrets.
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/obj/item/weapon/gun/proc/Fire_userless(atom/target)
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if(!target)
|
|
return
|
|
|
|
if(world.time < next_fire_time)
|
|
return
|
|
|
|
var/shoot_time = (burst - 1)* burst_delay
|
|
next_fire_time = world.time + shoot_time
|
|
|
|
var/turf/targloc = get_turf(target) //cache this in case target gets deleted during shooting, e.g. if it was a securitron that got destroyed.
|
|
for(var/i in 1 to burst)
|
|
var/obj/projectile = consume_next_projectile()
|
|
if(!projectile)
|
|
handle_click_empty()
|
|
break
|
|
|
|
if(istype(projectile, /obj/item/projectile))
|
|
var/obj/item/projectile/P = projectile
|
|
|
|
var/acc = burst_accuracy[min(i, burst_accuracy.len)]
|
|
var/disp = dispersion[min(i, dispersion.len)]
|
|
|
|
P.accuracy = accuracy + acc
|
|
P.dispersion = disp
|
|
|
|
P.shot_from = src.name
|
|
P.silenced |= silenced // A silent bullet (e.g., BBs) can be fired quietly from any gun.
|
|
|
|
P.old_style_target(target)
|
|
P.fire()
|
|
|
|
last_shot = world.time
|
|
|
|
play_fire_sound()
|
|
|
|
if(muzzle_flash)
|
|
set_light(muzzle_flash)
|
|
update_icon()
|
|
|
|
//process_accuracy(projectile, user, target, acc, disp)
|
|
|
|
// if(pointblank)
|
|
// process_point_blank(projectile, user, target)
|
|
|
|
// if(process_projectile(projectile, null, target, user.zone_sel.selecting, clickparams))
|
|
// handle_post_fire(null, target, pointblank, reflex)
|
|
|
|
// update_icon()
|
|
|
|
if(i < burst)
|
|
sleep(burst_delay)
|
|
|
|
if(!(target && target.loc))
|
|
target = targloc
|
|
//pointblank = 0
|
|
|
|
var/target_for_log
|
|
if(ismob(target))
|
|
target_for_log = target
|
|
else
|
|
target_for_log = "[target.name]"
|
|
|
|
add_attack_logs("Unmanned",target_for_log,"Fired [src.name]")
|
|
|
|
//update timing
|
|
next_fire_time = world.time + fire_delay
|
|
|
|
accuracy = initial(accuracy) //Reset the gun's accuracy
|
|
|
|
if(muzzle_flash)
|
|
set_light(0)
|
|
|
|
//obtains the next projectile to fire
|
|
/obj/item/weapon/gun/proc/consume_next_projectile()
|
|
return null
|
|
|
|
//used by aiming code
|
|
/obj/item/weapon/gun/proc/can_hit(atom/target as mob, var/mob/living/user as mob)
|
|
if(!special_check(user))
|
|
return 2
|
|
//just assume we can shoot through glass and stuff. No big deal, the player can just choose to not target someone
|
|
//on the other side of a window if it makes a difference. Or if they run behind a window, too bad.
|
|
if(check_trajectory(target, user))
|
|
return 1 // Magic numbers are fun.
|
|
|
|
//called if there was no projectile to shoot
|
|
/obj/item/weapon/gun/proc/handle_click_empty(mob/user)
|
|
if (user)
|
|
user.visible_message("*click click*", "<span class='danger'>*click*</span>")
|
|
user.hud_used.update_ammo_hud(user, src)
|
|
else
|
|
src.visible_message("*click click*")
|
|
playsound(src, 'sound/weapons/empty.ogg', 100, 1)
|
|
|
|
// Called when the user is about to fire.
|
|
// Moved from handle_post_fire() because if using a laser, the message for when someone got shot would show up before the firing message.
|
|
/obj/item/weapon/gun/proc/handle_firing_text(mob/user, atom/target, pointblank = FALSE, reflex = FALSE)
|
|
if(silenced)
|
|
to_chat(user, "<span class='warning'>You fire \the [src][pointblank ? " point blank at \the [target]":""][reflex ? " by reflex":""]</span>")
|
|
for(var/mob/living/L in oview(2,user))
|
|
if(L.stat)
|
|
continue
|
|
if(L.blinded)
|
|
to_chat(L, "You hear a [fire_sound_text]!")
|
|
continue
|
|
to_chat(L, "<span class='danger'>\The [user] fires \the [src][pointblank ? " point blank at \the [target]":""][reflex ? " by reflex":""]!</span>")
|
|
else
|
|
user.visible_message(
|
|
"<span class='danger'>\The [user] fires \the [src][pointblank ? " point blank at \the [target]":""][reflex ? " by reflex":""]!</span>",
|
|
"<span class='warning'>You fire \the [src][pointblank ? " point blank at \the [target]":""][reflex ? " by reflex":""]!</span>",
|
|
"You hear a [fire_sound_text]!"
|
|
)
|
|
|
|
var/target_for_log
|
|
if(ismob(target))
|
|
target_for_log = target
|
|
else
|
|
target_for_log = "[target.name]"
|
|
|
|
add_attack_logs(user, target_for_log, "Fired gun '[src.name]' ([reflex ? "REFLEX" : "MANUAL"])")
|
|
|
|
//called after successfully firing
|
|
/obj/item/weapon/gun/proc/handle_post_fire(mob/user, atom/target, var/pointblank=0, var/reflex=0)
|
|
if(fire_anim)
|
|
flick(fire_anim, src)
|
|
|
|
if(muzzle_flash)
|
|
set_light(muzzle_flash)
|
|
|
|
if(one_handed_penalty)
|
|
if(!src.is_held_twohanded(user))
|
|
switch(one_handed_penalty)
|
|
if(1 to 15)
|
|
if(prob(50)) //don't need to tell them every single time
|
|
to_chat(user, "<span class='warning'>Your aim wavers slightly.</span>")
|
|
if(16 to 30)
|
|
to_chat(user, "<span class='warning'>Your aim wavers as you fire \the [src] with just one hand.</span>")
|
|
if(31 to 45)
|
|
to_chat(user, "<span class='warning'>You have trouble keeping \the [src] on target with just one hand.</span>")
|
|
if(46 to INFINITY)
|
|
to_chat(user, "<span class='warning'>You struggle to keep \the [src] on target with just one hand!</span>")
|
|
else if(!user.can_wield_item(src))
|
|
switch(one_handed_penalty)
|
|
if(1 to 15)
|
|
if(prob(50)) //don't need to tell them every single time
|
|
to_chat(user, "<span class='warning'>Your aim wavers slightly.</span>")
|
|
if(16 to 30)
|
|
to_chat(user, "<span class='warning'>Your aim wavers as you try to hold \the [src] steady.</span>")
|
|
if(31 to 45)
|
|
to_chat(user, "<span class='warning'>You have trouble holding \the [src] steady.</span>")
|
|
if(46 to INFINITY)
|
|
to_chat(user, "<span class='warning'>You struggle to hold \the [src] steady!</span>")
|
|
|
|
if(recoil)
|
|
spawn()
|
|
shake_camera(user, recoil+1, recoil)
|
|
update_icon()
|
|
|
|
/obj/item/weapon/gun/proc/process_point_blank(obj/projectile, mob/user, atom/target)
|
|
var/obj/item/projectile/P = projectile
|
|
if(!istype(P))
|
|
return //default behaviour only applies to true projectiles
|
|
|
|
//default point blank multiplier
|
|
var/damage_mult = 1.3
|
|
|
|
//determine multiplier due to the target being grabbed
|
|
if(ismob(target))
|
|
var/mob/M = target
|
|
if(M.grabbed_by.len)
|
|
var/grabstate = 0
|
|
for(var/obj/item/weapon/grab/G in M.grabbed_by)
|
|
grabstate = max(grabstate, G.state)
|
|
if(grabstate >= GRAB_NECK)
|
|
damage_mult = 2.5
|
|
else if(grabstate >= GRAB_AGGRESSIVE)
|
|
damage_mult = 1.5
|
|
P.damage *= damage_mult
|
|
|
|
/obj/item/weapon/gun/proc/process_accuracy(obj/projectile, mob/living/user, atom/target, var/burst, var/held_twohanded)
|
|
var/obj/item/projectile/P = projectile
|
|
if(!istype(P))
|
|
return //default behaviour only applies to true projectiles
|
|
|
|
var/acc_mod = burst_accuracy[min(burst, burst_accuracy.len)]
|
|
var/disp_mod = dispersion[min(burst, dispersion.len)]
|
|
|
|
if(one_handed_penalty)
|
|
if(!held_twohanded)
|
|
acc_mod += -CEILING(one_handed_penalty/2, 1)
|
|
disp_mod += one_handed_penalty*0.5 //dispersion per point of two-handedness
|
|
|
|
//Accuracy modifiers
|
|
P.accuracy = accuracy + acc_mod
|
|
P.dispersion = disp_mod
|
|
|
|
P.accuracy -= user.get_accuracy_penalty()
|
|
|
|
//accuracy bonus from aiming
|
|
if (aim_targets && (target in aim_targets))
|
|
//If you aim at someone beforehead, it'll hit more often.
|
|
//Kinda balanced by fact you need like 2 seconds to aim
|
|
//As opposed to no-delay pew pew
|
|
P.accuracy += 30
|
|
|
|
// Some modifiers make it harder or easier to hit things.
|
|
for(var/datum/modifier/M in user.modifiers)
|
|
if(!isnull(M.accuracy))
|
|
P.accuracy += M.accuracy
|
|
if(!isnull(M.accuracy_dispersion))
|
|
P.dispersion = max(P.dispersion + M.accuracy_dispersion, 0)
|
|
|
|
//does the actual launching of the projectile
|
|
/obj/item/weapon/gun/proc/process_projectile(obj/projectile, mob/user, atom/target, var/target_zone, var/params=null)
|
|
var/obj/item/projectile/P = projectile
|
|
if(!istype(P))
|
|
return FALSE //default behaviour only applies to true projectiles
|
|
|
|
//shooting while in shock
|
|
var/forcespread
|
|
if(istype(user, /mob/living/carbon))
|
|
var/mob/living/carbon/mob = user
|
|
if(mob.shock_stage > 120)
|
|
forcespread = rand(50, 50)
|
|
else if(mob.shock_stage > 70)
|
|
forcespread = rand(-25, 25)
|
|
var/launched = !P.launch_from_gun(target, target_zone, user, params, null, forcespread, src)
|
|
|
|
if(launched)
|
|
play_fire_sound(user, P)
|
|
|
|
return launched
|
|
|
|
/obj/item/weapon/gun/proc/play_fire_sound(var/mob/user, var/obj/item/projectile/P)
|
|
var/shot_sound = fire_sound
|
|
|
|
if(!shot_sound && istype(P) && P.fire_sound) // If the gun didn't have a fire_sound, but the projectile exists, and has a sound...
|
|
shot_sound = P.fire_sound
|
|
if(!shot_sound) // If there's still no sound...
|
|
return
|
|
|
|
if(silenced)
|
|
playsound(src, shot_sound, 10, 1)
|
|
else
|
|
playsound(src, shot_sound, 50, 1)
|
|
|
|
//Suicide handling.
|
|
/obj/item/weapon/gun/var/mouthshoot = 0 //To stop people from suiciding twice... >.>
|
|
|
|
/obj/item/weapon/gun/proc/handle_suicide(mob/living/user)
|
|
if(!ishuman(user))
|
|
return
|
|
var/mob/living/carbon/human/M = user
|
|
|
|
mouthshoot = 1
|
|
M.visible_message("<font color='red'>[user] sticks their gun in their mouth, ready to pull the trigger...</font>")
|
|
if(!do_after(user, 40))
|
|
M.visible_message("<font color='blue'>[user] decided life was worth living</font>")
|
|
mouthshoot = 0
|
|
return
|
|
var/obj/item/projectile/in_chamber = consume_next_projectile()
|
|
if (istype(in_chamber))
|
|
user.visible_message("<span class = 'warning'>[user] pulls the trigger.</span>")
|
|
play_fire_sound(M, in_chamber)
|
|
if(istype(in_chamber, /obj/item/projectile/beam/lasertag))
|
|
user.show_message("<span class = 'warning'>You feel rather silly, trying to commit suicide with a toy.</span>")
|
|
mouthshoot = 0
|
|
return
|
|
|
|
in_chamber.on_hit(M)
|
|
if(in_chamber.damage_type != HALLOSS && !in_chamber.nodamage)
|
|
log_and_message_admins("[key_name(user)] commited suicide using \a [src]")
|
|
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 if(in_chamber.damage_type == HALLOSS)
|
|
to_chat(user, "<span class = 'notice'>Ow...</span>")
|
|
user.apply_effect(110,AGONY,0)
|
|
qdel(in_chamber)
|
|
mouthshoot = 0
|
|
return
|
|
else
|
|
handle_click_empty(user)
|
|
mouthshoot = 0
|
|
return
|
|
|
|
/obj/item/weapon/gun/proc/toggle_scope(var/zoom_amount=2.0)
|
|
//looking through a scope limits your periphereal vision
|
|
//still, increase the view size by a tiny amount so that sniping isn't too restricted to NSEW
|
|
var/zoom_offset = round(world.view * zoom_amount)
|
|
var/view_size = round(world.view + zoom_amount)
|
|
var/scoped_accuracy_mod = zoom_offset
|
|
|
|
zoom(zoom_offset, view_size)
|
|
if(zoom)
|
|
accuracy = scoped_accuracy + scoped_accuracy_mod
|
|
if(recoil)
|
|
recoil = round(recoil*zoom_amount+1) //recoil is worse when looking through a scope
|
|
|
|
//make sure accuracy and recoil are reset regardless of how the item is unzoomed.
|
|
/obj/item/weapon/gun/zoom()
|
|
..()
|
|
if(!zoom)
|
|
accuracy = initial(accuracy)
|
|
recoil = initial(recoil)
|
|
|
|
/obj/item/weapon/gun/examine(mob/user)
|
|
. = ..()
|
|
if(firemodes.len > 1)
|
|
var/datum/firemode/current_mode = firemodes[sel_mode]
|
|
. += "The fire selector is set to [current_mode.name]."
|
|
|
|
/obj/item/weapon/gun/proc/switch_firemodes(mob/user)
|
|
if(firemodes.len <= 1)
|
|
return null
|
|
|
|
sel_mode++
|
|
if(sel_mode > firemodes.len)
|
|
sel_mode = 1
|
|
var/datum/firemode/new_mode = firemodes[sel_mode]
|
|
new_mode.apply_to(src)
|
|
to_chat(user, "<span class='notice'>\The [src] is now set to [new_mode.name].</span>")
|
|
user.hud_used.update_ammo_hud(user, src)
|
|
|
|
return new_mode
|
|
|
|
/obj/item/weapon/gun/attack_self(mob/user)
|
|
switch_firemodes(user)
|
|
|
|
/* TGMC Ammo HUD Port Begin */
|
|
/obj/item/weapon/gun
|
|
var/hud_enabled = TRUE
|
|
|
|
/obj/item/weapon/gun/proc/has_ammo_counter()
|
|
return FALSE
|
|
|
|
/obj/item/weapon/gun/proc/get_ammo_type()
|
|
return FALSE
|
|
|
|
/obj/item/weapon/gun/proc/get_ammo_count()
|
|
return FALSE
|
|
|
|
/obj/item/weapon/gun/equipped(mob/living/user, slot) // When a gun is equipped to your hands, we'll add the HUD to the user. Pending porting over TGMC guncode where wielding is far more sensible.
|
|
if(slot == slot_l_hand || slot == slot_r_hand)
|
|
user.hud_used.add_ammo_hud(user, src)
|
|
else
|
|
user.hud_used.remove_ammo_hud(user, src)
|
|
|
|
return ..()
|
|
|
|
/obj/item/weapon/gun/dropped(mob/living/user) // Ditto as above, we remove the HUD. Pending porting TGMC code to clean up this fucking nightmare of spaghetti.
|
|
user.hud_used.remove_ammo_hud(user, src)
|
|
|
|
..() |