makes weapons unsafe

This commit is contained in:
shellspeed1
2022-09-17 06:53:46 -07:00
parent 15006a5dfd
commit 1ebc2e584b
3 changed files with 0 additions and 38 deletions

View File

@@ -228,11 +228,6 @@
button_icon_state = "fireselect_no"
name = "Toggle Firemode"
/datum/action/item_action/toggle_safety
name = "Toggle Safety"
icon_icon = 'icons/hud/actions.dmi'
button_icon_state = "safety_on"
/datum/action/item_action/rcl_col
name = "Change Cable Color"
icon_icon = 'icons/mob/actions/actions_items.dmi'

View File

@@ -91,11 +91,6 @@
var/zoom_out_amt = 0
var/datum/action/item_action/toggle_scope_zoom/azoom
//gun safeties
var/safety = TRUE /// Internal variable for keeping track whether the safety is on or off
var/has_gun_safety = FALSE/// Whether the gun actually has a gun safety
var/datum/action/item_action/toggle_safety/toggle_safety_action
//Firemodes
var/datum/action/item_action/toggle_firemode/firemode_action
/// Current fire selection, can choose between burst, single, and full auto.
@@ -117,8 +112,6 @@
/obj/item/gun/ui_action_click(mob/user, action)
if(istype(action, /datum/action/item_action/toggle_firemode))
fire_select()
else if(istype(action, /datum/action/item_action/toggle_safety))
toggle_safety(user)
else if(istype(action, /datum/action/item_action/toggle_scope_zoom))
zoom(user, user.dir)
else if(istype(action, alight))
@@ -136,9 +129,6 @@
if(zoomable)
azoom = new (src)
if(has_gun_safety)
safety = TRUE
toggle_safety_action = new(src)
if(burst_size > 1 && !(SELECT_BURST_SHOT in fire_select_modes))
fire_select_modes.Add(SELECT_BURST_SHOT)
@@ -170,8 +160,6 @@
QDEL_NULL(chambered)
if(azoom)
QDEL_NULL(azoom)
if(toggle_safety_action)
QDEL_NULL(toggle_safety_action)
if(firemode_action)
QDEL_NULL(firemode_action)
return ..()
@@ -198,8 +186,6 @@
. += "<span class='info'>[bayonet] looks like it can be <b>unscrewed</b> from [src].</span>"
else if(can_bayonet)
. += "It has a <b>bayonet</b> lug on it."
if(has_gun_safety)
. += "<span>The safety is [safety ? "<font color='#00ff15'>ON</font>" : "<font color='#ff0000'>OFF</font>"].</span>"
/obj/item/gun/proc/fire_select()
var/mob/living/carbon/human/user = usr
@@ -367,22 +353,6 @@
var/stam_cost = getstamcost(user)
process_fire(target, user, TRUE, params, null, bonus_spread, stam_cost)
/obj/item/gun/proc/toggle_safety(mob/user, override)
if(!has_gun_safety)
return
if(override)
if(override == "off")
safety = FALSE
else
safety = TRUE
else
safety = !safety
toggle_safety_action.button_icon_state = "safety_[safety ? "on" : "off"]"
toggle_safety_action.UpdateButtonIcon()
playsound(src, 'sound/weapons/empty.ogg', 100, TRUE)
user.visible_message("<span class='notice'>[user] toggles [src]'s safety [safety ? "<font color='#00ff15'>ON</font>" : "<font color='#ff0000'>OFF</font>"].",
"<span class='notice'>You toggle [src]'s safety [safety ? "<font color='#00ff15'>ON</font>" : "<font color='#ff0000'>OFF</font>"].</span>")
/obj/item/gun/can_trigger_gun(mob/living/user)
. = ..()
if(!.)
@@ -392,9 +362,6 @@
if(HAS_TRAIT(user, TRAIT_PACIFISM) && chambered?.harmful) // 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.
to_chat(user, "<span class='notice'> [src] is lethally chambered! You don't want to risk harming anyone...</span>")
return FALSE
if(has_gun_safety && safety)
to_chat(user, "<span class='warning'>The safety is on!</span>")
return FALSE
/obj/item/gun/CheckAttackCooldown(mob/user, atom/target)
if((user.a_intent == INTENT_HARM) && user.Adjacent(target)) //melee

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