mirror of
https://github.com/SPLURT-Station/S.P.L.U.R.T-Station-13.git
synced 2025-12-11 10:22:13 +00:00
Merge branch 'master' into one_last_taser_attempt
This commit is contained in:
@@ -267,6 +267,7 @@
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else
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if(chambered)
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sprd = round((rand() - 0.5) * DUALWIELD_PENALTY_EXTRA_MULTIPLIER * (randomized_gun_spread + randomized_bonus_spread))
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before_firing(target,user)
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if(!chambered.fire_casing(target, user, params, , suppressed, zone_override, sprd, src))
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shoot_with_empty_chamber(user)
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return
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@@ -301,7 +302,7 @@
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sprd = round((rand() - 0.5) * DUALWIELD_PENALTY_EXTRA_MULTIPLIER * (randomized_gun_spread + randomized_bonus_spread), 1)
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else //Smart spread
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sprd = round((((rand_spr/burst_size) * iteration) - (0.5 + (rand_spr * 0.25))) * (randomized_gun_spread + randomized_bonus_spread), 1)
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before_firing(target,user)
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if(!chambered.fire_casing(target, user, params, ,suppressed, zone_override, sprd, src))
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shoot_with_empty_chamber(user)
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firing = FALSE
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@@ -477,6 +478,10 @@
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qdel(pin)
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pin = new /obj/item/firing_pin
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//Happens before the actual projectile creation
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/obj/item/gun/proc/before_firing(atom/target,mob/user)
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return
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/////////////
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// ZOOMING //
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/////////////
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@@ -96,15 +96,20 @@
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"Gold Trim" = "detective_gold",
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"The Peacemaker" = "detective_peacemaker"
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)
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var/list/safe_calibers
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/obj/item/gun/ballistic/revolver/detective/Initialize()
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. = ..()
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safe_calibers = magazine.caliber
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/obj/item/gun/ballistic/revolver/detective/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
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if(magazine.caliber != initial(magazine.caliber))
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if(chambered && !(chambered.caliber in safe_calibers))
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if(prob(70 - (magazine.ammo_count() * 10))) //minimum probability of 10, maximum of 60
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playsound(user, fire_sound, 50, 1)
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to_chat(user, "<span class='userdanger'>[src] blows up in your face!</span>")
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user.take_bodypart_damage(0,20)
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user.dropItemToGround(src)
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return 0
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return FALSE
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..()
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/obj/item/gun/ballistic/revolver/detective/screwdriver_act(mob/living/user, obj/item/I)
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375
code/modules/projectiles/guns/energy/dueling.dm
Normal file
375
code/modules/projectiles/guns/energy/dueling.dm
Normal file
@@ -0,0 +1,375 @@
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#define DUEL_IDLE 1
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#define DUEL_PREPARATION 2
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#define DUEL_READY 3
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#define DUEL_COUNTDOWN 4
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#define DUEL_FIRING 5
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//paper rock scissors
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#define DUEL_SETTING_A "wide"
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#define DUEL_SETTING_B "cone"
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#define DUEL_SETTING_C "pinpoint"
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#define DUEL_HUGBOX_NONE 0 //dismember head
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#define DUEL_HUGBOX_LETHAL 1 //200 damage to chest
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#define DUEL_HUGBOX_NONLETHAL 2 //stamcrit
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/datum/duel
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var/obj/item/gun/energy/dueling/gun_A
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var/obj/item/gun/energy/dueling/gun_B
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var/state = DUEL_IDLE
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var/required_distance = 5
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var/list/confirmations = list()
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var/list/fired = list()
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var/countdown_length = 10
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var/countdown_step = 0
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/datum/duel/proc/try_begin()
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//Check if both guns are held and if so begin.
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var/mob/living/A = get_duelist(gun_A)
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var/mob/living/B = get_duelist(gun_B)
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if(!A || !B)
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message_duelists("<span class='warning'>To begin the duel, both participants need to be holding paired dueling pistols.</span>")
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return
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begin()
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/datum/duel/proc/begin()
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state = DUEL_PREPARATION
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confirmations.Cut()
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fired.Cut()
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countdown_step = countdown_length
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message_duelists("<span class='notice'>Set your gun setting and move [required_distance] steps away from your opponent.</span>")
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START_PROCESSING(SSobj,src)
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/datum/duel/proc/get_duelist(obj/gun)
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var/mob/living/G = gun.loc
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if(!istype(G) || !G.is_holding(gun))
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return null
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return G
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/datum/duel/proc/message_duelists(message)
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var/mob/living/LA = get_duelist(gun_A)
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if(LA)
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to_chat(LA,message)
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var/mob/living/LB = get_duelist(gun_B)
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if(LB)
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to_chat(LB,message)
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/datum/duel/proc/other_gun(obj/item/gun/energy/dueling/G)
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return G == gun_A ? gun_B : gun_A
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/datum/duel/proc/end()
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message_duelists("<span class='notice'>Duel finished. Re-engaging safety.</span>")
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STOP_PROCESSING(SSobj,src)
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state = DUEL_IDLE
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/datum/duel/process()
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switch(state)
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if(DUEL_PREPARATION)
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if(check_positioning())
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confirm_positioning()
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else if (!get_duelist(gun_A) && !get_duelist(gun_B))
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end()
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if(DUEL_READY)
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if(!check_positioning())
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back_to_prep()
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else if(confirmations.len == 2)
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confirm_ready()
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if(DUEL_COUNTDOWN)
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if(!check_positioning())
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back_to_prep()
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else
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countdown_step()
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if(DUEL_FIRING)
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if(check_fired())
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end()
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/datum/duel/proc/back_to_prep()
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message_duelists("<span class='notice'>Positions invalid. Please move to valid positions [required_distance] steps aways from each other to continue.</span>")
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state = DUEL_PREPARATION
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confirmations.Cut()
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countdown_step = countdown_length
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/datum/duel/proc/confirm_positioning()
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message_duelists("<span class='notice'>Position confirmed. Confirm readiness by pulling the trigger once.</span>")
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state = DUEL_READY
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/datum/duel/proc/confirm_ready()
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message_duelists("<span class='notice'>Readiness confirmed. Starting countdown. Commence firing at zero mark.</span>")
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state = DUEL_COUNTDOWN
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/datum/duel/proc/countdown_step()
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countdown_step--
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if(countdown_step == 0)
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state = DUEL_FIRING
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message_duelists("<span class='userdanger'>Fire!</span>")
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else
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message_duelists("<span class='userdanger'>[countdown_step]!</span>")
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/datum/duel/proc/check_fired()
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if(fired.len == 2)
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return TRUE
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//Let's say if gun was dropped/stowed the user is finished
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if(!get_duelist(gun_A))
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return TRUE
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if(!get_duelist(gun_B))
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return TRUE
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return FALSE
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/datum/duel/proc/check_positioning()
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var/mob/living/A = get_duelist(gun_A)
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var/mob/living/B = get_duelist(gun_B)
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if(!A || !B)
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return FALSE
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if(!isturf(A.loc) || !isturf(B.loc))
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return FALSE
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if(get_dist(A,B) != required_distance)
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return FALSE
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for(var/turf/T in getline(get_turf(A),get_turf(B)))
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if(is_blocked_turf(T,TRUE))
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return FALSE
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return TRUE
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/obj/item/gun/energy/dueling
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name = "dueling pistol"
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desc = "High-tech dueling pistol. Launches chaff and projectile according to preset settings."
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icon_state = "dueling_pistol"
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item_state = "gun"
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ammo_x_offset = 2
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w_class = WEIGHT_CLASS_SMALL
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ammo_type = list(/obj/item/ammo_casing/energy/duel)
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automatic_charge_overlays = FALSE
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var/unlocked = FALSE
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var/setting = DUEL_SETTING_A
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var/datum/duel/duel
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var/mutable_appearance/setting_overlay
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var/hugbox = DUEL_HUGBOX_NONE
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/obj/item/gun/energy/dueling/hugbox
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hugbox = DUEL_HUGBOX_LETHAL
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/obj/item/gun/energy/dueling/hugbox/stamina
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hugbox = DUEL_HUGBOX_NONLETHAL
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/obj/item/gun/energy/dueling/Initialize()
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. = ..()
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setting_overlay = mutable_appearance(icon,setting_iconstate())
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add_overlay(setting_overlay)
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/obj/item/gun/energy/dueling/proc/setting_iconstate()
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switch(setting)
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if(DUEL_SETTING_A)
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return "duel_red"
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if(DUEL_SETTING_B)
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return "duel_green"
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if(DUEL_SETTING_C)
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return "duel_blue"
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return "duel_red"
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/obj/item/gun/energy/dueling/attack_self(mob/living/user)
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. = ..()
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if(duel.state == DUEL_IDLE)
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duel.try_begin()
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else
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toggle_setting(user)
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/obj/item/gun/energy/dueling/proc/toggle_setting(mob/living/user)
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switch(setting)
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if(DUEL_SETTING_A)
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setting = DUEL_SETTING_B
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if(DUEL_SETTING_B)
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setting = DUEL_SETTING_C
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if(DUEL_SETTING_C)
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setting = DUEL_SETTING_A
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to_chat(user,"<span class='notice'>You switch [src] setting to [setting] mode.</span>")
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update_icon()
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/obj/item/gun/energy/dueling/update_icon(force_update)
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. = ..()
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if(setting_overlay)
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cut_overlay(setting_overlay)
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setting_overlay.icon_state = setting_iconstate()
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add_overlay(setting_overlay)
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/obj/item/gun/energy/dueling/Destroy()
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. = ..()
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if(duel.gun_A == src)
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duel.gun_A = null
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if(duel.gun_B == src)
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duel.gun_B = null
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duel = null
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/obj/item/gun/energy/dueling/can_trigger_gun(mob/living/user)
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. = ..()
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switch(duel.state)
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if(DUEL_FIRING)
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return . && !duel.fired[src]
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if(DUEL_READY)
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return .
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else
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to_chat(user,"<span class='warning'>[src] is locked. Wait for FIRE signal before shooting.</span>")
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return FALSE
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/obj/item/gun/energy/dueling/proc/is_duelist(mob/living/L)
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if(!istype(L))
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return FALSE
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if(!L.is_holding(duel.other_gun(src)))
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return FALSE
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return TRUE
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/obj/item/gun/energy/dueling/process_fire(atom/target, mob/living/user, message, params, zone_override, bonus_spread)
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if(duel.state == DUEL_READY)
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duel.confirmations[src] = TRUE
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to_chat(user,"<span class='notice'>You confirm your readiness.</span>")
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return
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else if(!is_duelist(target)) //I kinda want to leave this out just to see someone shoot a bystander or missing.
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to_chat(user,"<span class='warning'>[src] safety system prevents shooting anyone but your designated opponent.</span>")
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return
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else
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duel.fired[src] = TRUE
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. = ..()
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/obj/item/gun/energy/dueling/before_firing(target,user)
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var/obj/item/ammo_casing/energy/duel/D = chambered
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D.setting = setting
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D.hugbox = hugbox
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/obj/effect/temp_visual/dueling_chaff
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icon = 'icons/effects/effects.dmi'
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icon_state = "shield-old"
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duration = 30
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var/setting
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/obj/effect/temp_visual/dueling_chaff/update_icon()
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. = ..()
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switch(setting)
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if(DUEL_SETTING_A)
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color = "red"
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if(DUEL_SETTING_B)
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color = "green"
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if(DUEL_SETTING_C)
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color = "blue"
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//Casing
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/obj/item/ammo_casing/energy/duel
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e_cost = 0
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projectile_type = /obj/item/projectile/energy/duel
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var/setting
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var/hugbox = DUEL_HUGBOX_NONE
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/obj/item/ammo_casing/energy/duel/ready_proj(atom/target, mob/living/user, quiet, zone_override)
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. = ..()
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var/obj/item/projectile/energy/duel/D = BB
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D.setting = setting
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D.hugbox = hugbox
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D.update_icon()
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/obj/item/ammo_casing/energy/duel/fire_casing(atom/target, mob/living/user, params, distro, quiet, zone_override, spread, atom/fired_from)
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. = ..()
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var/obj/effect/temp_visual/dueling_chaff/C = new(get_turf(user))
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C.setting = setting
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C.update_icon()
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//Projectile
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/obj/item/projectile/energy/duel
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name = "dueling beam"
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icon_state = "declone"
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is_reflectable = FALSE
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homing = TRUE
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||||
var/setting
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var/hugbox = DUEL_HUGBOX_NONE
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||||
|
||||
/obj/item/projectile/energy/duel/update_icon()
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||||
. = ..()
|
||||
switch(setting)
|
||||
if(DUEL_SETTING_A)
|
||||
color = "red"
|
||||
if(DUEL_SETTING_B)
|
||||
color = "green"
|
||||
if(DUEL_SETTING_C)
|
||||
color = "blue"
|
||||
|
||||
/obj/item/projectile/energy/duel/on_hit(atom/target, blocked)
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||||
. = ..()
|
||||
var/turf/T = get_turf(target)
|
||||
var/obj/effect/temp_visual/dueling_chaff/C = locate() in T
|
||||
if(C)
|
||||
var/counter_setting
|
||||
switch(setting)
|
||||
if(DUEL_SETTING_A)
|
||||
counter_setting = DUEL_SETTING_B
|
||||
if(DUEL_SETTING_B)
|
||||
counter_setting = DUEL_SETTING_C
|
||||
if(DUEL_SETTING_C)
|
||||
counter_setting = DUEL_SETTING_A
|
||||
if(C.setting == counter_setting)
|
||||
return BULLET_ACT_BLOCK
|
||||
|
||||
var/mob/living/L = target
|
||||
if(!istype(target))
|
||||
return BULLET_ACT_BLOCK
|
||||
|
||||
switch(hugbox)
|
||||
if(DUEL_HUGBOX_NONE)
|
||||
var/obj/item/bodypart/B = L.get_bodypart(BODY_ZONE_HEAD)
|
||||
B.dismember()
|
||||
qdel(B)
|
||||
if(DUEL_HUGBOX_LETHAL)
|
||||
L.adjustBruteLoss(180)
|
||||
L.death() //Die, powergamers.
|
||||
if(DUEL_HUGBOX_NONLETHAL)
|
||||
L.adjustStaminaLoss(200, forced = TRUE) //Die, powergamers x 2
|
||||
L.Knockdown(100, override_hardstun = 100) //For good measure.
|
||||
|
||||
//Storage case.
|
||||
/obj/item/storage/lockbox/dueling
|
||||
name = "dueling pistol case"
|
||||
desc = "Let's solve this like gentlespacemen."
|
||||
icon_state = "medalbox+l"
|
||||
item_state = "syringe_kit"
|
||||
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
|
||||
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
req_access = list(ACCESS_CAPTAIN)
|
||||
icon_locked = "medalbox+l"
|
||||
icon_closed = "medalbox"
|
||||
icon_broken = "medalbox+b"
|
||||
var/gun_type = /obj/item/gun/energy/dueling
|
||||
|
||||
/obj/item/storage/lockbox/dueling/ComponentInitialize()
|
||||
. = ..()
|
||||
var/datum/component/storage/STR = GetComponent(/datum/component/storage)
|
||||
STR.max_w_class = WEIGHT_CLASS_SMALL
|
||||
STR.max_items = 2
|
||||
STR.can_hold = typecacheof(/obj/item/gun/energy/dueling)
|
||||
|
||||
/obj/item/storage/lockbox/dueling/update_icon()
|
||||
cut_overlays()
|
||||
var/locked = SEND_SIGNAL(src, COMSIG_IS_STORAGE_LOCKED)
|
||||
if(locked)
|
||||
icon_state = "medalbox+l"
|
||||
else
|
||||
icon_state = "medalbox"
|
||||
if(open)
|
||||
icon_state += "open"
|
||||
if(broken)
|
||||
icon_state += "+b"
|
||||
|
||||
/obj/item/storage/lockbox/dueling/PopulateContents()
|
||||
. = ..()
|
||||
var/obj/item/gun/energy/dueling/gun_A = new gun_type(src)
|
||||
var/obj/item/gun/energy/dueling/gun_B = new gun_type(src)
|
||||
var/datum/duel/D = new
|
||||
gun_A.duel = D
|
||||
gun_B.duel = D
|
||||
D.gun_A = gun_A
|
||||
D.gun_B = gun_B
|
||||
|
||||
/obj/item/storage/lockbox/dueling/hugbox
|
||||
gun_type = /obj/item/gun/energy/dueling/hugbox
|
||||
|
||||
/obj/item/storage/lockbox/dueling/hugbox/stamina
|
||||
gun_type = /obj/item/gun/energy/dueling/hugbox/stamina
|
||||
Reference in New Issue
Block a user