diff --git a/code/modules/projectiles/gun.dm b/code/modules/projectiles/gun.dm
index f4487cea6c9..3f3c81cc625 100644
--- a/code/modules/projectiles/gun.dm
+++ b/code/modules/projectiles/gun.dm
@@ -51,6 +51,7 @@
attack_verb = list("struck", "hit", "bashed")
zoomdevicename = "scope"
+ var/automatic = 0
var/burst = 1
var/fire_delay = 6 //delay after shooting before the gun can be used again
var/burst_delay = 2 //delay between shots, if firing in bursts
@@ -68,7 +69,8 @@
var/requires_two_hands
var/wielded_icon = "gun_wielded"
var/one_handed_penalty = 0 // Penalty applied if someone fires a two-handed gun with one hand.
-
+ var/obj/screen/auto_target/auto_target
+ var/shooting = 0
var/next_fire_time = 0
var/sel_mode = 1 //index of the currently selected mode
@@ -87,7 +89,6 @@
var/obj/item/dnalockingchip/attached_lock
var/last_shot = 0 //records the last shot fired
-
/obj/item/weapon/gun/New()
..()
for(var/i in 1 to firemodes.len)
@@ -177,8 +178,23 @@
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
user << "You refrain from firing your [src] as your intent is set to help."
- else
- Fire(A,user,params) //Otherwise, fire normally.
+ return
+
+ if(automatic == 1)//Are we are going to be using automatic shooting
+ //We check to make sure they can fire
+ if(!special_check(user))
+ return
+ if(auto_target)//If they already have one then update it
+ auto_target.loc = get_turf(A)
+ auto_target.delay_del = 1//And reset the del so its like they got a new one and doesnt instantly vanish
+ to_chat(user, "You ready \the [src]! Click and drag the target around to shoot.")
+ else//Otherwise just make a new one
+ auto_target = new/obj/screen/auto_target(get_turf(A), src)
+ visible_message("\[user] readies the [src]!")
+ playsound(src, 'sound/weapons/TargetOn.ogg', 50, 1)
+ to_chat(user, "You ready \the [src]! Click and drag the target around to shoot.")
+ return
+ Fire(A,user,params) //Otherwise, fire normally.
/obj/item/weapon/gun/attack(atom/A, mob/living/user, def_zone)
if (A == user && user.zone_sel.selecting == O_MOUTH && !mouthshoot)
@@ -278,8 +294,8 @@
return
var/shoot_time = (burst - 1)* burst_delay
- user.setClickCooldown(shoot_time) //no clicking on things while shooting
- user.setMoveCooldown(shoot_time) //no moving while shooting either
+ //user.setClickCooldown(shoot_time) //no clicking on things while shooting //These are currently disabled to allow for the automatic system to function without causing near-permanant paralysis.
+ //user.setMoveCooldown(shoot_time) //no moving while shooting either
next_fire_time = world.time + shoot_time
var/held_acc_mod = 0
@@ -291,7 +307,23 @@
//actually attempt to shoot
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.
+ shooting = 1
+ 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
+ burst = 1000//Yes its not EXACTLY full auto but when are we shooting more than 1000 normally and it can easily be made higher
+
for(var/i in 1 to burst)
+ if(!reflex && automatic)//If we are shooting automatic then check our target, however if we are shooting reflex we dont use automatic
+ //extra sanity checking.
+ if(user.paralysis >= 1)
+ return
+ if(user.get_active_hand() != src)
+ break
+ if(!auto_target) break//Stopped shooting
+ else if(auto_target.loc)
+ target = auto_target.loc
+ //Lastly just update our dir if needed
+ if(user.dir != get_dir(user, auto_target))
+ user.face_atom(auto_target)
var/obj/projectile = consume_next_projectile(user)
if(!projectile)
handle_click_empty(user)
@@ -316,7 +348,7 @@
pointblank = 0
last_shot = world.time
-
+ shooting = 0
// We do this down here, so we don't get the message if we fire an empty gun.
if(requires_two_hands)
if(user.item_is_in_hands(src) && user.hands_are_full())
diff --git a/code/modules/projectiles/guns/automagical.dm b/code/modules/projectiles/guns/automagical.dm
new file mode 100644
index 00000000000..e4b19092a7e
--- /dev/null
+++ b/code/modules/projectiles/guns/automagical.dm
@@ -0,0 +1,70 @@
+//True automagic gun modes. Dakka dakka.
+//A significant portion of this code was donated by Mport from SS:CM
+
+//This is used by guns shooting in automatic mode
+/obj/screen/auto_target
+ name = "targeter"
+ icon = null//We dont want people to see this guy
+ density = 0
+ anchored = 1
+ var/obj/item/weapon/gun/gun
+ var/active = 0//Just tells us that it was clicked on so we should start shooting
+ var/delay_del = 0//Delays the del if we retarget without shooting
+
+/obj/screen/auto_target/New(loc, var/obj/item/weapon/gun/G)
+ ..()
+ gun = G
+ var/image/I = image('icons/effects/Targeted.dmi', src, "locked")
+ I.override = 1
+ usr << I
+ //autodel() //Currently doesn't really work right.
+ return
+
+/obj/screen/auto_target/CanPass()//Everything should ignore this guy and just pass by
+ return 1
+
+ //Used to get rid of this if they target but dont actually shoot or stop shooting (no ammo) yet are still dragging us around
+/obj/screen/auto_target/proc/autodel()
+ set waitfor=0
+ if(active == 1)
+ return
+ sleep(20)
+ if(!src) return//Might not really be needed
+ if(delay_del)//This says we want to wait another X seconds before trying to del
+ delay_del = 0
+ autodel()
+ return
+ if(gun.shooting == 0)
+ del(src)
+ else
+ autodel()//Yes in theory this could hit the inf loop
+ return
+
+ //When the player clicks on the target it will disable the autodel and tell the gun to shoot
+/obj/screen/auto_target/MouseDown(location,control,params)
+ active += 1//Tell the autodel that we are actually using this now
+ if(gun.shooting == 0)//If we are not shooting start shooting, we need this here or they have to drag to a new turf before it starts shooting, felt weird
+ gun.Fire(loc, usr, params)
+ return
+
+ //Called when they drag the object somewhere else
+ //If its not already shooting (should be though due to the above, but this does let it click at you when it runs dry) then start shooting,
+/obj/screen/auto_target/MouseDrag(over_object,src_location,over_location,src_control,over_control,params)
+ if(gun.shooting == 0)//If we are not shooting start shooting
+ gun.Fire(loc, usr, params)
+ if(over_location != loc)//This updates the loc to our new location when we drag it to a new turf
+ loc = over_location
+ if((usr.get_active_hand() != gun))
+ del(src)
+
+ //This gets rid of us when they let go of the click, but only after they actually drag the target to a new turf which is why the below also has to exist
+/obj/screen/auto_target/MouseDrop(over_object,src_location,over_location,src_control,over_control,params)
+ del(src)
+ return
+ //This is needed so if they just MouseDown and then let go it will stop shooting, otherwise we stick around till they run out of bullets
+/obj/screen/auto_target/MouseUp(object,location,control,params)
+ del(src)
+ return
+
+//This pseudo code is being left in place to serve as references to the modifications to gun.dm, the Fire() proc, and the afterattack() proc. -k22
+//Code donated by Mport.
diff --git a/code/modules/projectiles/guns/energy/special.dm b/code/modules/projectiles/guns/energy/special.dm
index 70138487e37..beb44e1a3e9 100644
--- a/code/modules/projectiles/guns/energy/special.dm
+++ b/code/modules/projectiles/guns/energy/special.dm
@@ -209,5 +209,5 @@ obj/item/weapon/gun/energy/staff/focus
firemodes = list(
list(mode_name="single shot", burst = 1, burst_accuracy = list(5), dispersion = list(0), charge_cost = 24),
list(mode_name="five shot burst", burst = 5, burst_accuracy = list(5,5,5,5,5), dispersion = list(1,1,1,1,1)),
- list(mode_name="ten shot burst", burst = 10, burst_accuracy = list(5,5,5,5,5,5,5,5,5,5), dispersion = list(2,2,2,2,2,2,2,2,2,2)),
- )
+ list(mode_name="ten shot burst", burst = 10, burst_accuracy = list(5,5,5,5,5,5,5,5,5,5), dispersion = list(2,2,2,2,2,2,2,2,2,2))
+ )
\ No newline at end of file
diff --git a/code/modules/projectiles/guns/projectile/automatic.dm b/code/modules/projectiles/guns/projectile/automatic.dm
index 19b92db3b7b..75f92135716 100644
--- a/code/modules/projectiles/guns/projectile/automatic.dm
+++ b/code/modules/projectiles/guns/projectile/automatic.dm
@@ -191,9 +191,10 @@
one_handed_penalty = 6
firemodes = list(
- list(mode_name="semiauto", burst=1, fire_delay=0, move_delay=null, burst_accuracy=null, dispersion=null),
- list(mode_name="3-round bursts", burst=3, fire_delay=null, move_delay=4, burst_accuracy=list(0,-1,-1), dispersion=list(0.0, 0.6, 1.0)),
- list(mode_name="short bursts", burst=5, move_delay=6, burst_accuracy = list(0,-1,-1,-2,-2), dispersion = list(0.6, 1.0, 1.0, 1.0, 1.2))
+ list(mode_name="semiauto", burst=1, fire_delay=0, move_delay=null, burst_accuracy=null, dispersion=null, automatic = 0),
+ list(mode_name="3-round bursts", burst=3, fire_delay=null, move_delay=4, burst_accuracy=list(0,-1,-1), dispersion=list(0.0, 0.6, 1.0), automatic = 0),
+ list(mode_name="short bursts", burst=5, move_delay=6, burst_accuracy = list(0,-1,-1,-2,-2), dispersion = list(0.6, 1.0, 1.0, 1.0, 1.2), automatic = 0),
+ list(mode_name="automatic", burst=1, fire_delay=-1, move_delay=null, burst_accuracy=null, dispersion=null, automatic = 1),
)
var/cover_open = 0
@@ -370,4 +371,4 @@
icon_state = "bullpup"
else
item_state = "bullpup-empty"
- if(!ignore_inhands) update_held_icon()
\ No newline at end of file
+ if(!ignore_inhands) update_held_icon()
diff --git a/polaris.dme b/polaris.dme
index 81502edfc1e..2eb2b728254 100644
--- a/polaris.dme
+++ b/polaris.dme
@@ -2060,6 +2060,7 @@
#include "code\modules\projectiles\ammunition\magazines.dm"
#include "code\modules\projectiles\ammunition\magnetic.dm"
#include "code\modules\projectiles\ammunition\rounds.dm"
+#include "code\modules\projectiles\guns\automagical.dm"
#include "code\modules\projectiles\guns\energy.dm"
#include "code\modules\projectiles\guns\launcher.dm"
#include "code\modules\projectiles\guns\modular_guns.dm"