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https://github.com/VOREStation/VOREStation.git
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Begin clickcode attack_self fix (#18797)
* Begin clickcode attack_self fix Begins the work to make everything call back to parent for attack_self so that signals are sacred. * Makes MORE things call the attack_self() parent Yes, I could make special_handling a var on obj/item HOWEVER i want it to be specific so it can be tracked down later and ONLY the objects that use it can be refactored instead of sitting there literally forever and it just becoming 'a thing'. * Finishes making the rest of attack_self call parent. As mentioned, things such as 'specialty_goggles' 'special_handling' and the such are only there to help with attack_self until the attack_self is recoded for those items. * begone foul demon * some more cleanup * These * GOD this was annoying * yeh * Fix this * fLARES * Thesee too * toys! * Even more! * More fixes * Even more * rest of em * these too * Update syndie.dm * hardref clear * Update code/game/gamemodes/nuclear/pinpointer.dm * Update code/game/objects/effects/mines.dm * Update code/game/objects/items/blueprints_vr.dm * Update code/game/objects/items/blueprints_vr.dm * Update code/game/objects/items/contraband_vr.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/gunbox.dm * Update code/game/objects/items/gunbox.dm * Update code/game/objects/items/gunbox_vr.dm * Update code/game/objects/items/gunbox_vr.dm * Update code/game/objects/items/weapons/gift_wrappaper.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/gunbox.dm * these too * Update maintpanel_stack.dm * angry warning * Fixes packaged snacks. Fixes improper var default. * Special handling for these * proper poly types * Fixes magclaws Makes the 'features' it had just part of base magboots that can be adjusted via varswap. * Fixes jackets Fixes https://github.com/VOREStation/VOREStation/issues/18941 * Small bugfix Makes p_Theyre properly capitialize Makes examine show proper wording * Update gift_wrappaper.dm
This commit is contained in:
@@ -173,6 +173,9 @@
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// This dumps all the bullets right on the floor
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/obj/item/ammo_magazine/attack_self(mob/user)
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. = ..(user)
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if(.)
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return TRUE
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if(can_remove_ammo)
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if(!stored_ammo.len)
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to_chat(user, span_notice("[src] is already empty!"))
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@@ -97,7 +97,6 @@
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var/recoil_mode = 0 //If the gun will hurt micros if shot or not. Disabled on Virgo, used downstream.
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var/mounted_gun = 0 //If the gun is mounted within a rigsuit or elsewhere. This makes it so the gun can be shot even if it's loc != a mob
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//VOREStation Add - /tg/ icon system
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var/charge_sections = 4
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var/shaded_charge = FALSE
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var/ammo_x_offset = 2
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@@ -109,6 +108,9 @@
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var/flight_x_offset = 0
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var/flight_y_offset = 0
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///Var for attack_self chain
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var/special_handling = FALSE
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/obj/item/gun/item_ctrl_click(mob/user)
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if(can_flashlight && ishuman(user) && loc == user && !user.incapacitated(INCAPACITATION_ALL))
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toggle_flashlight()
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@@ -785,6 +787,11 @@
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return new_mode
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/obj/item/gun/attack_self(mob/user)
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. = ..(user)
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if(.)
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return TRUE
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if(special_handling)
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return FALSE
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switch_firemodes(user)
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/* TGMC Ammo HUD Port Begin */
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@@ -200,10 +200,13 @@
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to_chat(M, span_vnotice("You materialize around [living_user] as they end up in your [belly_dest]!"))
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/obj/item/bluespace_harpoon/attack_self(mob/living/user as mob)
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return chande_fire_mode(user)
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/obj/item/bluespace_harpoon/attack_self(mob/living/user)
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. = ..(user)
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if(.)
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return TRUE
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return change_fire_mode(user)
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/obj/item/bluespace_harpoon/verb/chande_fire_mode(mob/user as mob)
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/obj/item/bluespace_harpoon/verb/change_fire_mode(mob/user)
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set name = "Change Fire Mode"
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set category = "Object"
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set src in range(0)
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@@ -26,6 +26,9 @@
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var/max_charge = 0
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charge_sections = 5
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special_handling = TRUE
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special_weapon_handling = TRUE
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/obj/item/gun/projectile/cell_loaded/consume_next_projectile()
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if(chambered && ammo_magazine)
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var/obj/item/ammo_casing/microbattery/batt = chambered
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@@ -69,6 +72,9 @@
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M?.hud_used.update_ammo_hud(M, src)
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/obj/item/gun/projectile/cell_loaded/attack_self(mob/user)
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. = ..(user)
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if(.)
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return TRUE
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if(!chambered)
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return
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@@ -174,6 +174,9 @@
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attack_verb = list("nibbled", "bit", "gnawed", "chomped", "nommed")
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var/emagged = 0
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/obj/item/melee/robotic/jaws/small/attack_self(mob/user)
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. = ..(user)
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if(.)
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return TRUE
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var/mob/living/silicon/robot/R = user
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if(R.emagged || R.emag_items)
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emagged = !emagged
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@@ -301,6 +304,9 @@
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var/lcolor = "#38e541"
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/obj/item/melee/robotic/blade/attack_self(mob/user)
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. = ..(user)
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if(.)
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return TRUE
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if(active) //turning off
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playsound(src, 'sound/weapons/saberoff.ogg', 50, 1)
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force = 0
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@@ -440,6 +446,9 @@
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return
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/obj/item/melee/robotic/baton/attack_self(mob/user)
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. = ..(user)
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if(.)
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return TRUE
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status = !status
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to_chat(user, span_notice("[src] is now [status ? "on" : "off"]."))
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playsound(src, "sparks", 75, 1, -1)
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@@ -95,7 +95,10 @@
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attack_verb = null
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/obj/item/cell/device/weapon/gunsword/attack_self(mob/living/user as mob)
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/obj/item/cell/device/weapon/gunsword/attack_self(mob/living/user)
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. = ..(user)
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if(.)
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return TRUE
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if (active)
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if ((CLUMSY in user.mutations) && prob(50))
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user.visible_message(span_danger("\The [user] accidentally cuts [user.p_themselves()] with \the [src]."),\
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@@ -733,6 +733,9 @@
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desc = "Causes kinetic accelerator bolts to have an adjustable-colored tracer trail and explosion. Use in-hand to change color."
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/obj/item/borg/upgrade/modkit/tracer/adjustable/attack_self(mob/user)
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. = ..(user)
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if(.)
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return TRUE
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bolt_color = tgui_color_picker(user,"","Choose Color",bolt_color)
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#undef KA_ENVIRO_TYPE_COLD
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@@ -34,8 +34,12 @@
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projectile_type=/obj/item/projectile/beam/pulse
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charge_cost = 120
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fire_delay = 12
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special_handling = TRUE
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/obj/item/gun/energy/pulse_rifle/destroyer/attack_self(mob/living/user as mob)
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/obj/item/gun/energy/pulse_rifle/destroyer/attack_self(mob/user)
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. = ..(user)
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if(.)
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return TRUE
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to_chat(user, span_warning("[src.name] has three settings, and they are all DESTROY."))
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/*
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@@ -46,6 +46,10 @@
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release_force = 20
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release_speed = 15
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var/drawn = FALSE
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is_bow = TRUE
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///Var for attack_self chain
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var/hardlight = FALSE
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/obj/item/gun/launcher/crossbow/bow/update_release_force(obj/item/projectile)
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return 0
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@@ -78,6 +82,11 @@
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return ..()
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/obj/item/gun/launcher/crossbow/bow/attack_self(mob/living/user)
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. = ..(user)
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if(.)
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return TRUE
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if(hardlight)
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return FALSE
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if(drawn)
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user.visible_message(span_infoplain(span_bold("[user]") + " relaxes the tension on [src]'s string."),span_infoplain("You relax the tension on [src]'s string."))
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drawn = FALSE
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@@ -127,7 +136,10 @@
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QDEL_NULL(bolt)
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update_icon()
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/obj/item/gun/launcher/crossbow/bow/hardlight/attack_self(mob/living/user)
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/obj/item/gun/launcher/crossbow/bow/hardlight/attack_self(mob/user)
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. = ..(user)
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if(.)
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return TRUE
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if(drawn)
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user.visible_message(span_infoplain(span_bold("[user]") + " relaxes the tension on [src]'s string."),span_infoplain("You relax the tension on [src]'s string."))
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drawn = FALSE
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@@ -13,6 +13,7 @@
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var/confetti_charge = 0
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var/max_confetti = 20
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special_handling = TRUE
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/obj/item/gun/launcher/confetti_cannon/examine(mob/user)
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. = ..()
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@@ -42,6 +43,9 @@
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to_chat(user, span_red("The [src] is already loaded!"))
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/obj/item/gun/launcher/confetti_cannon/attack_self(mob/user)
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. = ..(user)
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if(.)
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return TRUE
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pump(user)
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/obj/item/gun/launcher/confetti_cannon/consume_next_projectile()
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@@ -67,6 +67,10 @@
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var/obj/item/cell/cell = null // Used for firing superheated rods.
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var/current_user // Used to check if the crossbow has changed hands since being drawn.
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///Var for attack_self chain
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var/is_bow = FALSE
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special_handling = TRUE
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/obj/item/gun/launcher/crossbow/update_release_force()
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release_force = tension*release_speed
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@@ -82,7 +86,12 @@
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update_icon()
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..()
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/obj/item/gun/launcher/crossbow/attack_self(mob/living/user as mob)
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/obj/item/gun/launcher/crossbow/attack_self(mob/living/user)
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. = ..(user)
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if(.)
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return TRUE
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if(is_bow)
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return TRUE
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if(tension)
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if(bolt)
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user.visible_message("[user] relaxes the tension on [src]'s string and removes [bolt].","You relax the tension on [src]'s string and remove [bolt].")
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@@ -16,6 +16,8 @@
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var/list/grenades = new/list()
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var/max_grenades = 5 //holds this + one in the chamber
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matter = list(MAT_STEEL = 2000)
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special_handling = TRUE
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var/underslung = FALSE
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//revolves the magazine, allowing players to choose between multiple grenade types
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/obj/item/gun/launcher/grenade/proc/pump(mob/user)
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@@ -66,6 +68,11 @@
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to_chat(user, span_warning("[src] is empty."))
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/obj/item/gun/launcher/grenade/attack_self(mob/user)
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. = ..(user)
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if(.)
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return TRUE
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if(underslung)
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return FALSE
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pump(user)
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/obj/item/gun/launcher/grenade/attackby(obj/item/I, mob/user)
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@@ -98,9 +105,7 @@
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w_class = ITEMSIZE_NORMAL
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force = 5
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max_grenades = 0
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/obj/item/gun/launcher/grenade/underslung/attack_self()
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return
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underslung = TRUE
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//load and unload directly into chambered
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/obj/item/gun/launcher/grenade/underslung/load(obj/item/grenade/G, mob/user)
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@@ -20,6 +20,8 @@
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var/force_divisor = 400 // Force equates to speed. Speed/5 equates to a damage multiplier for whoever you hit.
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// For reference, a fully pressurized oxy tank at 50% gas release firing a health
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// analyzer with a force_divisor of 10 hit with a damage multiplier of 3000+.
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special_handling = TRUE
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/obj/item/gun/launcher/pneumatic/Initialize(mapload)
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. = ..()
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item_storage = new(src)
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@@ -72,7 +74,10 @@
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else if(istype(W) && item_storage.can_be_inserted(W))
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item_storage.handle_item_insertion(W)
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/obj/item/gun/launcher/pneumatic/attack_self(mob/user as mob)
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/obj/item/gun/launcher/pneumatic/attack_self(mob/user)
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. = ..(user)
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if(.)
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return TRUE
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eject_tank(user)
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/obj/item/gun/launcher/pneumatic/consume_next_projectile(mob/user=null)
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@@ -28,6 +28,9 @@
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update_icon()
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/obj/item/syringe_cartridge/attack_self(mob/user)
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. = ..(user)
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if(.)
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return TRUE
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if(syringe)
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to_chat(user, span_notice("You remove [syringe] from [src]."))
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playsound(src, 'sound/weapons/empty.ogg', 50, 1)
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@@ -81,6 +84,8 @@
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var/max_darts = 1
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var/obj/item/syringe_cartridge/next
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special_handling = TRUE
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/obj/item/gun/launcher/syringe/consume_next_projectile()
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if(next)
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next.prime()
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@@ -92,7 +97,10 @@
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darts -= next
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next = null
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/obj/item/gun/launcher/syringe/attack_self(mob/living/user as mob)
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/obj/item/gun/launcher/syringe/attack_self(mob/user)
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. = ..(user)
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if(.)
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return TRUE
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if(next)
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user.visible_message("[user] unlatches and carefully relaxes the bolt on [src].", span_warning("You unlatch and carefully relax the bolt on [src], unloading the spring."))
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next = null
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@@ -33,6 +33,11 @@
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var/random_start_ammo = FALSE //randomize amount of starting ammo
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special_handling = TRUE
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///Var for attack_self chain
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var/special_weapon_handling = FALSE
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/obj/item/gun/projectile/Initialize(mapload, var/starts_loaded = 1)
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. = ..()
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if(starts_loaded)
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@@ -227,7 +232,12 @@
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..()
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load_ammo(A, user)
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/obj/item/gun/projectile/attack_self(mob/user as mob)
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/obj/item/gun/projectile/attack_self(mob/user, callback)
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. = ..(user)
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if(.)
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return TRUE
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if(special_weapon_handling && !callback)
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return FALSE
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if(firemodes.len > 1)
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switch_firemodes(user)
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else
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@@ -289,6 +289,8 @@
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list(mode_name="short bursts", burst=5, move_delay=6, burst_accuracy = list(0,-15,-15,-30,-30), dispersion = list(0.6, 1.0, 1.0, 1.0, 1.2))
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)
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special_weapon_handling = TRUE
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/obj/item/gun/projectile/automatic/l6_saw/special_check(mob/user)
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if(cover_open)
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to_chat(user, span_warning("[src]'s cover is open! Close it before firing!"))
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@@ -301,11 +303,14 @@
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update_icon()
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update_held_icon()
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/obj/item/gun/projectile/automatic/l6_saw/attack_self(mob/user as mob)
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/obj/item/gun/projectile/automatic/l6_saw/attack_self(mob/user)
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. = ..(user)
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if(.)
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return TRUE
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if(cover_open)
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toggle_cover(user) //close the cover
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else
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return ..() //once closed, behave like normal
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return ..(user, TRUE) //once closed, behave like normal
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/obj/item/gun/projectile/automatic/l6_saw/attack_hand(mob/user as mob)
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if(!cover_open && user.get_inactive_hand() == src)
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@@ -21,8 +21,12 @@
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projectile_type = /obj/item/projectile/bullet/pistol/strong
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var/retracted_bolt = 0
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load_method = SINGLE_CASING
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special_handling = TRUE
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/obj/item/gun/projectile/contender/attack_self(mob/user as mob)
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/obj/item/gun/projectile/contender/attack_self(mob/user)
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. = ..(user)
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if(.)
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return TRUE
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if(chambered)
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chambered.loc = get_turf(src)
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chambered = null
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@@ -69,6 +69,7 @@
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var/dart_reagent_amount = 15
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var/container_type = /obj/item/reagent_containers/glass/beaker
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var/list/starting_chems = null
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special_weapon_handling = TRUE
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/obj/item/gun/projectile/dartgun/Initialize(mapload)
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. = ..()
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@@ -134,6 +135,9 @@
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B.reagents.trans_to_obj(dart, mix_amount)
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/obj/item/gun/projectile/dartgun/attack_self(mob/user)
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. = ..(user)
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if(.)
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return TRUE
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user.set_machine(src)
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var/dat = span_bold("[src] mixing control:") + "<br><br>"
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@@ -24,13 +24,18 @@
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var/empty_sprite = 0 //This is just a dirty var so it doesn't fudge up.
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var/pump_animation = "shotgun-pump" //You put the reference to the animation in question here. Frees up namming. Ex: "shotgun_old_pump" or "sniper_cycle"
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special_weapon_handling = TRUE
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/obj/item/gun/projectile/shotgun/pump/consume_next_projectile()
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if(chambered)
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return chambered.BB
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return null
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/obj/item/gun/projectile/shotgun/pump/attack_self(mob/living/user as mob)
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if(world.time >= recentpump + 10)
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/obj/item/gun/projectile/shotgun/pump/attack_self(mob/user)
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. = ..(user)
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if(.)
|
||||
return TRUE
|
||||
if(world.time >= recentpump + 1 SECOND)
|
||||
pump(user)
|
||||
recentpump = world.time
|
||||
|
||||
|
||||
@@ -22,6 +22,7 @@
|
||||
scoped_accuracy = 75
|
||||
one_handed_penalty = 90
|
||||
var/bolt_open = 0
|
||||
special_weapon_handling = TRUE
|
||||
|
||||
/obj/item/gun/projectile/heavysniper/update_icon()
|
||||
if(bolt_open)
|
||||
@@ -29,7 +30,10 @@
|
||||
else
|
||||
icon_state = "heavysniper"
|
||||
|
||||
/obj/item/gun/projectile/heavysniper/attack_self(mob/user as mob)
|
||||
/obj/item/gun/projectile/heavysniper/attack_self(mob/user)
|
||||
. = ..(user)
|
||||
if(.)
|
||||
return TRUE
|
||||
playsound(src, 'sound/weapons/flipblade.ogg', 50, 1)
|
||||
bolt_open = !bolt_open
|
||||
if(bolt_open)
|
||||
|
||||
@@ -70,6 +70,9 @@
|
||||
trigger_group = src
|
||||
|
||||
/obj/item/sniper_rifle_part/attack_self(mob/user)
|
||||
. = ..(user)
|
||||
if(.)
|
||||
return TRUE
|
||||
if(part_count == 1)
|
||||
to_chat(user, span_warning("You can't disassemble this further!"))
|
||||
return
|
||||
|
||||
@@ -228,8 +228,12 @@
|
||||
projectile_type = /obj/item/projectile/bullet/foam_dart
|
||||
recoil = null
|
||||
handle_casings = null
|
||||
special_weapon_handling = TRUE
|
||||
|
||||
/obj/item/gun/projectile/cyborgtoy/attack_self(var/mob/user)
|
||||
/obj/item/gun/projectile/cyborgtoy/attack_self(mob/user)
|
||||
. = ..(user)
|
||||
if(.)
|
||||
return TRUE
|
||||
cleanup = !cleanup
|
||||
to_chat(user, "The [src] is now on [cleanup ? "cleanup" : "battle"] mode.")
|
||||
|
||||
|
||||
Reference in New Issue
Block a user