Gun overlays 2: Electric boogaloo. (#38003)

* Reduces selfcharge gun processing/icon work

* More efficient gun overlays, adds old_ratio var

* oh my god it was calling the egun's update_icon?

* percent proc

* Attachment overlay overhaul

* Cut overlays in egun update

* ebow 1000% better overlay management

* Update gun.dm

* Pointless check

* Giving KA and children consistent icon behavior

* Update kinetic_accelerator.dm

* Fixed

* ..() readded

* ..() readded

* ..() readded

* Antur didnt catch this one heck

* Because confusing vars are apparently more maintainable

* Gun overlays 2: Electric boogaloo

* another one

* Chameleon guns are removed

* tentacles everywhere
This commit is contained in:
Dax Dupont
2018-05-26 20:45:02 +02:00
committed by yogstation13-bot
parent 147a27be82
commit 3dfcf76959
9 changed files with 46 additions and 211 deletions

View File

@@ -280,7 +280,6 @@
new /obj/item/radio/headset/chameleon(src)
new /obj/item/stamp/chameleon(src)
new /obj/item/pda/chameleon(src)
//new /obj/item/gun/energy/laser/chameleon(src) //crashes the server right now. please fix it!
//5*(2*4) = 5*8 = 45, 45 damage if you hit one person with all 5 stars.
//Not counting the damage it will do while embedded (2*4 = 8, at 15% chance)

View File

@@ -202,9 +202,6 @@
update_item(chameleon_list[picked_name])
/datum/action/item_action/chameleon/change/proc/update_look(mob/user, obj/item/picked_item)
if(istype(target, /obj/item/gun/energy/laser/chameleon))
var/obj/item/gun/energy/laser/chameleon/CG = target
CG.get_chameleon_projectile(picked_item)
if(isliving(user))
var/mob/living/C = user
if(C.stat != CONSCIOUS)
@@ -237,8 +234,6 @@
return 1
/datum/action/item_action/chameleon/change/proc/emp_randomise(var/amount = EMP_RANDOMISE_TIME)
if(istype(target, /obj/item/gun/energy/laser/chameleon))
return //Please no crash!
START_PROCESSING(SSprocessing, src)
random_look(owner)
@@ -517,150 +512,6 @@
. = ..()
chameleon_action.emp_randomise(INFINITY)
/obj/item/gun/energy/laser/chameleon
name = "practice laser gun"
desc = "A modified version of the basic laser gun, this one fires less concentrated energy bolts designed for target practice."
ammo_type = list(/obj/item/ammo_casing/energy/chameleon)
clumsy_check = 0
item_flags = NONE
pin = /obj/item/firing_pin
cell_type = /obj/item/stock_parts/cell/bluespace
var/datum/action/item_action/chameleon/change/chameleon_action
var/list/chameleon_projectile_vars
var/list/chameleon_ammo_vars
var/list/chameleon_gun_vars
var/list/projectile_copy_vars
var/list/ammo_copy_vars
var/list/gun_copy_vars
var/badmin_mode = FALSE
var/can_hitscan = FALSE
var/hitscan_mode = FALSE
var/static/list/blacklisted_vars = list("locs", "loc", "contents", "x", "y", "z")
/obj/item/gun/energy/laser/chameleon/Initialize()
. = ..()
chameleon_action = new(src)
chameleon_action.chameleon_type = /obj/item/gun
chameleon_action.chameleon_name = "Gun"
chameleon_action.chameleon_blacklist = typecacheof(/obj/item/gun/magic, ignore_root_path = FALSE)
chameleon_action.initialize_disguises()
projectile_copy_vars = list("name", "icon", "icon_state", "item_state", "speed", "color", "hitsound", "forcedodge", "impact_effect_type", "range", "suppressed", "hitsound_wall", "impact_effect_type", "pass_flags", "tracer_type", "muzzle_type", "impact_type")
chameleon_projectile_vars = list("name" = "practice laser", "icon" = 'icons/obj/projectiles.dmi', "icon_state" = "laser")
gun_copy_vars = list("fire_sound", "burst_size", "fire_delay")
chameleon_gun_vars = list()
ammo_copy_vars = list("firing_effect_type")
chameleon_ammo_vars = list()
recharge_newshot()
get_chameleon_projectile(/obj/item/gun/energy/laser)
/obj/item/gun/energy/laser/chameleon/emp_act(severity)
return
/obj/item/gun/energy/laser/chameleon/proc/reset_chameleon_vars()
chameleon_ammo_vars = list()
chameleon_gun_vars = list()
chameleon_projectile_vars = list()
if(chambered)
for(var/v in ammo_copy_vars)
if(v in blacklisted_vars) //Just in case admins go crazy.
continue
chambered.vars[v] = initial(chambered.vars[v])
for(var/v in gun_copy_vars)
if(v in blacklisted_vars)
continue
vars[v] = initial(vars[v])
QDEL_NULL(chambered.BB)
chambered.newshot()
/obj/item/gun/energy/laser/chameleon/proc/set_chameleon_ammo(obj/item/ammo_casing/AC, passthrough = TRUE, reset = FALSE)
if(!istype(AC))
CRASH("[AC] is not /obj/item/ammo_casing!")
return FALSE
for(var/V in ammo_copy_vars)
if(AC.vars[V])
chameleon_ammo_vars[V] = AC.vars[V]
if(chambered && chambered.vars[V])
chambered.vars[V] = AC.vars[V]
if(passthrough)
var/obj/item/projectile/P = AC.BB
set_chameleon_projectile(P)
/obj/item/gun/energy/laser/chameleon/proc/set_chameleon_projectile(obj/item/projectile/P)
if(!istype(P))
CRASH("[P] is not /obj/item/projectile!")
return FALSE
chameleon_projectile_vars = list("name" = "practice laser", "icon" = 'icons/obj/projectiles.dmi', "icon_state" = "laser", "nodamage" = TRUE)
for(var/V in projectile_copy_vars)
if(P.vars[V])
chameleon_projectile_vars[V] = P.vars[V]
if(istype(chambered, /obj/item/ammo_casing/energy/chameleon))
var/obj/item/ammo_casing/energy/chameleon/AC = chambered
AC.projectile_vars = chameleon_projectile_vars.Copy()
if(!P.tracer_type)
can_hitscan = FALSE
set_hitscan(FALSE)
else
can_hitscan = TRUE
if(badmin_mode)
qdel(chambered.BB)
chambered.projectile_type = P.type
chambered.newshot()
/obj/item/gun/energy/laser/chameleon/proc/set_chameleon_gun(obj/item/gun/G , passthrough = TRUE)
if(!istype(G))
CRASH("[G] is not /obj/item/gun!")
return FALSE
for(var/V in gun_copy_vars)
if(vars[V] && G.vars[V])
chameleon_gun_vars[V] = G.vars[V]
vars[V] = G.vars[V]
if(passthrough)
if(istype(G, /obj/item/gun/ballistic))
var/obj/item/gun/ballistic/BG = G
var/obj/item/ammo_box/AB = new BG.mag_type(G)
qdel(BG)
if(!istype(AB)||!AB.ammo_type)
qdel(AB)
return FALSE
var/obj/item/ammo_casing/AC = new AB.ammo_type(G)
set_chameleon_ammo(AC)
else if(istype(G, /obj/item/gun/magic))
var/obj/item/gun/magic/MG = G
var/obj/item/ammo_casing/AC = new MG.ammo_type(G)
set_chameleon_ammo(AC)
else if(istype(G, /obj/item/gun/energy))
var/obj/item/gun/energy/EG = G
if(islist(EG.ammo_type) && EG.ammo_type.len)
var/obj/item/ammo_casing/AC = EG.ammo_type[1]
set_chameleon_ammo(AC)
else if(istype(G, /obj/item/gun/syringe))
var/obj/item/ammo_casing/AC = new /obj/item/ammo_casing/syringegun(src)
set_chameleon_ammo(AC)
/obj/item/gun/energy/laser/chameleon/attack_self(mob/user)
. = ..()
if(!can_hitscan)
to_chat(user, "<span class='warning'>[src]'s current disguised gun does not allow it to enable high velocity mode!</span>")
return
if(!chambered)
to_chat(user, "<span class='warning'>Unknown error in energy lens: Please reset chameleon disguise and try again.</span>")
return
set_hitscan(!hitscan_mode)
to_chat(user, "<span class='notice'>You toggle [src]'s high velocity beam mode to [hitscan_mode? "on" : "off"].</span>")
/obj/item/gun/energy/laser/chameleon/proc/set_hitscan(hitscan)
var/obj/item/ammo_casing/energy/chameleon/AC = chambered
AC.hitscan_mode = hitscan
hitscan_mode = hitscan
/obj/item/gun/energy/laser/chameleon/proc/get_chameleon_projectile(guntype)
reset_chameleon_vars()
var/obj/item/gun/G = new guntype(src)
set_chameleon_gun(G)
qdel(G)
/obj/item/storage/backpack/chameleon
name = "backpack"
var/datum/action/item_action/chameleon/change/chameleon_action

View File

@@ -1,15 +0,0 @@
/obj/item/ammo_casing/energy/chameleon
projectile_type = /obj/item/projectile/energy/chameleon
e_cost = 0
var/hitscan_mode = FALSE
var/list/projectile_vars = list()
/obj/item/ammo_casing/energy/chameleon/ready_proj(atom/target, mob/living/user, quiet, zone_override = "")
. = ..()
if(!BB)
newshot()
for(var/V in projectile_vars)
if(BB.vars.Find(V))
BB.vv_edit_var(V, projectile_vars[V])
if(hitscan_mode)
BB.hitscan = TRUE

View File

@@ -44,8 +44,10 @@
var/obj/item/flashlight/gun_light
var/can_flashlight = 0
var/obj/item/kitchen/knife/bayonet
var/mutable_appearance/knife_overlay
var/can_bayonet = FALSE
var/datum/action/item_action/toggle_gunlight/alight
var/mutable_appearance/flashlight_overlay
var/list/upgrades = list()
@@ -287,28 +289,12 @@
SSblackbox.record_feedback("tally", "gun_fired", 1, type)
return TRUE
/obj/item/gun/proc/reset_semicd()
semicd = FALSE
/obj/item/gun/update_icon()
..()
cut_overlays()
if(gun_light && can_flashlight)
var/state = "flight[gun_light.on? "_on":""]" //Generic state.
if(gun_light.icon_state in icon_states('icons/obj/guns/flashlights.dmi')) //Snowflake state?
state = gun_light.icon_state
var/mutable_appearance/flashlight_overlay = mutable_appearance('icons/obj/guns/flashlights.dmi', state)
flashlight_overlay.pixel_x = flight_x_offset
flashlight_overlay.pixel_y = flight_y_offset
add_overlay(flashlight_overlay)
if(bayonet && can_bayonet)
var/state = "bayonet" //Generic state.
if(bayonet.icon_state in icon_states('icons/obj/guns/bayonets.dmi')) //Snowflake state?
state = bayonet.icon_state
var/mutable_appearance/knife_overlay = mutable_appearance('icons/obj/guns/bayonets.dmi', state)
knife_overlay.pixel_x = knife_x_offset
knife_overlay.pixel_y = knife_y_offset
add_overlay(knife_overlay)
/obj/item/gun/proc/reset_semicd()
semicd = FALSE
/obj/item/gun/attack(mob/M as mob, mob/user)
if(user.a_intent == INTENT_HARM) //Flogging
@@ -340,7 +326,6 @@
if(S.on)
set_light(0)
gun_light = S
update_icon()
update_gunlight(user)
alight = new /datum/action/item_action/toggle_gunlight(src)
if(loc == user)
@@ -354,7 +339,14 @@
return
to_chat(user, "<span class='notice'>You attach \the [K] to the front of \the [src].</span>")
bayonet = K
update_icon()
var/state = "bayonet" //Generic state.
if(bayonet.icon_state in icon_states('icons/obj/guns/bayonets.dmi')) //Snowflake state?
state = bayonet.icon_state
var/icon/bayonet_icons = 'icons/obj/guns/bayonets.dmi'
knife_overlay = mutable_appearance(bayonet_icons, state)
knife_overlay.pixel_x = knife_x_offset
knife_overlay.pixel_y = knife_y_offset
add_overlay(knife_overlay, TRUE)
else if(istype(I, /obj/item/screwdriver))
if(gun_light)
var/obj/item/flashlight/seclite/S = gun_light
@@ -363,13 +355,14 @@
S.forceMove(get_turf(user))
update_gunlight(user)
S.update_brightness(user)
update_icon()
QDEL_NULL(alight)
if(bayonet)
to_chat(user, "<span class='notice'>You unscrew the bayonet from \the [src].</span>")
var/obj/item/kitchen/knife/K = bayonet
K.forceMove(get_turf(user))
bayonet = null
update_icon()
cut_overlay(knife_overlay, TRUE)
knife_overlay = null
else
return ..()
@@ -391,14 +384,23 @@
set_light(gun_light.brightness_on)
else
set_light(0)
update_icon()
cut_overlays(flashlight_overlay, TRUE)
var/state = "flight[gun_light.on? "_on":""]" //Generic state.
if(gun_light.icon_state in icon_states('icons/obj/guns/flashlights.dmi')) //Snowflake state?
state = gun_light.icon_state
flashlight_overlay = mutable_appearance('icons/obj/guns/flashlights.dmi', state)
flashlight_overlay.pixel_x = flight_x_offset
flashlight_overlay.pixel_y = flight_y_offset
add_overlay(flashlight_overlay, TRUE)
else
set_light(0)
cut_overlays(flashlight_overlay, TRUE)
flashlight_overlay = null
update_icon(TRUE)
for(var/X in actions)
var/datum/action/A = X
A.UpdateButtonIcon()
/obj/item/gun/pickup(mob/user)
..()
if(azoom)

View File

@@ -13,7 +13,8 @@
var/automatic_charge_overlays = TRUE //Do we handle overlays with base update_icon()?
var/charge_sections = 4
ammo_x_offset = 2
var/shaded_charge = 0 //if this gun uses a stateful charge bar for more detail
var/shaded_charge = FALSE //if this gun uses a stateful charge bar for more detail
var/old_ratio = 0 // stores the gun's previous ammo "ratio" to see if it needs an updated icon
var/selfcharge = 0
var/charge_tick = 0
var/charge_delay = 4
@@ -40,7 +41,7 @@
if(!dead_cell)
cell.give(cell.maxcharge)
update_ammo_types()
recharge_newshot(1)
recharge_newshot(TRUE)
if(selfcharge)
START_PROCESSING(SSobj, src)
update_icon()
@@ -61,16 +62,14 @@
return ..()
/obj/item/gun/energy/process()
if(selfcharge)
if(selfcharge && cell && cell.percent() < 100)
charge_tick++
if(charge_tick < charge_delay)
return
charge_tick = 0
if(!cell)
return
cell.give(100)
if(!chambered) //if empty chamber we try to charge a new shot
recharge_newshot(1)
recharge_newshot(TRUE)
update_icon()
/obj/item/gun/energy/attack_self(mob/living/user as mob)
@@ -126,15 +125,19 @@
if (shot.select_name)
to_chat(user, "<span class='notice'>[src] is now set to [shot.select_name].</span>")
chambered = null
recharge_newshot(1)
update_icon()
recharge_newshot(TRUE)
update_icon(TRUE)
return
/obj/item/gun/energy/update_icon()
/obj/item/gun/energy/update_icon(force_update)
..()
if(!automatic_charge_overlays)
return
var/ratio = CEILING((cell.charge / cell.maxcharge) * charge_sections, 1)
if(ratio == old_ratio && !force_update)
return
old_ratio = ratio
cut_overlays()
var/obj/item/ammo_casing/energy/shot = ammo_type[select]
var/iconState = "[icon_state]_charge"
var/itemState = null

View File

@@ -11,6 +11,7 @@
can_flashlight = 1
flight_x_offset = 15
flight_y_offset = 9
automatic_charge_overlays = FALSE
var/overheat_time = 16
var/holds_charge = FALSE
var/unique_frequency = FALSE // modified by KA modkits
@@ -21,8 +22,7 @@
var/max_mod_capacity = 100
var/list/modkits = list()
var/empty_state = "kineticgun_empty"
var/recharge_timerid
/obj/item/gun/energy/kinetic_accelerator/examine(mob/user)
@@ -145,9 +145,10 @@
/obj/item/gun/energy/kinetic_accelerator/update_icon()
..()
if(empty_state && !can_shoot())
add_overlay(empty_state)
if(!can_shoot())
add_overlay("[icon_state]_empty")
else
cut_overlays()
//Casing
/obj/item/ammo_casing/energy/kinetic

View File

@@ -95,7 +95,6 @@
unique_frequency = TRUE
can_flashlight = 0
max_mod_capacity = 0
empty_state = null
/obj/item/gun/energy/kinetic_accelerator/crossbow/halloween
name = "candy corn crossbow"

View File

@@ -1,3 +0,0 @@
/obj/item/projectile/energy/chameleon
nodamage = TRUE

View File

@@ -2217,7 +2217,6 @@
#include "code\modules\projectiles\ammunition\caseless\misc.dm"
#include "code\modules\projectiles\ammunition\caseless\rocket.dm"
#include "code\modules\projectiles\ammunition\energy\_energy.dm"
#include "code\modules\projectiles\ammunition\energy\chameleon.dm"
#include "code\modules\projectiles\ammunition\energy\ebow.dm"
#include "code\modules\projectiles\ammunition\energy\gravity.dm"
#include "code\modules\projectiles\ammunition\energy\laser.dm"
@@ -2288,7 +2287,6 @@
#include "code\modules\projectiles\projectile\bullets\sniper.dm"
#include "code\modules\projectiles\projectile\bullets\special.dm"
#include "code\modules\projectiles\projectile\energy\_energy.dm"
#include "code\modules\projectiles\projectile\energy\chameleon.dm"
#include "code\modules\projectiles\projectile\energy\ebow.dm"
#include "code\modules\projectiles\projectile\energy\misc.dm"
#include "code\modules\projectiles\projectile\energy\net_snare.dm"