/obj/item/gun/ballistic
desc = "Now comes in flavors like GUN. Uses 10mm ammo, for some reason."
name = "projectile gun"
icon_state = "pistol"
w_class = WEIGHT_CLASS_NORMAL
var/spawnwithmagazine = TRUE
var/mag_type = /obj/item/ammo_box/magazine/m10mm //Removes the need for max_ammo and caliber info
var/obj/item/ammo_box/magazine/magazine
var/casing_ejector = TRUE //whether the gun ejects the chambered casing
/obj/item/gun/ballistic/Initialize()
. = ..()
if(!spawnwithmagazine)
update_icon()
return
if (!magazine)
magazine = new mag_type(src)
chamber_round()
update_icon()
/obj/item/gun/ballistic/update_icon()
..()
if(current_skin)
icon_state = "[unique_reskin[current_skin]][suppressed ? "-suppressed" : ""][sawn_state ? "-sawn" : ""]"
else
icon_state = "[initial(icon_state)][suppressed ? "-suppressed" : ""][sawn_state ? "-sawn" : ""]"
/obj/item/gun/ballistic/process_chamber(empty_chamber = 1)
var/obj/item/ammo_casing/AC = chambered //Find chambered round
if(istype(AC)) //there's a chambered round
if(casing_ejector)
AC.forceMove(drop_location()) //Eject casing onto ground.
AC.bounce_away(TRUE)
chambered = null
else if(empty_chamber)
chambered = null
chamber_round()
/obj/item/gun/ballistic/proc/chamber_round()
if (chambered || !magazine)
return
else if (magazine.ammo_count())
chambered = magazine.get_round()
chambered.forceMove(src)
/obj/item/gun/ballistic/can_shoot()
if(!magazine || !magazine.ammo_count(0))
return 0
return 1
/obj/item/gun/ballistic/attackby(obj/item/A, mob/user, params)
..()
if (istype(A, /obj/item/ammo_box/magazine))
var/obj/item/ammo_box/magazine/AM = A
if (!magazine && istype(AM, mag_type))
if(user.transferItemToLoc(AM, src))
magazine = AM
to_chat(user, "You load a new magazine into \the [src].")
if(magazine.ammo_count())
playsound(src, "gun_insert_full_magazine", 70, 1)
if(!chambered)
chamber_round()
addtimer(CALLBACK(GLOBAL_PROC, .proc/playsound, src, 'sound/weapons/gun_chamber_round.ogg', 100, 1), 3)
else
playsound(src, "gun_insert_empty_magazine", 70, 1)
A.update_icon()
update_icon()
return 1
else
to_chat(user, "You cannot seem to get \the [src] out of your hands!")
return
else if (magazine)
to_chat(user, "There's already a magazine in \the [src].")
if(istype(A, /obj/item/suppressor))
var/obj/item/suppressor/S = A
if(!can_suppress)
to_chat(user, "You can't seem to figure out how to fit [S] on [src]!")
return
if(!user.is_holding(src))
to_chat(user, "You need be holding [src] to fit [S] to it!")
return
if(suppressed)
to_chat(user, "[src] already has a suppressor!")
return
if(user.transferItemToLoc(A, src))
to_chat(user, "You screw [S] onto [src].")
suppressed = A
S.oldsound = fire_sound
fire_sound = 'sound/weapons/gunshot_silenced.ogg'
w_class += A.w_class //so pistols do not fit in pockets when suppressed
update_icon()
return
return 0
/obj/item/gun/ballistic/attack_hand(mob/user)
if(loc == user)
if(suppressed && can_unsuppress)
var/obj/item/suppressor/S = suppressed
if(!user.is_holding(src))
..()
return
to_chat(user, "You unscrew [suppressed] from [src].")
user.put_in_hands(suppressed)
fire_sound = S.oldsound
w_class -= S.w_class
suppressed = null
update_icon()
return
..()
/obj/item/gun/ballistic/attack_self(mob/living/user)
var/obj/item/ammo_casing/AC = chambered //Find chambered round
if(magazine)
magazine.forceMove(drop_location())
user.put_in_hands(magazine)
magazine.update_icon()
if(magazine.ammo_count())
playsound(src, "sound/weapons/gun_magazine_remove_full.ogg", 70, 1)
else
playsound(src, "gun_remove_empty_magazine", 70, 1)
magazine = null
to_chat(user, "You pull the magazine out of \the [src].")
else if(chambered)
AC.forceMove(drop_location())
AC.bounce_away()
chambered = null
to_chat(user, "You unload the round from \the [src]'s chamber.")
playsound(src, "gun_slide_lock", 70, 1)
else
to_chat(user, "There's no magazine in \the [src].")
update_icon()
return
/obj/item/gun/ballistic/examine(mob/user)
..()
to_chat(user, "It has [get_ammo()] round\s remaining.")
/obj/item/gun/ballistic/proc/get_ammo(countchambered = 1)
var/boolets = 0 //mature var names for mature people
if (chambered && countchambered)
boolets++
if (magazine)
boolets += magazine.ammo_count()
return boolets
#define BRAINS_BLOWN_THROW_RANGE 3
#define BRAINS_BLOWN_THROW_SPEED 1
/obj/item/gun/ballistic/suicide_act(mob/user)
var/obj/item/organ/brain/B = user.getorganslot(ORGAN_SLOT_BRAIN)
if (B && chambered && chambered.BB && can_trigger_gun(user) && !chambered.BB.nodamage)
user.visible_message("[user] is putting the barrel of [src] in [user.p_their()] mouth. It looks like [user.p_theyre()] trying to commit suicide!")
sleep(25)
if(user.is_holding(src))
var/turf/T = get_turf(user)
process_fire(user, user, 0, zone_override = "head")
user.visible_message("[user] blows [user.p_their()] brain[user.p_s()] out with [src]!")
var/turf/target = get_ranged_target_turf(user, turn(user.dir, 180), BRAINS_BLOWN_THROW_RANGE)
B.Remove(user)
B.forceMove(T)
var/datum/dna/user_dna
if(iscarbon(user))
var/mob/living/carbon/C = user
user_dna = C.dna
B.add_blood_DNA(user_dna)
var/datum/callback/gibspawner = CALLBACK(GLOBAL_PROC, /proc/spawn_atom_to_turf, /obj/effect/gibspawner/generic, B, 1, FALSE, list(user_dna))
B.throw_at(target, BRAINS_BLOWN_THROW_RANGE, BRAINS_BLOWN_THROW_SPEED, callback=gibspawner)
return(BRUTELOSS)
else
user.visible_message("[user] panics and starts choking to death!")
return(OXYLOSS)
else
user.visible_message("[user] is pretending to blow [user.p_their()] brain[user.p_s()] out with [src]! It looks like [user.p_theyre()] trying to commit suicide!")
playsound(src, "gun_dry_fire", 30, 1)
return (OXYLOSS)
#undef BRAINS_BLOWN_THROW_SPEED
#undef BRAINS_BLOWN_THROW_RANGE
/obj/item/gun/ballistic/proc/sawoff(mob/user)
if(sawn_state == SAWN_OFF)
to_chat(user, "\The [src] is already shortened!")
return
user.changeNext_move(CLICK_CD_MELEE)
user.visible_message("[user] begins to shorten \the [src].", "You begin to shorten \the [src]...")
//if there's any live ammo inside the gun, makes it go off
if(blow_up(user))
user.visible_message("\The [src] goes off!", "\The [src] goes off in your face!")
return
if(do_after(user, 30, target = src))
if(sawn_state == SAWN_OFF)
return
user.visible_message("[user] shortens \the [src]!", "You shorten \the [src].")
name = "sawn-off [src.name]"
desc = sawn_desc
w_class = WEIGHT_CLASS_NORMAL
item_state = "gun"
slot_flags &= ~SLOT_BACK //you can't sling it on your back
slot_flags |= SLOT_BELT //but you can wear it on your belt (poorly concealed under a trenchcoat, ideally)
sawn_state = SAWN_OFF
update_icon()
return 1
// Sawing guns related proc
/obj/item/gun/ballistic/proc/blow_up(mob/user)
. = 0
for(var/obj/item/ammo_casing/AC in magazine.stored_ammo)
if(AC.BB)
process_fire(user, user,0)
. = 1
/obj/item/suppressor
name = "suppressor"
desc = "A universal syndicate small-arms suppressor for maximum espionage."
icon = 'icons/obj/guns/projectile.dmi'
icon_state = "suppressor"
w_class = WEIGHT_CLASS_TINY
var/oldsound = null
/obj/item/suppressor/specialoffer
name = "cheap suppressor"
desc = "A foreign knock-off suppressor, it feels flimsy, cheap, and brittle. Still fits all weapons."
icon = 'icons/obj/guns/projectile.dmi'
icon_state = "suppressor"