#define DUALWIELD_PENALTY_EXTRA_MULTIPLIER 1.4 /obj/item/gun name = "gun" desc = "It's a gun. It's pretty terrible, though." icon = 'icons/obj/guns/projectile.dmi' icon_state = "detective" item_state = "gun" flags_1 = CONDUCT_1 obj_flags = UNIQUE_RENAME slot_flags = ITEM_SLOT_BELT materials = list(/datum/material/iron=2000) w_class = WEIGHT_CLASS_NORMAL throwforce = 5 throw_speed = 3 throw_range = 5 force = 5 item_flags = NEEDS_PERMIT attack_verb = list("struck", "hit", "bashed") cryo_preserve = TRUE fryable = TRUE var/fire_sound = "gunshot" var/vary_fire_sound = TRUE var/fire_sound_volume = 50 var/dry_fire_sound = 'sound/weapons/gun_dry_fire.ogg' var/obj/item/suppressor/suppressed //whether or not a message is displayed when fired var/obj/item/enloudener/enloudened //whether or not an additional sound is played var/can_suppress = FALSE var/suppressed_sound = 'sound/weapons/gunshot_silenced.ogg' var/suppressed_volume = 10 var/can_unsuppress = TRUE var/recoil = 0 //boom boom shake the room var/clumsy_check = TRUE var/obj/item/ammo_casing/chambered = null trigger_guard = TRIGGER_GUARD_NORMAL//trigger guard on the weapon, hulks can't fire them with their big meaty fingers var/sawn_desc = null //description change if weapon is sawn-off var/sawn_off = FALSE var/burst_size = 1 //how large a burst is var/fire_delay = 0 //rate of fire for burst firing and semi auto var/firing_burst = 0 //Prevent the weapon from firing again while already firing var/semicd = 0 //cooldown handler var/weapon_weight = WEAPON_LIGHT var/spread = 5 //Spread induced by the gun itself. SEE LINE BELOW. var/semi_auto_spread = 5 //Equal to the value above by default. The spread that a weapon will have if it is switched to semi-auto from a burst-fire mode. var/randomspread = 1 //Set to 0 for shotguns. This is used for weapons that don't fire all their bullets at once. lefthand_file = 'icons/mob/inhands/weapons/guns_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/guns_righthand.dmi' var/obj/item/firing_pin/pin = /obj/item/firing_pin //standard firing pin for most guns var/no_pin_required = FALSE //whether the gun can be fired without a pin var/can_flashlight = FALSE //if a flashlight can be added or removed if it already has one. var/obj/item/flashlight/seclite/gun_light var/mutable_appearance/flashlight_overlay var/datum/action/item_action/toggle_gunlight/alight var/can_bayonet = FALSE //if a bayonet can be added or removed if it already has one. var/obj/item/kitchen/knife/bayonet var/mutable_appearance/knife_overlay var/knife_x_offset = 0 var/knife_y_offset = 0 var/list/available_attachments = list() // What attachments can this gun have var/max_attachments = 0 // How many attachments can this gun hold, recommend not going over 5 var/list/current_attachments = list() var/list/attachment_overlays = list() var/attachment_flags = 0 var/attachment_actions = list() var/ammo_x_offset = 0 //used for positioning ammo count overlay on sprite var/ammo_y_offset = 0 var/flight_x_offset = 0 var/flight_y_offset = 0 //Zooming var/zoomable = FALSE //whether the gun generates a Zoom action on creation var/zoomed = FALSE //Zoom toggle var/zoom_amt = 3 //Distance in TURFs to move the user's screen forward (the "zoom" effect) var/zoom_out_amt = 0 var/datum/action/toggle_scope_zoom/azoom var/recent_shoot = null //time of the last shot with the gun. Used to track if firing happened for feedback out of all things var/list/obj/effect/projectile/tracer/current_tracers /obj/item/gun/Initialize() . = ..() if(pin) if(no_pin_required) pin = null else pin = new pin(src) if(gun_light) alight = new(src) current_tracers = list() build_zooming() /obj/item/gun/Destroy() if(isobj(pin)) //Can still be the initial path, then we skip QDEL_NULL(pin) if(gun_light) QDEL_NULL(gun_light) if(bayonet) QDEL_NULL(bayonet) if(chambered) //Not all guns are chambered (EMP'ed energy guns etc) QDEL_NULL(chambered) if(azoom) QDEL_NULL(azoom) return ..() //ALL GUNS ARE NOW STAFF OF THE HONKMOTHER HONK /obj/item/gun/honk_act() new /obj/item/gun/magic/staff/honk(src.loc) qdel(src) /obj/item/gun/handle_atom_del(atom/A) if(A == pin) pin = null if(A == chambered) chambered = null update_icon() if(A == bayonet) clear_bayonet() if(A == gun_light) clear_gunlight() if(A in current_attachments) var/obj/item/attachment/T = A T.on_detach(src) return ..() /obj/item/gun/CheckParts(list/parts_list) ..() var/obj/item/gun/G = locate(/obj/item/gun) in contents if(G) G.forceMove(loc) var/pin = G.pin if(!pin) visible_message("[G] has no pin to remove.", null, null, 3) if(pin && G.pin.gun_remove()) //if this returns false the gun and pin are not going to exist visible_message("[G] can now fit a new pin, but the old one was destroyed in the process.", null, null, 3) QDEL_NULL(pin) qdel(src) /obj/item/gun/examine(mob/user) . = ..() if(!no_pin_required) if(pin) . += "It has \a [pin] installed." else . += "It doesn't have a firing pin installed, and won't fire." if(gun_light) . += "It has \a [gun_light] [can_flashlight ? "" : "permanently "]mounted on it." if(can_flashlight) //if it has a light and this is false, the light is permanent. . += span_info("[gun_light] looks like it can be unscrewed from [src].") else if(can_flashlight) . += "It has a mounting point for a seclite." if(bayonet) . += "It has \a [bayonet] [can_bayonet ? "" : "permanently "]affixed to it." if(can_bayonet) //if it has a bayonet and this is false, the bayonet is permanent. . += span_info("[bayonet] looks like it can be unscrewed from [src].") else if(can_bayonet) . += "It has a bayonet lug on it." for(var/obj/item/attachment/A in current_attachments) . += "It has \a [A] affixed to it." /obj/item/gun/equipped(mob/living/user, slot) . = ..() for(var/obj/item/attachment/A in current_attachments) A.set_user(user) if(user.is_holding(src)) A.pickup_user(user) else A.equip_user(user) if(zoomed && user.get_active_held_item() != src) zoom(user, user.dir, FALSE) //we can only stay zoomed in if it's in our hands //yeah and we only unzoom if we're actually zoomed using the gun!! //called after the gun has successfully fired its chambered ammo. /obj/item/gun/proc/process_chamber() return FALSE //check if there's enough ammo/energy/whatever to shoot one time //i.e if clicking would make it shoot /obj/item/gun/proc/can_shoot() return TRUE /obj/item/gun/proc/shoot_with_empty_chamber(mob/living/user as mob|obj) to_chat(user, span_danger("*click*")) playsound(src, dry_fire_sound, 30, TRUE) /obj/item/gun/proc/shoot_live_shot(mob/living/user, pointblank = 0, atom/pbtarget = null, message = 1) if(recoil > 0) shake_camera(user, recoil + 1, recoil) if(suppressed) playsound(user, suppressed_sound, suppressed_volume, vary_fire_sound) if(istype(suppressed) && suppressed.break_chance && prob(suppressed.break_chance)) to_chat(user, span_warning("\the [suppressed] falls apart!")) w_class -= suppressed.w_class qdel(suppressed) suppressed = null update_icon() else if(enloudened && enloudened.enloudened_sound) playsound(user, enloudened.enloudened_sound, fire_sound_volume, vary_fire_sound) playsound(user, fire_sound, fire_sound_volume, vary_fire_sound) if(message) if(pointblank) user.visible_message(span_danger("[user] fires [src] point blank at [pbtarget]!"), null, null, COMBAT_MESSAGE_RANGE) else user.visible_message(span_danger("[user] fires [src]!"), null, null, COMBAT_MESSAGE_RANGE) /obj/item/gun/emp_act(severity) . = ..() if(!(. & EMP_PROTECT_CONTENTS)) for(var/obj/O in contents) O.emp_act(severity) /obj/item/gun/afterattack(atom/target, mob/living/user, flag, params) . = ..() if(!target) return if(firing_burst) return if(flag) //It's adjacent, is the user, or is on the user's person if(target in user.contents) //can't shoot stuff inside us. return if(!ismob(target) || user.a_intent == INTENT_HARM) //melee attack return if(target == user && user.zone_selected != BODY_ZONE_PRECISE_MOUTH) //so we can't shoot ourselves (unless mouth selected) return if(ismob(target) && user.a_intent == INTENT_GRAB && !istype(user.mind.martial_art, /datum/martial_art/ultra_violence))//remove gunpoint from ipc martial art, it's slow for(var/datum/component/gunpoint/G in user.GetComponents(/datum/component/gunpoint)) if(G && G.weapon == src) //spam check return user.AddComponent(/datum/component/gunpoint, target, src) return if(iscarbon(target)) var/mob/living/carbon/C = target for(var/i in C.all_wounds) var/datum/wound/W = i if(W.try_treating(src, user)) return // another coward cured! if(istype(user))//Check if the user can use the gun, if the user isn't alive(turrets) assume it can. var/mob/living/L = user if(!can_trigger_gun(L)) return if(flag) if(user.zone_selected == BODY_ZONE_PRECISE_MOUTH) handle_suicide(user, target, params) return if(!can_shoot()) //Just because you can pull the trigger doesn't mean it can shoot. shoot_with_empty_chamber(user) return //Exclude lasertag guns from the TRAIT_CLUMSY check. if(check_botched(user)) return if(weapon_weight == WEAPON_HEAVY && user.get_inactive_held_item()) to_chat(user, span_userdanger("You need both hands free to fire \the [src]!")) return //DUAL (or more!) WIELDING var/bonus_spread = 0 var/cd_mod = CLICK_CD_RANGE if(chambered?.click_cooldown_override) cd_mod = chambered.click_cooldown_override if(ishuman(user) && user.a_intent == INTENT_HARM) var/mob/living/carbon/human/H = user if(weapon_weight < WEAPON_MEDIUM && istype(H.held_items[H.get_inactive_hand_index()], /obj/item/gun) && can_trigger_gun(user)) bonus_spread += 18 * weapon_weight cd_mod = cd_mod * 0.75 H.swap_hand() process_fire(target, user, TRUE, params, null, bonus_spread, cd_mod) /obj/item/gun/proc/check_botched(mob/living/user, params) if(clumsy_check) if(istype(user)) if(HAS_TRAIT(user, TRAIT_CLUMSY) && prob(40)) to_chat(user, span_userdanger("You shoot yourself in the foot with [src]!")) var/shot_leg = pick(BODY_ZONE_L_LEG, BODY_ZONE_R_LEG) process_fire(user, user, FALSE, params, shot_leg) user.dropItemToGround(src, TRUE) return TRUE /obj/item/gun/can_trigger_gun(mob/living/user) . = ..() if(!handle_pins(user)) return FALSE /obj/item/gun/proc/handle_pins(mob/living/user) if(no_pin_required) return TRUE if(pin) if(pin.pin_auth(user) || (pin.obj_flags & EMAGGED)) return TRUE else pin.auth_fail(user) return FALSE else to_chat(user, span_warning("[src]'s trigger is locked. This weapon doesn't have a firing pin installed!")) return FALSE /obj/item/gun/proc/recharge_newshot() return /obj/item/gun/proc/process_burst(mob/living/user, atom/target, message = TRUE, params=null, zone_override = "", sprd = 0, randomized_gun_spread = 0, randomized_bonus_spread = 0, rand_spr = 0, iteration = 0) if(!user || !firing_burst) firing_burst = FALSE return FALSE if(!issilicon(user)) if(iteration > 1 && !(user.is_holding(src))) //for burst firing firing_burst = FALSE return FALSE if(chambered && chambered.BB) if(HAS_TRAIT(user, TRAIT_PACIFISM)) // If the user has the pacifist trait, then they won't be able to fire [src] if the round chambered inside of [src] is lethal. if(chambered.harmful) // Is the bullet chambered harmful? to_chat(user, span_notice(" [src] is lethally chambered! You don't want to risk harming anyone...")) return if(HAS_TRAIT(user, TRAIT_NO_STUN_WEAPONS)) if(!chambered.harmful) // Is the bullet chambered not harmful? to_chat(user, span_notice(" [src] is not lethally chambered! You cannot use non-lethal weapons!")) return if(randomspread) sprd = round((rand() - 0.5) * DUALWIELD_PENALTY_EXTRA_MULTIPLIER * (randomized_gun_spread + randomized_bonus_spread)) else //Smart spread sprd = round((((rand_spr/burst_size) * iteration) - (0.5 + (rand_spr * 0.25))) * (randomized_gun_spread + randomized_bonus_spread)) before_firing(target,user) if(!chambered.fire_casing(target, user, params, ,suppressed, zone_override, sprd, src)) shoot_with_empty_chamber(user) firing_burst = FALSE return FALSE else if(get_dist(user, target) <= 1) //Making sure whether the target is in vicinity for the pointblank shot shoot_live_shot(user, 1, target, message) else shoot_live_shot(user, 0, target, message) if (iteration >= burst_size) firing_burst = FALSE else shoot_with_empty_chamber(user) firing_burst = FALSE return FALSE process_chamber() update_icon() return TRUE /// cd_override is FALSE or 0 by default (no override), if you want to make a gun have no click cooldown then just make it something small like 0.001 /obj/item/gun/proc/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0, cd_override = FALSE) if(user) SEND_SIGNAL(user, COMSIG_MOB_FIRED_GUN, user, target, params, zone_override) for(var/obj/item/attachment/A in current_attachments) A.on_gun_fire(src) add_fingerprint(user) if(semicd) return var/sprd = 0 var/randomized_gun_spread = 0 var/rand_spr = rand() if(spread > 0) randomized_gun_spread = rand(0,spread) if(ishuman(user)) //nice shootin' tex var/mob/living/carbon/human/H = user bonus_spread += H.dna.species.aiminginaccuracy var/randomized_bonus_spread = rand(0, bonus_spread) if(burst_size > 1) firing_burst = TRUE for(var/i = 1 to burst_size) addtimer(CALLBACK(src, .proc/process_burst, user, target, message, params, zone_override, sprd, randomized_gun_spread, randomized_bonus_spread, rand_spr, i), fire_delay * (i - 1)) else if(chambered) if(HAS_TRAIT(user, TRAIT_PACIFISM)) // If the user has the pacifist trait, then they won't be able to fire [src] if the round chambered inside of [src] is lethal. if(chambered.harmful) // Is the bullet chambered harmful? to_chat(user, span_notice(" [src] is lethally chambered! You don't want to risk harming anyone...")) return if(HAS_TRAIT(user, TRAIT_NO_STUN_WEAPONS)) if(!chambered.harmful) // Is the bullet chambered not harmful? to_chat(user, span_notice(" [src] is not lethally chambered! You cannot use non-lethal weapons!")) return sprd = round((rand() - 0.5) * DUALWIELD_PENALTY_EXTRA_MULTIPLIER * (randomized_gun_spread + randomized_bonus_spread)) before_firing(target,user) if(!chambered.fire_casing(target, user, params, , suppressed, zone_override, sprd, src, cd_override)) shoot_with_empty_chamber(user) return else if(get_dist(user, target) <= 1) //Making sure whether the target is in vicinity for the pointblank shot shoot_live_shot(user, 1, target, message) else shoot_live_shot(user, 0, target, message) else shoot_with_empty_chamber(user) return process_chamber() update_icon() semicd = TRUE addtimer(CALLBACK(src, .proc/reset_semicd), fire_delay) if(user) user.update_inv_hands() SSblackbox.record_feedback("tally", "gun_fired", 1, type) recent_shoot = world.time return TRUE /obj/item/gun/update_icon() ..() /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 if(bayonet) M.attackby(bayonet, user) return else return ..() return /obj/item/gun/attack_obj(obj/O, mob/user) if(user.a_intent == INTENT_HARM) if(bayonet) O.attackby(bayonet, user) return return ..() /obj/item/gun/attackby(obj/item/I, mob/user, params) if(user.a_intent == INTENT_HARM) return ..() else if (istype(I, /obj/item/attachment)) var/support = FALSE for(var/n in available_attachments) if(istype(I, n)) support = TRUE break if(!support) to_chat(user, span_warning("\The [src] does not support \the [I]!")) return ..() var/already_has = FALSE for(var/n in current_attachments) if(istype(I, n)) already_has = TRUE break if(already_has) to_chat(user, span_warning("\The [src] already has \a [I]!")) return ..() if(LAZYLEN(current_attachments) >= max_attachments) to_chat(user, span_warning("\The [src] has no more room for any more attachments!")) return ..() var/obj/item/attachment/A = I if(A.attachment_type != 0 && ((attachment_flags &= A.attachment_type) != 0)) to_chat(user, span_warning("\The [src] does not have any available places to attach \the [I] onto!")) return ..() to_chat(user, span_notice("You [A.attach_verb] \the [I] into place on [src].")) A.on_attach(src, user) else if(istype(I, /obj/item/flashlight/seclite)) if(!can_flashlight) return ..() var/obj/item/flashlight/seclite/S = I if(!gun_light) if(!user.transferItemToLoc(I, src)) return to_chat(user, span_notice("You click [S] into place on [src].")) set_gun_light(S) update_gunlight() alight = new(src) if(loc == user) alight.Grant(user) else if(istype(I, /obj/item/kitchen/knife)) var/obj/item/kitchen/knife/K = I if(!can_bayonet || !K.bayonet || bayonet) //ensure the gun has an attachment point available, and that the knife is compatible with it. return ..() if(!user.transferItemToLoc(I, src)) return to_chat(user, span_notice("You attach [K] to [src]'s bayonet lug.")) bayonet = K 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 return ..() /obj/item/gun/screwdriver_act(mob/living/user, obj/item/I) . = ..() if(.) return if(!user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK)) return var/has_fl = FALSE var/has_bayo = FALSE var/amt_modular = LAZYLEN(current_attachments) if(can_flashlight && gun_light) has_fl = TRUE if(bayonet && can_bayonet) has_bayo = TRUE var/attachments_amt = amt_modular + has_fl + has_bayo if(attachments_amt > 1) //give them a choice instead of removing both var/list/possible_items = list(gun_light, bayonet) possible_items += current_attachments var/obj/item/item_to_remove = input(user, "Select an attachment to remove", "Attachment Removal") as null|obj in possible_items if(!item_to_remove || !user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK)) return return remove_gun_attachment(user, I, item_to_remove) else if(amt_modular == 1) return remove_gun_attachment(user, I, current_attachments[1], "unscrewed") else if(has_fl) //if it has a gun_light and can_flashlight is false, the flashlight is permanently attached. return remove_gun_attachment(user, I, gun_light, "unscrewed") else if(has_bayo) //if it has a bayonet, and the bayonet can be removed return remove_gun_attachment(user, I, bayonet, "unfix") /obj/item/gun/proc/remove_gun_attachment(mob/living/user, obj/item/tool_item, obj/item/item_to_remove, removal_verb) if(tool_item) tool_item.play_tool_sound(src) to_chat(user, span_notice("You [removal_verb ? removal_verb : "remove"] [item_to_remove] from [src].")) item_to_remove.forceMove(drop_location()) if(Adjacent(user) && !issilicon(user)) user.put_in_hands(item_to_remove) if(istype(item_to_remove, /obj/item/attachment)) var/obj/item/attachment/A = item_to_remove return A.on_detach(src, user) if(item_to_remove == bayonet) return clear_bayonet() else if(item_to_remove == gun_light) return clear_gunlight() /obj/item/gun/proc/clear_bayonet() if(!bayonet) return bayonet = null if(knife_overlay) cut_overlay(knife_overlay, TRUE) knife_overlay = null return TRUE /obj/item/gun/proc/clear_gunlight() if(!gun_light) return var/obj/item/flashlight/seclite/removed_light = gun_light set_gun_light(null) update_gunlight() removed_light.update_brightness() QDEL_NULL(alight) return TRUE ///Called when gun_light value changes. /obj/item/gun/proc/set_gun_light(obj/item/flashlight/seclite/new_light) if(gun_light == new_light) return . = gun_light gun_light = new_light if(gun_light) gun_light.set_light_flags(gun_light.light_flags | LIGHT_ATTACHED) if(gun_light.loc != src) gun_light.forceMove(src) else if(.) var/obj/item/flashlight/seclite/old_gun_light = . old_gun_light.set_light_flags(old_gun_light.light_flags & ~LIGHT_ATTACHED) if(old_gun_light.loc == src) old_gun_light.forceMove(get_turf(src)) /obj/item/gun/ui_action_click(mob/user, actiontype) if(istype(actiontype, alight)) toggle_gunlight() else ..() /obj/item/gun/proc/toggle_gunlight() if(!gun_light) return var/mob/living/carbon/human/user = usr gun_light.on = !gun_light.on gun_light.update_brightness() to_chat(user, span_notice("You toggle the gunlight [gun_light.on ? "on":"off"].")) playsound(user, 'sound/weapons/empty.ogg', 100, TRUE) update_gunlight() /obj/item/gun/proc/update_gunlight() if(gun_light) cut_overlay(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 cut_overlay(flashlight_overlay, TRUE) flashlight_overlay = null update_icon() for(var/X in actions) var/datum/action/A = X A.UpdateButtonIcon() /obj/item/gun/proc/update_attachments() for(var/mutable_appearance/M in attachment_overlays) cut_overlay(M, TRUE) attachment_overlays = list() var/att_position = 0 for(var/obj/item/attachment/A in current_attachments) var/mutable_appearance/M = mutable_appearance('icons/obj/guns/attachment.dmi', "[A.icon_state]_a") M.pixel_x = att_position * 6 add_overlay(M, TRUE) attachment_overlays += M att_position += 1 update_icon(TRUE) for(var/datum/action/A as anything in actions) A.UpdateButtonIcon() /obj/item/gun/pickup(mob/user) ..() for(var/obj/item/attachment/A in current_attachments) A.set_user(user) A.pickup_user(user) for(var/datum/action/att_act in attachment_actions) att_act.Grant(user) if(azoom) azoom.Grant(user) /obj/item/gun/dropped(mob/user) . = ..() for(var/obj/item/attachment/A in current_attachments) A.set_user() A.drop_user(user) for(var/datum/action/att_act in attachment_actions) att_act.Remove(user) if(azoom) azoom.Remove(user) if(zoomed) zoom(user, user.dir) /obj/item/gun/proc/handle_suicide(mob/living/carbon/human/user, mob/living/carbon/human/target, params, bypass_timer) if(!ishuman(user) || !ishuman(target)) return if(semicd) return if(user == target) target.visible_message(span_warning("[user] sticks [src] in [user.p_their()] mouth, ready to pull the trigger..."), \ span_userdanger("You stick [src] in your mouth, ready to pull the trigger...")) else target.visible_message(span_warning("[user] points [src] at [target]'s head, ready to pull the trigger..."), \ span_userdanger("[user] points [src] at your head, ready to pull the trigger...")) semicd = TRUE if(!bypass_timer && (!do_mob(user, target, 120) || user.zone_selected != BODY_ZONE_PRECISE_MOUTH)) if(user) if(user == target) user.visible_message(span_notice("[user] decided not to shoot.")) else if(target && target.Adjacent(user)) target.visible_message(span_notice("[user] has decided to spare [target]"), span_notice("[user] has decided to spare your life!")) semicd = FALSE return semicd = FALSE if(user == target && user.has_horror_inside()) user.visible_message(span_warning("[user] decided not to shoot."), span_notice("Something inside your head stops your action!")) return target.visible_message(span_warning("[user] pulls the trigger!"), span_userdanger("[(user == target) ? "You pull" : "[user] pulls"] the trigger!")) if(chambered && chambered.BB) chambered.BB.damage *= 5 if(chambered.BB.wound_bonus != CANT_WOUND) chambered.BB.wound_bonus += 5 var/fired = process_fire(target, user, TRUE, params, BODY_ZONE_HEAD) if(!fired && chambered?.BB) chambered.BB.damage /= 5 if(chambered.BB.wound_bonus != CANT_WOUND) chambered.BB.wound_bonus -= 5 /obj/item/gun/proc/unlock() //used in summon guns and as a convience for admins if(pin) qdel(pin) pin = new /obj/item/firing_pin //Happens before the actual projectile creation /obj/item/gun/proc/before_firing(atom/target,mob/user) return ///////////// // ZOOMING // ///////////// /datum/action/toggle_scope_zoom name = "Toggle Scope" check_flags = AB_CHECK_CONSCIOUS|AB_CHECK_RESTRAINED|AB_CHECK_STUN|AB_CHECK_LYING icon_icon = 'icons/mob/actions/actions_items.dmi' button_icon_state = "sniper_zoom" var/obj/item/gun/gun = null /datum/action/toggle_scope_zoom/Trigger() gun.zoom(owner, owner.dir) /datum/action/toggle_scope_zoom/IsAvailable() . = ..() if(!. && gun) gun.zoom(owner, owner.dir, FALSE) /datum/action/toggle_scope_zoom/Remove(mob/living/L) gun.zoom(L, L.dir, FALSE) ..() /obj/item/gun/proc/rotate(atom/thing, old_dir, new_dir) if(ismob(thing)) var/mob/lad = thing lad.client.view_size.zoomOut(zoom_out_amt, zoom_amt, new_dir) /obj/item/gun/proc/zoom(mob/living/user, direc, forced_zoom) if(!user || !user.client) return switch(forced_zoom) if(FALSE) zoomed = FALSE if(TRUE) zoomed = TRUE else zoomed = !zoomed if(zoomed) RegisterSignal(user, COMSIG_ATOM_DIR_CHANGE, .proc/rotate) user.client.view_size.zoomOut(zoom_out_amt, zoom_amt, direc) else UnregisterSignal(user, COMSIG_ATOM_DIR_CHANGE) user.client.view_size.zoomIn() return zoomed //Proc, so that gun accessories/scopes/etc. can easily add zooming. /obj/item/gun/proc/build_zooming() if(azoom) return if(zoomable) azoom = new() azoom.gun = src