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https://github.com/yogstation13/Yogstation.git
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111 lines
3.5 KiB
Plaintext
111 lines
3.5 KiB
Plaintext
/obj/item/weapon/gun
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name = "gun"
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desc = "It's a gun. It's pretty terrible, though."
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icon = 'icons/obj/gun.dmi'
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icon_state = "detective"
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item_state = "gun"
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flags = CONDUCT
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slot_flags = SLOT_BELT
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m_amt = 2000
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w_class = 3.0
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throwforce = 5
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throw_speed = 3
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throw_range = 5
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force = 5.0
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origin_tech = "combat=1"
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attack_verb = list("struck", "hit", "bashed")
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var/fire_sound = "gunshot"
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var/suppressed = 0
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var/can_suppress = 0
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var/recoil = 0
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var/clumsy_check = 1
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var/obj/item/ammo_casing/chambered = null
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var/trigger_guard = 1
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var/sawn_desc = null
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/obj/item/weapon/gun/proc/process_chamber()
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return 0
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/obj/item/weapon/gun/proc/special_check(var/mob/M) //Placeholder for any special checks, like detective's revolver.
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return 1
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/obj/item/weapon/gun/proc/shoot_with_empty_chamber(mob/living/user as mob|obj)
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user << "<span class='danger'>*click*</span>"
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playsound(user, 'sound/weapons/empty.ogg', 100, 1)
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return
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/obj/item/weapon/gun/proc/shoot_live_shot(mob/living/user as mob|obj, var/pointblank = 0, var/mob/pbtarget = null)
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if(recoil)
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spawn()
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shake_camera(user, recoil + 1, recoil)
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if(suppressed)
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playsound(user, fire_sound, 10, 1)
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else
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playsound(user, fire_sound, 50, 1)
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if(pointblank)
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user.visible_message("<span class='danger'>[user] fires [src] point blank at [pbtarget]!</span>", "<span class='danger'>You fire [src] point blank at [pbtarget]!</span>", "You hear a [istype(src, /obj/item/weapon/gun/energy) ? "laser blast" : "gunshot"]!")
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else
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user.visible_message("<span class='danger'>[user] fires [src]!</span>", "<span class='danger'>You fire [src]!</span>", "You hear a [istype(src, /obj/item/weapon/gun/energy) ? "laser blast" : "gunshot"]!")
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/obj/item/weapon/gun/emp_act(severity)
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for(var/obj/O in contents)
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O.emp_act(severity)
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/obj/item/weapon/gun/afterattack(atom/target as mob|obj|turf, mob/living/carbon/human/user as mob|obj, flag, params)//TODO: go over this
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if(flag) //It's adjacent, is the user, or is on the user's person
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if(istype(target, /mob/) && target != user && !(target in user.contents)) //We make sure that it is a mob, it's not us or part of us.
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if(user.a_intent == "harm") //Flogging action
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return
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else
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return
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//Exclude lasertag guns from the CLUMSY check.
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if(clumsy_check)
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if(user.disabilities & CLUMSY && prob(40))
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user << "<span class='danger'>You shoot yourself in the foot with \the [src]!</span>"
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afterattack(user, user)
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user.drop_item()
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return
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if (!user.IsAdvancedToolUser())
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user << "<span class='notice'>You don't have the dexterity to do this!</span>"
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return
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if(trigger_guard)
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if(istype(user))
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if(user.dna.check_mutation("Hulk"))
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user << "<span class='notice'>Your meaty finger is much too large for the trigger guard!</span>"
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return
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if(NOGUNS in user.dna.species.specflags)
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user << "<span class='notice'>Your fingers don't fit in the trigger guard!</span>"
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return
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add_fingerprint(user)
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if(chambered)
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if(!chambered.fire(target, user, params, , suppressed))
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shoot_with_empty_chamber(user)
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else
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if(!special_check(user))
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return
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if(get_dist(user, target) <= 1) //Making sure whether the target is in vicinity for the pointblank shot
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shoot_live_shot(user, 1, target)
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else
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shoot_live_shot(user)
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else
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shoot_with_empty_chamber(user)
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process_chamber()
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update_icon()
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if(user.hand)
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user.update_inv_l_hand(0)
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else
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user.update_inv_r_hand(0)
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/obj/item/weapon/gun/attack(mob/M as mob, mob/user)
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if(user.a_intent == "harm") //Flogging
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..()
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else
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return |