Files
Yogstation/code/modules/projectiles/gun.dm
Razharas 21a2c2d21e Made clumsiness into disability
I really dont want to make clumsy_act()
2014-12-14 08:04:48 +03:00

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