mirror of
https://github.com/yogstation13/Yogstation.git
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757 lines
24 KiB
Plaintext
757 lines
24 KiB
Plaintext
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#define DUALWIELD_PENALTY_EXTRA_MULTIPLIER 1.4
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/obj/item/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/guns/projectile.dmi'
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icon_state = "detective"
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item_state = "gun"
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flags_1 = CONDUCT_1
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obj_flags = UNIQUE_RENAME
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slot_flags = ITEM_SLOT_BELT
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materials = list(/datum/material/iron=2000)
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w_class = WEIGHT_CLASS_NORMAL
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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
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item_flags = NEEDS_PERMIT
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attack_verb = list("struck", "hit", "bashed")
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cryo_preserve = TRUE
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var/fire_sound = "gunshot"
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var/vary_fire_sound = TRUE
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var/fire_sound_volume = 50
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var/dry_fire_sound = 'sound/weapons/gun_dry_fire.ogg'
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var/obj/item/suppressor/suppressed //whether or not a message is displayed when fired
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var/can_suppress = FALSE
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var/suppressed_sound = 'sound/weapons/gunshot_silenced.ogg'
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var/suppressed_volume = 10
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var/can_unsuppress = TRUE
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var/recoil = 0 //boom boom shake the room
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var/clumsy_check = TRUE
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var/obj/item/ammo_casing/chambered = null
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trigger_guard = TRIGGER_GUARD_NORMAL//trigger guard on the weapon, hulks can't fire them with their big meaty fingers
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var/sawn_desc = null //description change if weapon is sawn-off
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var/sawn_off = FALSE
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var/burst_size = 1 //how large a burst is
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var/fire_delay = 0 //rate of fire for burst firing and semi auto
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var/firing_burst = 0 //Prevent the weapon from firing again while already firing
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var/semicd = 0 //cooldown handler
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var/weapon_weight = WEAPON_LIGHT
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var/spread = 5 //Spread induced by the gun itself.
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var/randomspread = 1 //Set to 0 for shotguns. This is used for weapons that don't fire all their bullets at once.
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lefthand_file = 'icons/mob/inhands/weapons/guns_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/weapons/guns_righthand.dmi'
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var/obj/item/firing_pin/pin = /obj/item/firing_pin //standard firing pin for most guns
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var/no_pin_required = FALSE //whether the gun can be fired without a pin
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var/can_flashlight = FALSE //if a flashlight can be added or removed if it already has one.
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var/obj/item/flashlight/seclite/gun_light
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var/mutable_appearance/flashlight_overlay
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var/datum/action/item_action/toggle_gunlight/alight
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var/can_bayonet = FALSE //if a bayonet can be added or removed if it already has one.
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var/obj/item/kitchen/knife/bayonet
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var/mutable_appearance/knife_overlay
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var/knife_x_offset = 0
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var/knife_y_offset = 0
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var/list/available_attachments = list() // What attachments can this gun have
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var/max_attachments = 0 // How many attachments can this gun hold, recommend not going over 5
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var/list/current_attachments = list()
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var/list/attachment_overlays = list()
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var/attachment_flags = 0
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var/attachment_actions = list()
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var/ammo_x_offset = 0 //used for positioning ammo count overlay on sprite
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var/ammo_y_offset = 0
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var/flight_x_offset = 0
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var/flight_y_offset = 0
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//Zooming
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var/zoomable = FALSE //whether the gun generates a Zoom action on creation
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var/zoomed = FALSE //Zoom toggle
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var/zoom_amt = 3 //Distance in TURFs to move the user's screen forward (the "zoom" effect)
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var/zoom_out_amt = 0
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var/datum/action/toggle_scope_zoom/azoom
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var/recent_shoot = null //time of the last shot with the gun. Used to track if firing happened for feedback out of all things
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var/list/obj/effect/projectile/tracer/current_tracers
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/obj/item/gun/Initialize()
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. = ..()
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if(pin)
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if(no_pin_required)
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pin = null
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else
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pin = new pin(src)
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if(gun_light)
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alight = new(src)
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current_tracers = list()
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build_zooming()
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/obj/item/gun/Destroy()
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if(isobj(pin)) //Can still be the initial path, then we skip
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QDEL_NULL(pin)
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if(gun_light)
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QDEL_NULL(gun_light)
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if(bayonet)
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QDEL_NULL(bayonet)
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if(chambered) //Not all guns are chambered (EMP'ed energy guns etc)
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QDEL_NULL(chambered)
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if(azoom)
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QDEL_NULL(azoom)
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return ..()
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//ALL GUNS ARE NOW STAFF OF THE HONKMOTHER HONK
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/obj/item/gun/honk_act()
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new /obj/item/gun/magic/staff/honk(src.loc)
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qdel(src)
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/obj/item/gun/handle_atom_del(atom/A)
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if(A == pin)
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pin = null
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if(A == chambered)
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chambered = null
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update_icon()
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if(A == bayonet)
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clear_bayonet()
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if(A == gun_light)
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clear_gunlight()
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if(A in current_attachments)
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var/obj/item/attachment/T = A
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T.on_detach(src)
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return ..()
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/obj/item/gun/CheckParts(list/parts_list)
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..()
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var/obj/item/gun/G = locate(/obj/item/gun) in contents
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if(G)
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G.forceMove(loc)
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var/pin = G.pin
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if(!pin)
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visible_message("[G] has no pin to remove.", null, null, 3)
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if(pin && G.pin.gun_remove()) //if this returns false the gun and pin are not going to exist
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visible_message("[G] can now fit a new pin, but the old one was destroyed in the process.", null, null, 3)
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QDEL_NULL(pin)
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qdel(src)
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/obj/item/gun/examine(mob/user)
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. = ..()
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if(!no_pin_required)
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if(pin)
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. += "It has \a [pin] installed."
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else
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. += "It doesn't have a <b>firing pin</b> installed, and won't fire."
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if(gun_light)
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. += "It has \a [gun_light] [can_flashlight ? "" : "permanently "]mounted on it."
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if(can_flashlight) //if it has a light and this is false, the light is permanent.
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. += span_info("[gun_light] looks like it can be <b>unscrewed</b> from [src].")
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else if(can_flashlight)
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. += "It has a mounting point for a <b>seclite</b>."
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if(bayonet)
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. += "It has \a [bayonet] [can_bayonet ? "" : "permanently "]affixed to it."
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if(can_bayonet) //if it has a bayonet and this is false, the bayonet is permanent.
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. += span_info("[bayonet] looks like it can be <b>unscrewed</b> from [src].")
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else if(can_bayonet)
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. += "It has a <b>bayonet</b> lug on it."
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for(var/obj/item/attachment/A in current_attachments)
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. += "It has \a [A] affixed to it."
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/obj/item/gun/equipped(mob/living/user, slot)
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. = ..()
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for(var/obj/item/attachment/A in current_attachments)
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A.set_user(user)
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if(zoomed && user.get_active_held_item() != src)
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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!!
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//called after the gun has successfully fired its chambered ammo.
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/obj/item/gun/proc/process_chamber()
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return FALSE
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//check if there's enough ammo/energy/whatever to shoot one time
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//i.e if clicking would make it shoot
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/obj/item/gun/proc/can_shoot()
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return TRUE
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/obj/item/gun/proc/shoot_with_empty_chamber(mob/living/user as mob|obj)
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to_chat(user, span_danger("*click*"))
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playsound(src, dry_fire_sound, 30, TRUE)
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/obj/item/gun/proc/shoot_live_shot(mob/living/user, pointblank = 0, atom/pbtarget = null, message = 1)
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if(recoil > 0)
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shake_camera(user, recoil + 1, recoil)
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if(suppressed)
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playsound(user, suppressed_sound, suppressed_volume, vary_fire_sound)
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if(suppressed.break_chance && prob(suppressed.break_chance))
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to_chat(user, span_warning("\the [suppressed] falls apart!"))
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w_class -= suppressed.w_class
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qdel(suppressed)
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suppressed = null
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update_icon()
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else
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playsound(user, fire_sound, fire_sound_volume, vary_fire_sound)
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if(message)
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if(pointblank)
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user.visible_message(span_danger("[user] fires [src] point blank at [pbtarget]!"), null, null, COMBAT_MESSAGE_RANGE)
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else
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user.visible_message(span_danger("[user] fires [src]!"), null, null, COMBAT_MESSAGE_RANGE)
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/obj/item/gun/emp_act(severity)
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. = ..()
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if(!(. & EMP_PROTECT_CONTENTS))
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for(var/obj/O in contents)
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O.emp_act(severity)
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/obj/item/gun/afterattack(atom/target, mob/living/user, flag, params)
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. = ..()
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if(!target)
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return
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if(firing_burst)
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return
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if(flag) //It's adjacent, is the user, or is on the user's person
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if(target in user.contents) //can't shoot stuff inside us.
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return
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if(!ismob(target) || user.a_intent == INTENT_HARM) //melee attack
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return
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if(target == user && user.zone_selected != BODY_ZONE_PRECISE_MOUTH) //so we can't shoot ourselves (unless mouth selected)
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return
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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
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for(var/datum/component/gunpoint/G in user.GetComponents(/datum/component/gunpoint))
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if(G && G.weapon == src) //spam check
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return
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user.AddComponent(/datum/component/gunpoint, target, src)
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return
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if(iscarbon(target))
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var/mob/living/carbon/C = target
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for(var/i in C.all_wounds)
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var/datum/wound/W = i
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if(W.try_treating(src, user))
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return // another coward cured!
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if(istype(user))//Check if the user can use the gun, if the user isn't alive(turrets) assume it can.
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var/mob/living/L = user
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if(!can_trigger_gun(L))
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return
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if(flag)
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if(user.zone_selected == BODY_ZONE_PRECISE_MOUTH)
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handle_suicide(user, target, params)
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return
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if(!can_shoot()) //Just because you can pull the trigger doesn't mean it can shoot.
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shoot_with_empty_chamber(user)
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return
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//Exclude lasertag guns from the TRAIT_CLUMSY check.
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if(check_botched(user))
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return
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if(weapon_weight == WEAPON_HEAVY && user.get_inactive_held_item())
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to_chat(user, span_userdanger("You need both hands free to fire \the [src]!"))
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return
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//DUAL (or more!) WIELDING
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var/bonus_spread = 0
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var/cd_mod = CLICK_CD_RANGE
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if(chambered?.click_cooldown_override)
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cd_mod = chambered.click_cooldown_override
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if(ishuman(user) && user.a_intent == INTENT_HARM)
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var/mob/living/carbon/human/H = user
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if(weapon_weight < WEAPON_MEDIUM && istype(H.held_items[H.get_inactive_hand_index()], /obj/item/gun) && can_trigger_gun(user))
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bonus_spread += 18 * weapon_weight
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cd_mod = cd_mod * 0.75
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H.swap_hand()
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process_fire(target, user, TRUE, params, null, bonus_spread, cd_mod)
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/obj/item/gun/proc/check_botched(mob/living/user, params)
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if(clumsy_check)
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if(istype(user))
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if(HAS_TRAIT(user, TRAIT_CLUMSY) && prob(40))
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to_chat(user, span_userdanger("You shoot yourself in the foot with [src]!"))
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var/shot_leg = pick(BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)
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process_fire(user, user, FALSE, params, shot_leg)
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user.dropItemToGround(src, TRUE)
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return TRUE
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/obj/item/gun/can_trigger_gun(mob/living/user)
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. = ..()
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if(!handle_pins(user))
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return FALSE
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/obj/item/gun/proc/handle_pins(mob/living/user)
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if(no_pin_required)
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return TRUE
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if(pin)
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if(pin.pin_auth(user) || (pin.obj_flags & EMAGGED))
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return TRUE
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else
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pin.auth_fail(user)
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return FALSE
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else
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to_chat(user, span_warning("[src]'s trigger is locked. This weapon doesn't have a firing pin installed!"))
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return FALSE
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/obj/item/gun/proc/recharge_newshot()
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return
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/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)
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if(!user || !firing_burst)
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firing_burst = FALSE
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return FALSE
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if(!issilicon(user))
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if(iteration > 1 && !(user.is_holding(src))) //for burst firing
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firing_burst = FALSE
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return FALSE
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if(chambered && chambered.BB)
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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.
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if(chambered.harmful) // Is the bullet chambered harmful?
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to_chat(user, span_notice(" [src] is lethally chambered! You don't want to risk harming anyone..."))
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return
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if(randomspread)
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sprd = round((rand() - 0.5) * DUALWIELD_PENALTY_EXTRA_MULTIPLIER * (randomized_gun_spread + randomized_bonus_spread))
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else //Smart spread
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sprd = round((((rand_spr/burst_size) * iteration) - (0.5 + (rand_spr * 0.25))) * (randomized_gun_spread + randomized_bonus_spread))
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before_firing(target,user)
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if(!chambered.fire_casing(target, user, params, ,suppressed, zone_override, sprd, src))
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shoot_with_empty_chamber(user)
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firing_burst = FALSE
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return FALSE
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else
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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, message)
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else
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shoot_live_shot(user, 0, target, message)
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if (iteration >= burst_size)
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firing_burst = FALSE
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else
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shoot_with_empty_chamber(user)
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firing_burst = FALSE
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return FALSE
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process_chamber()
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update_icon()
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return TRUE
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/// 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
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/obj/item/gun/proc/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0, cd_override = FALSE)
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if(user)
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SEND_SIGNAL(user, COMSIG_MOB_FIRED_GUN, user, target, params, zone_override)
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for(var/obj/item/attachment/A in current_attachments)
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A.on_gun_fire(src)
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add_fingerprint(user)
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if(semicd)
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return
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var/sprd = 0
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var/randomized_gun_spread = 0
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var/rand_spr = rand()
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if(spread > 0)
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randomized_gun_spread = rand(0,spread)
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if(ishuman(user)) //nice shootin' tex
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var/mob/living/carbon/human/H = user
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bonus_spread += H.dna.species.aiminginaccuracy
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var/randomized_bonus_spread = rand(0, bonus_spread)
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if(burst_size > 1)
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firing_burst = TRUE
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for(var/i = 1 to burst_size)
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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))
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else
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if(chambered)
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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.
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if(chambered.harmful) // Is the bullet chambered harmful?
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to_chat(user, span_notice(" [src] is lethally chambered! You don't want to risk harming anyone..."))
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return
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sprd = round((rand() - 0.5) * DUALWIELD_PENALTY_EXTRA_MULTIPLIER * (randomized_gun_spread + randomized_bonus_spread))
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before_firing(target,user)
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if(!chambered.fire_casing(target, user, params, , suppressed, zone_override, sprd, src, cd_override))
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shoot_with_empty_chamber(user)
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return
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else
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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, message)
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else
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shoot_live_shot(user, 0, target, message)
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else
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shoot_with_empty_chamber(user)
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return
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process_chamber()
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update_icon()
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semicd = TRUE
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addtimer(CALLBACK(src, .proc/reset_semicd), fire_delay)
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if(user)
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user.update_inv_hands()
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SSblackbox.record_feedback("tally", "gun_fired", 1, type)
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recent_shoot = world.time
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return TRUE
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/obj/item/gun/update_icon()
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..()
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/obj/item/gun/proc/reset_semicd()
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semicd = FALSE
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/obj/item/gun/attack(mob/M as mob, mob/user)
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if(user.a_intent == INTENT_HARM) //Flogging
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if(bayonet)
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M.attackby(bayonet, user)
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return
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else
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return ..()
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return
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/obj/item/gun/attack_obj(obj/O, mob/user)
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if(user.a_intent == INTENT_HARM)
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if(bayonet)
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O.attackby(bayonet, user)
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return
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return ..()
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/obj/item/gun/attackby(obj/item/I, mob/user, params)
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if(user.a_intent == INTENT_HARM)
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return ..()
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else if (istype(I, /obj/item/attachment))
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var/support = FALSE
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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]."))
|
|
if(S.on)
|
|
set_light(0)
|
|
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
|
|
gun_light = null
|
|
update_gunlight()
|
|
removed_light.update_brightness()
|
|
QDEL_NULL(alight)
|
|
return TRUE
|
|
|
|
/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
|
|
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)
|
|
if(gun_light.on)
|
|
set_light(gun_light.brightness_on)
|
|
else
|
|
set_light(0)
|
|
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
|
|
set_light(0)
|
|
cut_overlay(flashlight_overlay, TRUE)
|
|
flashlight_overlay = null
|
|
update_icon(TRUE)
|
|
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)
|
|
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()
|
|
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
|