#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 slot_flags = ITEM_SLOT_BELT custom_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") var/fire_sound = 'sound/weapons/gun/pistol/shot.ogg' var/vary_fire_sound = TRUE var/fire_sound_volume = 50 var/dry_fire_sound = 'sound/weapons/gun/general/dry_fire.ogg' var/suppressed = null //whether or not a message is displayed when fired var/can_suppress = FALSE var/suppressed_sound = 'sound/weapons/gun/general/heavy_shot_suppressed.ogg' var/suppressed_volume = 60 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/dual_wield_spread = 24 //additional spread when dual wielding var/spread = 0 //Spread induced by the gun itself. 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/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/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/automatic = 0 //can gun use it, 0 is no, anything above 0 is the delay between clicks in ds var/pb_knockback = 0 /obj/item/gun/Initialize() . = ..() if(pin) pin = new pin(src) if(gun_light) alight = new(src) 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 ..() /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() return ..() /obj/item/gun/CheckParts(list/parts_list) ..() var/obj/item/gun/G = locate(/obj/item/gun) in contents if(G) G.forceMove(loc) QDEL_NULL(G.pin) visible_message("[G] can now fit a new pin, but the old one was destroyed in the process.", null, null, 3) qdel(src) /obj/item/gun/examine(mob/user) . = ..() 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. . += "[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. . += "[bayonet] looks like it can be unscrewed from [src]." else if(can_bayonet) . += "It has a bayonet lug on it." /obj/item/gun/equipped(mob/living/user, slot) . = ..() if(zoomed && user.get_active_held_item() != src) zoom(user, 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, "*click*") playsound(src, dry_fire_sound, 30, TRUE) /obj/item/gun/proc/shoot_live_shot(mob/living/user as mob|obj, pointblank = 0, mob/pbtarget = null, message = 1) if(recoil) shake_camera(user, recoil + 1, recoil) if(suppressed) playsound(user, suppressed_sound, suppressed_volume, vary_fire_sound, ignore_walls = FALSE) else playsound(user, fire_sound, fire_sound_volume, vary_fire_sound) if(message) if(pointblank) user.visible_message("[user] fires [src] point blank at [pbtarget]!", \ "You fire [src] point blank at [pbtarget]!", \ "You hear a gunshot!", COMBAT_MESSAGE_RANGE, pbtarget) to_chat(pbtarget, "[user] fires [src] point blank at you!") if(pb_knockback > 0) var/atom/throw_target = get_edge_target_turf(pbtarget, user.dir) pbtarget.throw_at(throw_target, pb_knockback, 2) else user.visible_message("[user] fires [src]!", \ "You fire [src]!", \ "You hear a gunshot!", 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(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(clumsy_check) if(istype(user)) if (HAS_TRAIT(user, TRAIT_CLUMSY) && prob(40)) to_chat(user, "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 if(weapon_weight == WEAPON_HEAVY && user.get_inactive_held_item()) to_chat(user, "You need both hands free to fire \the [src]!") return //DUAL (or more!) WIELDING var/bonus_spread = 0 var/loop_counter = 0 if(ishuman(user) && user.a_intent == INTENT_HARM) var/mob/living/carbon/human/H = user for(var/obj/item/gun/G in H.held_items) if(G == src || G.weapon_weight >= WEAPON_MEDIUM) continue else if(G.can_trigger_gun(user)) bonus_spread += dual_wield_spread loop_counter++ addtimer(CALLBACK(G, /obj/item/gun.proc/process_fire, target, user, TRUE, params, null, bonus_spread), loop_counter) return process_fire(target, user, TRUE, params, null, bonus_spread) /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(pin) if(pin.pin_auth(user) || (pin.obj_flags & EMAGGED)) return TRUE else pin.auth_fail(user) return FALSE else to_chat(user, "[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, "[src] is lethally chambered! You don't want to risk harming anyone...") 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 /obj/item/gun/proc/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0) add_fingerprint(user) if(semicd) return var/sprd = 0 var/randomized_gun_spread = 0 var/rand_spr = rand() if(spread) randomized_gun_spread = rand(0,spread) if(HAS_TRAIT(user, TRAIT_POOR_AIM)) //nice shootin' tex bonus_spread += 25 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, "[src] is lethally chambered! You don't want to risk harming anyone...") 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)) 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) 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/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, "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, "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 if((can_flashlight && gun_light) && (can_bayonet && bayonet)) //give them a choice instead of removing both var/list/possible_items = list(gun_light, bayonet) var/obj/item/item_to_remove = input(user, "Select an attachment to remove", "Attachment Removal") as null|obj in sortNames(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(gun_light && can_flashlight) //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(bayonet && can_bayonet) //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, "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(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, "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_overlays(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) add_overlay(knife_overlay, TRUE) else set_light(0) cut_overlays(flashlight_overlay, TRUE) flashlight_overlay = null update_icon(TRUE) for(var/X in actions) var/datum/action/A = X A.UpdateButtonIcon() /obj/item/gun/pickup(mob/user) ..() if(azoom) azoom.Grant(user) /obj/item/gun/dropped(mob/user) . = ..() if(azoom) azoom.Remove(user) if(zoomed) zoom(user,FALSE) /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("[user] sticks [src] in [user.p_their()] mouth, ready to pull the trigger...", \ "You stick [src] in your mouth, ready to pull the trigger...") else target.visible_message("[user] points [src] at [target]'s head, ready to pull the trigger...", \ "[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("[user] decided not to shoot.") else if(target && target.Adjacent(user)) target.visible_message("[user] has decided to spare [target]", "[user] has decided to spare your life!") semicd = FALSE return semicd = FALSE target.visible_message("[user] pulls the trigger!", "[(user == target) ? "You pull" : "[user] pulls"] the trigger!") if(chambered && chambered.BB) chambered.BB.damage *= 5 process_fire(target, user, TRUE, params, BODY_ZONE_HEAD) /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) /datum/action/toggle_scope_zoom/IsAvailable() . = ..() if(!. && gun) gun.zoom(owner, FALSE) /datum/action/toggle_scope_zoom/Remove(mob/living/L) gun.zoom(L, FALSE) ..() /obj/item/gun/proc/zoom(mob/living/user, forced_zoom) if(!user || !user.client) return switch(forced_zoom) if(FALSE) zoomed = FALSE if(TRUE) zoomed = TRUE else zoomed = !zoomed if(zoomed) var/_x = 0 var/_y = 0 switch(user.dir) if(NORTH) _y = zoom_amt if(EAST) _x = zoom_amt if(SOUTH) _y = -zoom_amt if(WEST) _x = -zoom_amt user.client.change_view(zoom_out_amt) user.client.pixel_x = world.icon_size*_x user.client.pixel_y = world.icon_size*_y else user.client.change_view(CONFIG_GET(string/default_view)) user.client.pixel_x = 0 user.client.pixel_y = 0 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