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fulpstation/code/modules/projectiles/gun.dm
Kaffe-work c8fe05ab1b fixes toggling flashlight removing bayonet overlay (#47053)
* fixes toggling flashlight removing bayonet overlay

* Update gun.dm

Removed useless if statement, was not needed and referenced something that wasn't intended.

His name was Jeremy Tidwell
2019-10-14 13:04:45 +02:00

616 lines
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Plaintext

#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/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
/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("<span class='notice'>[G] can now fit a new pin, but the old one was destroyed in the process.</span>", null, null, 3)
qdel(src)
/obj/item/gun/examine(mob/user)
. = ..()
if(pin)
. += "It has \a [pin] installed."
else
. += "It doesn't have a <b>firing pin</b> 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 class='info'>[gun_light] looks like it can be <b>unscrewed</b> from [src].</span>"
else if(can_flashlight)
. += "It has a mounting point for a <b>seclite</b>."
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 class='info'>[bayonet] looks like it can be <b>unscrewed</b> from [src].</span>"
else if(can_bayonet)
. += "It has a <b>bayonet</b> 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, "<span class='danger'>*click*</span>")
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("<span class='danger'>[user] fires [src] point blank at [pbtarget]!</span>", \
"<span class='danger'>You fire [src] point blank at [pbtarget]!</span>", \
"<span class='hear'>You hear a gunshot!</span>", COMBAT_MESSAGE_RANGE, pbtarget)
to_chat(pbtarget, "<span class='userdanger'>[user] fires [src] point blank at you!</span>")
else
user.visible_message("<span class='danger'>[user] fires [src]!</span>", \
"<span class='danger'>You fire [src]!</span>", \
"<span class='hear'>You hear a gunshot!</span>", 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, "<span class='userdanger'>You shoot yourself in the foot with [src]!</span>")
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, "<span class='warning'>You need both hands free to fire \the [src]!</span>")
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 += 24 * G.weapon_weight
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, "<span class='warning'>[src]'s trigger is locked. This weapon doesn't have a firing pin installed!</span>")
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 class='warning'>[src] is lethally chambered! You don't want to risk harming anyone...</span>")
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, "<span class='warning'>[src] is lethally chambered! You don't want to risk harming anyone...</span>")
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, "<span class='notice'>You click [S] into place on [src].</span>")
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 class='notice'>You attach [K] to [src]'s bayonet lug.</span>")
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 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, "<span class='notice'>You [removal_verb ? removal_verb : "remove"] [item_to_remove] from [src].</span>")
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, "<span class='notice'>You toggle the gunlight [gun_light.on ? "on":"off"].</span>")
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("<span class='warning'>[user] sticks [src] in [user.p_their()] mouth, ready to pull the trigger...</span>", \
"<span class='userdanger'>You stick [src] in your mouth, ready to pull the trigger...</span>")
else
target.visible_message("<span class='warning'>[user] points [src] at [target]'s head, ready to pull the trigger...</span>", \
"<span class='userdanger'>[user] points [src] at your head, ready to pull the trigger...</span>")
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 class='notice'>[user] decided not to shoot.</span>")
else if(target && target.Adjacent(user))
target.visible_message("<span class='notice'>[user] has decided to spare [target]</span>", "<span class='notice'>[user] has decided to spare your life!</span>")
semicd = FALSE
return
semicd = FALSE
target.visible_message("<span class='warning'>[user] pulls the trigger!</span>", "<span class='userdanger'>[(user == target) ? "You pull" : "[user] pulls"] the trigger!</span>")
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