/obj/item/weapon/gun name = "gun" desc = "Its a gun. It's pretty terrible, though." icon = 'icons/obj/gun.dmi' icon_state = "detective" item_state = "gun" flags = FPRINT | TABLEPASS | CONDUCT | USEDELAY slot_flags = SLOT_BELT m_amt = 2000 w_class = 3.0 throwforce = 5 throw_speed = 4 throw_range = 5 force = 5.0 origin_tech = "combat=1" attack_verb = list("struck", "hit", "bashed") var/fire_sound = 'sound/weapons/Gunshot.ogg' var/obj/item/projectile/in_chamber = null var/caliber = "" var/silenced = 0 var/recoil = 0 var/ejectshell = 1 var/clumsy_check = 1 proc/load_into_chamber() return proc/special_check(var/mob/M) return load_into_chamber() return 0 special_check(var/mob/M) //Placeholder for any special checks, like detective's revolver. return 1 emp_act(severity) for(var/obj/O in contents) O.emp_act(severity) afterattack(atom/target as mob|obj|turf, mob/living/user as mob|obj, flag, params)//TODO: go over this if(flag) return //we're placing gun on a table or in backpack if(istype(target, /obj/machinery/recharger) && istype(src, /obj/item/weapon/gun/energy)) return//Shouldnt flag take care of this? //Exclude lasertag guns from the CLUMSY check. if(src.clumsy_check) if(istype(user, /mob/living)) var/mob/living/M = user if ((CLUMSY in M.mutations) && prob(50)) M << "\red The [src.name] blows up in your face." M.take_organ_damage(0,20) M.drop_item() del(src) return if (!user.IsAdvancedToolUser()) user << "\red You don't have the dexterity to do this!" return if(istype(user, /mob/living)) var/mob/living/M = user if (HULK in M.mutations) M << "\red Your meaty finger is much too large for the trigger guard!" return add_fingerprint(user) var/turf/curloc = user.loc var/turf/targloc = get_turf(target) if (!istype(targloc) || !istype(curloc)) return if(!special_check(user)) return if(!load_into_chamber()) user << "\red *click*"; return if(!in_chamber) return in_chamber.firer = user in_chamber.def_zone = user.zone_sel.selecting if(targloc == curloc) user.bullet_act(in_chamber) del(in_chamber) update_icon() return if(recoil) spawn() shake_camera(user, recoil + 1, recoil) if(silenced) playsound(user, fire_sound, 10, 1) else playsound(user, fire_sound, 50, 1) user.visible_message("\red [user.name] fires the [src.name]!", "\red You fire the [src.name]!", "\blue You hear a [istype(in_chamber, /obj/item/projectile/beam) ? "laser blast" : "gunshot"]!") in_chamber.original = target in_chamber.loc = get_turf(user) in_chamber.starting = get_turf(user) user.next_move = world.time + 4 in_chamber.silenced = silenced in_chamber.current = curloc in_chamber.yo = targloc.y - curloc.y in_chamber.xo = targloc.x - curloc.x if(params) var/list/mouse_control = params2list(params) if(mouse_control["icon-x"]) in_chamber.p_x = text2num(mouse_control["icon-x"]) if(mouse_control["icon-y"]) in_chamber.p_y = text2num(mouse_control["icon-y"]) spawn() if(in_chamber) in_chamber.process() sleep(1) in_chamber = null update_icon() return