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- Replaced them with a whole range of inventory slot flags. These now govern whether an item can or can't be placed in a certain inventory slot. See setup.dm for information on the flags. These flags only affect humans tho, as humans are the only beings with an inventory to talk of. - Standardized some gun code and some other pieces of code as I came accross them. I hate indented variable definitions! This commit should not bring any change whatsoever to the game from a player's perspective. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3659 316c924e-a436-60f5-8080-3fe189b3f50e
206 lines
6.3 KiB
Plaintext
206 lines
6.3 KiB
Plaintext
/obj/item/weapon/gun
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name = "gun"
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desc = "Its a gun. It's pretty terrible, though."
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icon = 'gun.dmi'
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icon_state = "detective"
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item_state = "gun"
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flags = FPRINT | TABLEPASS | CONDUCT | USEDELAY
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slot_flags = SLOT_BELT
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m_amt = 2000
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w_class = 3.0
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throwforce = 5
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throw_speed = 4
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throw_range = 5
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force = 5.0
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origin_tech = "combat=1"
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var/fire_sound = 'Gunshot.ogg'
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var/obj/item/projectile/in_chamber = null
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var/caliber = ""
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var/silenced = 0
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var/recoil = 0
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var/ejectshell = 1
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proc/load_into_chamber()
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return
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proc/special_check(var/mob/M)
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return
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load_into_chamber()
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return 0
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special_check(var/mob/M) //Placeholder for any special checks, like detective's revolver.
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return 1
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emp_act(severity)
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for(var/obj/O in contents)
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O.emp_act(severity)
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/*
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New()
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spawn(15) // Hack, but I need to wait for sub-calls to load the gun before loading the chamber. 1.5 seconds should be fine.
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load_into_chamber()
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afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, inrange, params)//TODO: go over this
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if(inrange)
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if(!doafterattack(target , src))
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return //we're placing gun on a table or in backpack. What the fuck was the previous check?
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if(istype(target, /obj/machinery/recharger) && istype(src, /obj/item/weapon/gun/energy))
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return//Shouldnt flag take care of this?
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{R} */
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afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, flag, params)//TODO: go over this
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if(flag) return //we're placing gun on a table or in backpack
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if(istype(target, /obj/machinery/recharger) && istype(src, /obj/item/weapon/gun/energy)) return//Shouldnt flag take care of this?
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if(istype(user, /mob/living))
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var/mob/living/M = user
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if ((M.mutations & CLUMSY) && prob(50))
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M << "\red The [src.name] blows up in your face."
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M.take_organ_damage(0,20)
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M.drop_item()
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del(src)
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return
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/*
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attack(mob/M as mob, mob/user as mob)
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if(!in_chamber)
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if(!load_into_chamber())
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..() // No ammo, we're going to get bashy now.
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return// fuck you, guns. you stick to shooting when you have ammo
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New()
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spawn(15) // Hack, but I need to wait for sub-calls to load the gun before loading the chamber. 1.5 seconds should be fine.
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load_into_chamber()
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afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, inrange, params)//TODO: go over this
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if(inrange)
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if(!doafterattack(target , src))
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return //we're placing gun on a table or in backpack. What the fuck was the previous check?
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if(istype(target, /obj/machinery/recharger) && istype(src, /obj/item/weapon/gun/energy))
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return//Shouldnt flag take care of this?
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{R} */
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if (!user.IsAdvancedToolUser())
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user << "\red You don't have the dexterity to do this!"
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return
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add_fingerprint(user)
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var/turf/curloc = user.loc
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var/turf/targloc = get_turf(target)
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if (!istype(targloc) || !istype(curloc))
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return
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if(!special_check(user))
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return
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if(!load_into_chamber())
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user << "\red *click*";
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return
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if(!in_chamber)
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return
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in_chamber.firer = user
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in_chamber.def_zone = user.zone_sel.selecting
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/*
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if(user == target) // What the FUCK was this code? If shoot anything on the same tile, you're shooting yourself? What?
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if(!determination)
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user << "Are you really sure you want to shoot yourself? You put the gun against your head."
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determination = 1
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spawn(30)
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if(determination == 2)
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return
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determination = 0
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user << "You don't have the guts."
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return
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determination = 2
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if(silenced)
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playsound(user, fire_sound, 10, 1)
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else
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playsound(user, fire_sound, 50, 1)
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user.visible_message("\red [user.name] fires the [src.name] at their own head!", "\red You fire the [src.name] at yourself!", "\blue You hear a [istype(in_chamber, /obj/item/projectile/beam) ? "laser blast" : "gunshot"]!")
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in_chamber.def_zone = "head"
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in_chamber.damage *= 5
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user.bullet_act(in_chamber, in_chamber.def_zone)
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del(in_chamber)
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update_icon()
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return
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if(inrange)
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if(silenced)
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playsound(user, fire_sound, 10, 1)
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else
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playsound(user, fire_sound, 50, 1)
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if(ismob(target))
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user.visible_message("\red [user.name] shoots [target] point-blank in the [in_chamber.def_zone] with the [src.name]!", "\red You fire the [src.name] point-blank at [target]'s [in_chamber.def_zone]!", "\blue You hear a [istype(in_chamber, /obj/item/projectile/beam) ? "laser blast" : "gunshot"]!")
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else
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user.visible_message("\red [user.name] fires the [src.name] point-blank at [target]!", "\red You fire the [src.name] point-blank at [target]!", "\blue You hear a [istype(in_chamber, /obj/item/projectile/beam) ? "laser blast" : "gunshot"]!")
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in_chamber.damage *= 1.25
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target.bullet_act(in_chamber, in_chamber.def_zone)
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del(in_chamber)
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update_icon()
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return
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{R}*/
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if(targloc == curloc)
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/*
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if(silenced)
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playsound(user, fire_sound, 10, 1)
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else
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playsound(user, fire_sound, 50, 1)
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user.visible_message("\red [user.name] fires the [src.name] at themselves!", "\red You fire the [src.name] at yourself!", "\blue You hear a [istype(in_chamber, /obj/item/projectile/beam) ? "laser blast" : "gunshot"]!")
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{R}*/
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user.bullet_act(in_chamber)
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del(in_chamber)
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update_icon()
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return
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if(recoil)
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spawn()
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shake_camera(user, recoil + 1, recoil)
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if(silenced)
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playsound(user, fire_sound, 10, 1)
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else
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playsound(user, fire_sound, 50, 1)
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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"]!")
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in_chamber.original = targloc
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in_chamber.loc = get_turf(user)
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in_chamber.starting = get_turf(user)
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user.next_move = world.time + 4
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in_chamber.silenced = silenced
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in_chamber.current = curloc
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in_chamber.yo = targloc.y - curloc.y
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in_chamber.xo = targloc.x - curloc.x
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if(params)
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var/list/mouse_control = params2list(params)
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if(mouse_control["icon-x"])
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in_chamber.p_x = text2num(mouse_control["icon-x"])
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if(mouse_control["icon-y"])
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in_chamber.p_y = text2num(mouse_control["icon-y"])
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spawn()
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if(in_chamber)
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in_chamber.process()
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sleep(1)
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in_chamber = null
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update_icon()
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return
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