Files
vgstation13/code/modules/projectiles/gun.dm
giacomand@gmail.com dd8d1f6ac2 -You can now target non-dense objects with a projectile.
-Added bullet_acts for computers, canisters and windoors.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4953 316c924e-a436-60f5-8080-3fe189b3f50e
2012-10-24 21:56:00 +00:00

132 lines
3.3 KiB
Plaintext

/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