diff --git a/code/modules/mob/living/silicon/robot/robot_modules.dm b/code/modules/mob/living/silicon/robot/robot_modules.dm
index a079a9985c..e304f13d1d 100644
--- a/code/modules/mob/living/silicon/robot/robot_modules.dm
+++ b/code/modules/mob/living/silicon/robot/robot_modules.dm
@@ -191,7 +191,7 @@
else if(istype(I, /obj/item/gun/energy))
var/obj/item/gun/energy/EG = I
if(EG.cell?.charge < EG.cell.maxcharge)
- var/obj/item/ammo_casing/energy/S = EG.ammo_type[EG.select]
+ var/obj/item/ammo_casing/energy/S = EG.ammo_type[EG.current_firemode_index]
EG.cell.give(S.e_cost * coeff)
if(!EG.chambered)
EG.recharge_newshot(TRUE)
diff --git a/code/modules/mob/living/simple_animal/hostile/mimic.dm b/code/modules/mob/living/simple_animal/hostile/mimic.dm
index bbdd7ab4b0..5e159e8517 100644
--- a/code/modules/mob/living/simple_animal/hostile/mimic.dm
+++ b/code/modules/mob/living/simple_animal/hostile/mimic.dm
@@ -197,8 +197,6 @@ GLOBAL_LIST_INIT(protected_objects, list(/obj/structure/table, /obj/structure/ca
return 0
return ..()
-
-
/mob/living/simple_animal/hostile/mimic/copy/ranged
var/obj/item/gun/TrueGun = null
var/obj/item/gun/magic/Zapstick
@@ -229,14 +227,13 @@ GLOBAL_LIST_INIT(protected_objects, list(/obj/structure/table, /obj/structure/ca
casingtype = initial(M.ammo_type)
if(istype(G, /obj/item/gun/energy))
Zapgun = G
- var/selectfiresetting = Zapgun.select
- var/obj/item/ammo_casing/energy/E = Zapgun.ammo_type[selectfiresetting]
+ var/obj/item/ammo_casing/energy/E = Zapgun.ammo_type[Zapgun.current_firemode_index]
projectiletype = initial(E.projectile_type)
/mob/living/simple_animal/hostile/mimic/copy/ranged/OpenFire(the_target)
if(Zapgun)
if(Zapgun.cell)
- var/obj/item/ammo_casing/energy/shot = Zapgun.ammo_type[Zapgun.select]
+ var/obj/item/ammo_casing/energy/shot = Zapgun.ammo_type[Zapgun.current_firemode_index]
if(Zapgun.cell.charge >= shot.e_cost)
Zapgun.cell.use(shot.e_cost)
Zapgun.update_icon()
diff --git a/code/modules/projectiles/ammunition/energy/plasma.dm b/code/modules/projectiles/ammunition/energy/plasma.dm
index 42b03e4245..c7e3820177 100644
--- a/code/modules/projectiles/ammunition/energy/plasma.dm
+++ b/code/modules/projectiles/ammunition/energy/plasma.dm
@@ -12,4 +12,4 @@
/obj/item/ammo_casing/energy/plasma/weak
projectile_type = /obj/item/projectile/plasma/weak
- e_cost = 100
\ No newline at end of file
+ e_cost = 100
diff --git a/code/modules/projectiles/gun.dm b/code/modules/projectiles/gun.dm
index 0c2b5e013e..f285248326 100644
--- a/code/modules/projectiles/gun.dm
+++ b/code/modules/projectiles/gun.dm
@@ -28,10 +28,19 @@
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
+
+ /// Weapon is burst fire if this is above 1
+ var/burst_size = 1
+ /// The time between shots in burst.
+ var/burst_shot_delay = 3
+ /// The time between firing actions, this means between bursts if this is burst weapon. The reason this is 0 is because you are still, by default, limited by clickdelay.
+ var/fire_delay = 0
+ /// Last world.time this was fired
+ var/last_fire = 0
+ /// Currently firing, whether or not it's a burst or not.
+ var/firing = FALSE
+ /// Used in gun-in-mouth execution/suicide and similar, while TRUE nothing should work on this like firing or modification and so on and so forth.
+ var/busy_action = FALSE
var/weapon_weight = WEAPON_LIGHT //currently only used for inaccuracy
var/spread = 0 //Spread induced by the gun itself.
var/burst_spread = 0 //Spread induced by the gun itself during burst fire per iteration. Only checked if spread is 0.
@@ -117,13 +126,12 @@
to_chat(user, "*click*")
playsound(src, "gun_dry_fire", 30, 1)
-
/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(isliving(user)) //CIT CHANGE - makes gun recoil cause staminaloss
- user.adjustStaminaLossBuffered(getstamcost(user)*(firing_burst && burst_size >= 2 ? 1/burst_size : 1)) //CIT CHANGE - ditto
+ user.adjustStaminaLossBuffered(getstamcost(user)*(firing && burst_size >= 2 ? 1/burst_size : 1)) //CIT CHANGE - ditto
if(suppressed)
playsound(user, fire_sound, 10, 1)
@@ -143,9 +151,12 @@
/obj/item/gun/afterattack(atom/target, mob/living/user, flag, params)
. = ..()
+ process_afterattack(target, user, flag, params)
+
+/obj/item/gun/proc/process_afterattack(atom/target, mob/living/user, flag, params)
if(!target)
return
- if(firing_burst)
+ if(firing)
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.
@@ -169,7 +180,6 @@
handle_suicide(user, target, params)
return
-
//Exclude lasertag guns from the TRAIT_CLUMSY check.
if(clumsy_check)
if(istype(user))
@@ -201,8 +211,6 @@
process_fire(target, user, TRUE, params, null, bonus_spread)
-
-
/obj/item/gun/can_trigger_gun(mob/living/user)
. = ..()
if(!.)
@@ -227,54 +235,29 @@
/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), 1)
- else //Smart spread
- sprd = round((((rand_spr/burst_size) * iteration) - (0.5 + (rand_spr * 0.25))) * (randomized_gun_spread + randomized_bonus_spread), 1)
- 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/on_cooldown()
+ return busy_action || firing || (last_fire + fire_delay > world.time)
/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)
+ if(on_cooldown())
return
+ firing = TRUE
+ . = do_fire(target, user, message, params, zone_override, bonus_spread)
+ firing = FALSE
+ last_fire = world.time
+ if(user)
+ user.update_inv_hands()
+ SEND_SIGNAL(user, COMSIG_LIVING_GUN_PROCESS_FIRE, target, params, zone_override)
+
+/obj/item/gun/proc/do_fire(atom/target, mob/living/user, message = TRUE, params, zone_override = "", bonus_spread = 0)
var/sprd = 0
var/randomized_gun_spread = 0
var/rand_spr = rand()
if(spread)
- randomized_gun_spread = rand(0, spread)
+ randomized_gun_spread = rand(0, spread)
else if(burst_size > 1 && burst_spread)
randomized_gun_spread = rand(0, burst_spread)
if(HAS_TRAIT(user, TRAIT_POOR_AIM)) //nice shootin' tex
@@ -282,9 +265,12 @@
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))
+ do_burst_shot(user, target, message, params, zone_override, sprd, randomized_gun_spread, randomized_bonus_spread, rand_spr, 1)
+ for(var/i in 2 to burst_size)
+ sleep(burst_shot_delay)
+ if(QDELETED(src))
+ break
+ do_burst_shot(user, target, message, params, zone_override, sprd, randomized_gun_spread, randomized_bonus_spread, rand_spr, i)
else
if(chambered)
sprd = round((rand() - 0.5) * DUALWIELD_PENALTY_EXTRA_MULTIPLIER * (randomized_gun_spread + randomized_bonus_spread))
@@ -302,21 +288,46 @@
return
process_chamber()
update_icon()
- semicd = TRUE
- addtimer(CALLBACK(src, .proc/reset_semicd), fire_delay)
- if(user)
- user.update_inv_hands()
- SEND_SIGNAL(user, COMSIG_LIVING_GUN_PROCESS_FIRE, target, params, zone_override)
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/proc/do_burst_shot(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)
+ firing = FALSE
+ return FALSE
+ if(!issilicon(user))
+ if(iteration > 1 && !(user.is_holding(src))) //for burst firing
+ firing = 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), 1)
+ else //Smart spread
+ sprd = round((((rand_spr/burst_size) * iteration) - (0.5 + (rand_spr * 0.25))) * (randomized_gun_spread + randomized_bonus_spread), 1)
+ before_firing(target,user)
+ if(!chambered.fire_casing(target, user, params, ,suppressed, zone_override, sprd, src))
+ shoot_with_empty_chamber(user)
+ firing = 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 = FALSE
+ else
+ shoot_with_empty_chamber(user)
+ firing = FALSE
+ return FALSE
+ process_chamber()
+ update_icon()
+ return TRUE
/obj/item/gun/attack(mob/M as mob, mob/user)
if(user.a_intent == INTENT_HARM) //Flogging
@@ -437,7 +448,7 @@
if(!ishuman(user) || !ishuman(target))
return
- if(semicd)
+ if(on_cooldown())
return
if(user == target)
@@ -447,7 +458,7 @@
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
+ busy_action = TRUE
if(!bypass_timer && (!do_mob(user, target, 120) || user.zone_selected != BODY_ZONE_PRECISE_MOUTH))
if(user)
@@ -455,10 +466,10 @@
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
+ busy_action = FALSE
return
- semicd = FALSE
+ busy_action = FALSE
target.visible_message("[user] pulls the trigger!", "[user] pulls the trigger!")
diff --git a/code/modules/projectiles/guns/ballistic/automatic.dm b/code/modules/projectiles/guns/ballistic/automatic.dm
index bcb212a031..0ff0c79f1e 100644
--- a/code/modules/projectiles/guns/ballistic/automatic.dm
+++ b/code/modules/projectiles/guns/ballistic/automatic.dm
@@ -5,7 +5,7 @@
var/automatic_burst_overlay = TRUE
can_suppress = TRUE
burst_size = 3
- fire_delay = 2
+ burst_shot_delay = 2
actions_types = list(/datum/action/item_action/toggle_firemode)
/obj/item/gun/ballistic/automatic/proto
@@ -77,11 +77,9 @@
/obj/item/gun/ballistic/automatic/proc/enable_burst()
burst_size = initial(burst_size)
- fire_delay = initial(fire_delay)
/obj/item/gun/ballistic/automatic/proc/disable_burst()
burst_size = 1
- fire_delay = 0
/obj/item/gun/ballistic/automatic/can_shoot()
return get_ammo()
@@ -100,7 +98,7 @@
item_state = "c20r"
mag_type = /obj/item/ammo_box/magazine/smgm45
fire_sound = 'sound/weapons/gunshot_smg.ogg'
- fire_delay = 2
+ burst_shot_delay = 2
burst_size = 2
pin = /obj/item/firing_pin/implant/pindicate
can_bayonet = TRUE
@@ -130,7 +128,7 @@
mag_type = /obj/item/ammo_box/magazine/wt550m9
can_suppress = FALSE
burst_size = 2
- fire_delay = 1
+ burst_shot_delay = 1
can_bayonet = TRUE
knife_x_offset = 25
knife_y_offset = 12
@@ -165,7 +163,7 @@
can_suppress = FALSE
var/obj/item/gun/ballistic/revolver/grenadelauncher/underbarrel
burst_size = 3
- fire_delay = 2
+ burst_shot_delay = 2
pin = /obj/item/firing_pin/implant/pindicate
/obj/item/gun/ballistic/automatic/m90/Initialize()
@@ -212,7 +210,6 @@
if(0)
select = 1
burst_size = initial(burst_size)
- fire_delay = initial(fire_delay)
to_chat(user, "You switch to [burst_size]-rnd burst.")
if(1)
select = 2
@@ -220,7 +217,6 @@
if(2)
select = 0
burst_size = 1
- fire_delay = 0
to_chat(user, "You switch to semi-auto.")
playsound(user, 'sound/weapons/empty.ogg', 100, 1)
update_icon()
@@ -237,7 +233,7 @@
fire_sound = 'sound/weapons/gunshot_smg.ogg'
can_suppress = FALSE
burst_size = 4
- fire_delay = 1
+ burst_shot_delay = 1
/obj/item/gun/ballistic/automatic/ar
name = "\improper NT-ARG 'Boarder'"
@@ -249,7 +245,7 @@
fire_sound = 'sound/weapons/gunshot_smg.ogg'
can_suppress = FALSE
burst_size = 3
- fire_delay = 1
+ burst_shot_delay = 1
// Bulldog shotgun //
@@ -264,7 +260,6 @@
fire_sound = 'sound/weapons/gunshot.ogg'
can_suppress = FALSE
burst_size = 1
- fire_delay = 0
pin = /obj/item/firing_pin/implant/pindicate
actions_types = list()
@@ -301,7 +296,7 @@
var/cover_open = FALSE
can_suppress = FALSE
burst_size = 3
- fire_delay = 1
+ burst_shot_delay = 1
spread = 7
pin = /obj/item/firing_pin/implant/pindicate
@@ -421,7 +416,7 @@
mag_type = /obj/item/ammo_box/magazine/recharge
fire_delay = 2
can_suppress = FALSE
- burst_size = 0
+ burst_size = 1
actions_types = list()
fire_sound = 'sound/weapons/laser.ogg'
casing_ejector = FALSE
diff --git a/code/modules/projectiles/guns/energy.dm b/code/modules/projectiles/guns/energy.dm
index eeea961037..e1b62620c7 100644
--- a/code/modules/projectiles/guns/energy.dm
+++ b/code/modules/projectiles/guns/energy.dm
@@ -1,3 +1,16 @@
+/*
+ * Energy guns that draw from a cell to fire.
+ *
+ * This is a bit weird but this is how it currently works:
+ * When switching shots, it clears the chamber, and loads the correct energy ammo casing if there is enough energy to fire it.
+ * If there's no projectile in the casing, it creates it now.
+ * Otherwise the chamber stays null.
+ * After firing, it actually deducts the energy and then clears the chamber and does the above again.
+ * It detects if a successful fire is done by checking if the chambered energy ammo casing still has its projectile intact.
+ *
+ * It might be good in the future to move away from ammo casinsgs and instead use a datum-firemode system, but that would make handling firing,
+ * which the casing does as of now, a little interesting to implement.
+ */
/obj/item/gun/energy
icon_state = "energy"
name = "energy gun"
@@ -7,8 +20,10 @@
var/obj/item/stock_parts/cell/cell //What type of power cell this uses
var/cell_type = /obj/item/stock_parts/cell
var/modifystate = 0
- var/list/ammo_type = list(/obj/item/ammo_casing/energy)
- var/select = 1 //The state of the select fire switch. Determines from the ammo_type list what kind of shot is fired next.
+ /// = TRUE/FALSE decides if the user can switch to it of their own accord
+ var/list/ammo_type = list(/obj/item/ammo_casing/energy = TRUE)
+ /// The index of the ammo_types/firemodes which we're using right now
+ var/current_firemode_index = 1
var/can_charge = 1 //Can it be charged in a recharger?
var/automatic_charge_overlays = TRUE //Do we handle overlays with base update_icon()?
var/charge_sections = 4
@@ -21,6 +36,9 @@
var/use_cyborg_cell = FALSE //whether the gun drains the cyborg user's cell instead, not to be confused with EGUN_SELFCHARGE_BORG
var/dead_cell = FALSE //set to true so the gun is given an empty cell
+ /// SET THIS TO TRUE IF YOU OVERRIDE altafterattack() or ANY right click action! If this is FALSE, the gun will show in examine its default right click behavior, which is to switch modes.
+ var/right_click_overridden = FALSE
+
/obj/item/gun/energy/emp_act(severity)
. = ..()
if(!(. & EMP_PROTECT_CONTENTS))
@@ -46,16 +64,6 @@
START_PROCESSING(SSobj, src)
update_icon()
-/obj/item/gun/energy/proc/update_ammo_types()
- var/obj/item/ammo_casing/energy/shot
- for (var/i = 1, i <= ammo_type.len, i++)
- var/shottype = ammo_type[i]
- shot = new shottype(src)
- ammo_type[i] = shot
- shot = ammo_type[select]
- fire_sound = shot.fire_sound
- fire_delay = shot.delay
-
/obj/item/gun/energy/Destroy()
if(flags_1 & INITIALIZED_1)
QDEL_NULL(cell)
@@ -63,6 +71,11 @@
STOP_PROCESSING(SSobj, src)
return ..()
+/obj/item/gun/energy/examine(mob/user)
+ . = ..()
+ if(!right_click_overridden)
+ . += "Right click in combat mode to switch modes."
+
/obj/item/gun/energy/process()
if(selfcharge && cell?.charge < cell.maxcharge)
charge_tick++
@@ -83,13 +96,14 @@
recharge_newshot(TRUE)
update_icon()
-/obj/item/gun/energy/attack_self(mob/living/user as mob)
- if(ammo_type.len > 1)
+// ATTACK SELF IGNORING PARENT RETURN VALUE
+/obj/item/gun/energy/attack_self(mob/living/user)
+ . = ..()
+ if(can_select_fire(user))
select_fire(user)
- update_icon()
/obj/item/gun/energy/can_shoot()
- var/obj/item/ammo_casing/energy/shot = ammo_type[select]
+ var/obj/item/ammo_casing/energy/shot = ammo_type[current_firemode_index]
return !QDELETED(cell) ? (cell.charge >= shot.e_cost) : FALSE
/obj/item/gun/energy/recharge_newshot(no_cyborg_drain)
@@ -99,11 +113,11 @@
if(iscyborg(loc))
var/mob/living/silicon/robot/R = loc
if(R.cell)
- var/obj/item/ammo_casing/energy/shot = ammo_type[select] //Necessary to find cost of shot
+ var/obj/item/ammo_casing/energy/shot = ammo_type[current_firemode_index] //Necessary to find cost of shot
if(R.cell.use(shot.e_cost)) //Take power from the borg...
cell.give(shot.e_cost) //... to recharge the shot
if(!chambered)
- var/obj/item/ammo_casing/energy/AC = ammo_type[select]
+ var/obj/item/ammo_casing/energy/AC = ammo_type[current_firemode_index]
if(cell.charge >= AC.e_cost) //if there's enough power in the cell cell...
chambered = AC //...prepare a new shot based on the current ammo type selected
if(!chambered.BB)
@@ -116,29 +130,104 @@
chambered = null //either way, released the prepared shot
recharge_newshot() //try to charge a new shot
-/obj/item/gun/energy/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
+/obj/item/gun/energy/do_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
if(!chambered && can_shoot())
process_chamber() // If the gun was drained and then recharged, load a new shot.
return ..()
-/obj/item/gun/energy/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)
+/obj/item/gun/energy/do_burst_shot(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(!chambered && can_shoot())
process_chamber() // Ditto.
return ..()
-/obj/item/gun/energy/proc/select_fire(mob/living/user)
- select++
- if (select > ammo_type.len)
- select = 1
- var/obj/item/ammo_casing/energy/shot = ammo_type[select]
- fire_sound = shot.fire_sound
- fire_delay = shot.delay
- if (shot.select_name)
- to_chat(user, "[src] is now set to [shot.select_name].")
- chambered = null
- recharge_newshot(TRUE)
+// Firemodes/Ammotypes
+
+/obj/item/gun/energy/proc/update_ammo_types()
+ var/obj/item/ammo_casing/energy/C
+ for(var/i in 1 to length(ammo_type))
+ var/v = ammo_type[i]
+ var/user_can_select = ammo_type[v]
+ if(istype(v, /obj/item/ammo_casing/energy)) //already set
+ ammo_type[v] = isnull(user_can_select)? TRUE : user_can_select
+ else
+ C = new v //if you put non energycasing/type stuff in here you deserve the runtime
+ ammo_type[i] = C
+ ammo_type[C] = isnull(user_can_select)? TRUE : user_can_select
+ set_firemode_index(initial(current_firemode_index))
+
+/obj/item/gun/energy/proc/set_firemode_index(index, mob/user_for_feedback)
+ chambered = null //unchamber whatever we have chambered
+ if(index > length(ammo_type))
+ index = 1
+ else if(index < 1)
+ index = length(ammo_type)
+ var/obj/item/ammo_casing/energy/C = ammo_type[index] //energy weapons should not have no casings, if it does you deserve the runtime.
+ current_firemode_index = index
+ fire_sound = C.fire_sound
+ fire_delay = C.delay
+ if(user_for_feedback)
+ to_chat(user_for_feedback, "[src] is now set to [C.select_name || C].")
+ post_set_firemode()
update_icon(TRUE)
- return
+
+/obj/item/gun/energy/proc/post_set_firemode(recharge_newshot = TRUE)
+ if(recharge_newshot)
+ recharge_newshot(TRUE)
+
+/obj/item/gun/energy/proc/set_firemode_to_next(mob/user_for_feedback)
+ return set_firemode_index(++current_firemode_index, user_for_feedback)
+
+/obj/item/gun/energy/proc/set_firemode_to_prev(mob/user_for_feedback)
+ return set_firemode_index(--current_firemode_index, user_for_feedback)
+
+/obj/item/gun/energy/proc/get_firemode_index(casing_type)
+ var/obj/item/ammo_casing/energy/E = locate(casing_type) in ammo_type
+ if(E)
+ return ammo_type.Find(E)
+
+/obj/item/gun/energy/proc/set_firemode_to_type(casing_type)
+ var/index = get_firemode_index(casing_type)
+ if(index)
+ set_firemode_index(index)
+
+/// This is the proc used in general for when a user switches firemodes. Just goes to next firemode by default.
+/obj/item/gun/energy/proc/select_fire(mob/living/user)
+ return user_set_firemode_to_next(user)
+
+/obj/item/gun/energy/proc/can_select_fire(mob/living/user)
+ return TRUE
+
+#define INCREMENT_OR_WRAP(i) i = (i >= length(ammo_type))? 1 : (i + 1)
+#define DECREMENT_OR_WRAP(i) i = (i <= 1)? length(ammo_type) : (i - 1)
+#define IS_VALID_INDEX(i) (ammo_type[ammo_type[i]])
+/obj/item/gun/energy/proc/user_set_firemode_to_next(mob/user_for_feedback)
+ var/current_index = current_firemode_index
+ var/new_index = current_index
+ INCREMENT_OR_WRAP(new_index)
+ if(!IS_VALID_INDEX(new_index))
+ var/initial_index = new_index
+ while(!IS_VALID_INDEX(new_index) && (new_index != initial_index))
+ new_index = INCREMENT_OR_WRAP(new_index)
+ if(initial_index == new_index) //cycled through without finding another
+ new_index = current_index
+
+ set_firemode_index(new_index, user_for_feedback)
+
+/obj/item/gun/energy/proc/user_set_firemode_to_prev(mob/user_for_feedback)
+ var/current_index = current_firemode_index
+ var/new_index = current_index
+ DECREMENT_OR_WRAP(new_index)
+ if(!IS_VALID_INDEX(new_index))
+ var/initial_index = new_index
+ while(!IS_VALID_INDEX(new_index) && (new_index != initial_index))
+ new_index = DECREMENT_OR_WRAP(new_index)
+ if(initial_index == new_index) //cycled through without finding another
+ new_index = current_index
+
+ set_firemode_index(new_index, user_for_feedback)
+#undef INCREMENT_OR_WRAP
+#undef DECREMENT_OR_WRAP
+#undef IS_VALID_INDEX
/obj/item/gun/energy/update_icon(force_update)
if(QDELETED(src))
@@ -158,7 +247,7 @@
if(!initial(item_state))
itemState = icon_state
if (modifystate)
- var/obj/item/ammo_casing/energy/shot = ammo_type[select]
+ var/obj/item/ammo_casing/energy/shot = ammo_type[current_firemode_index]
add_overlay("[icon_state]_[shot.select_name]")
iconState += "_[shot.select_name]"
if(itemState)
@@ -177,6 +266,9 @@
if(itemState)
itemState += "[ratio]"
item_state = itemState
+ if(ismob(loc)) //forces inhands to update
+ var/mob/M = loc
+ M.update_inv_hands()
/obj/item/gun/energy/suicide_act(mob/living/user)
if (istype(user) && can_shoot() && can_trigger_gun(user) && user.get_bodypart(BODY_ZONE_HEAD))
@@ -186,7 +278,7 @@
user.visible_message("[user] melts [user.p_their()] face off with [src]!")
playsound(loc, fire_sound, 50, 1, -1)
playsound(src, 'sound/weapons/dink.ogg', 30, 1)
- var/obj/item/ammo_casing/energy/shot = ammo_type[select]
+ var/obj/item/ammo_casing/energy/shot = ammo_type[current_firemode_index]
cell.use(shot.e_cost)
update_icon()
return(FIRELOSS)
@@ -208,13 +300,12 @@
STOP_PROCESSING(SSobj, src)
. = ..()
-
/obj/item/gun/energy/ignition_effect(atom/A, mob/living/user)
- if(!can_shoot() || !ammo_type[select])
+ if(!can_shoot() || !ammo_type[current_firemode_index])
shoot_with_empty_chamber()
. = ""
else
- var/obj/item/ammo_casing/energy/E = ammo_type[select]
+ var/obj/item/ammo_casing/energy/E = ammo_type[current_firemode_index]
var/obj/item/projectile/energy/BB = E.BB
if(!BB)
. = ""
@@ -236,3 +327,9 @@
playsound(user, BB.hitsound, 50, 1)
cell.use(E.e_cost)
. = "[user] casually lights their [A.name] with [src]. Damn."
+
+/obj/item/gun/energy/altafterattack(atom/target, mob/user, proximity_flags, params)
+ if(!right_click_overridden)
+ select_fire(user)
+ return TRUE
+ return ..()
diff --git a/code/modules/projectiles/guns/energy/laser.dm b/code/modules/projectiles/guns/energy/laser.dm
index 32f3416faf..f45b5a29ba 100644
--- a/code/modules/projectiles/guns/energy/laser.dm
+++ b/code/modules/projectiles/guns/energy/laser.dm
@@ -202,7 +202,7 @@
if(!ishuman(user) || !ishuman(target))
return
- if(semicd)
+ if(on_cooldown())
return
if(user == target)
@@ -212,7 +212,7 @@
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
+ busy_action = TRUE
if(!bypass_timer && (!do_mob(user, target, 120) || user.zone_selected != BODY_ZONE_PRECISE_MOUTH))
if(user)
@@ -220,10 +220,10 @@
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
+ busy_action = FALSE
return
- semicd = FALSE
+ busy_action = FALSE
target.visible_message("[user] pulls the trigger!", "[user] pulls the trigger!")
diff --git a/code/modules/projectiles/guns/energy/special.dm b/code/modules/projectiles/guns/energy/special.dm
index f0b38f2d4e..9c6ec446bb 100644
--- a/code/modules/projectiles/guns/energy/special.dm
+++ b/code/modules/projectiles/guns/energy/special.dm
@@ -36,7 +36,7 @@
/obj/item/gun/energy/decloner/update_icon()
..()
- var/obj/item/ammo_casing/energy/shot = ammo_type[select]
+ var/obj/item/ammo_casing/energy/shot = ammo_type[current_firemode_index]
if(!QDELETED(cell) && (cell.charge > shot.e_cost))
add_overlay("decloner_spin")
@@ -185,7 +185,7 @@
var/atmos_link = FALSE
/obj/item/gun/energy/wormhole_projector/update_icon()
- icon_state = "[initial(icon_state)][select]"
+ icon_state = "[initial(icon_state)][current_firemode_index]"
item_state = icon_state
/obj/item/gun/energy/wormhole_projector/update_ammo_types()
@@ -320,7 +320,7 @@
/obj/item/gun/energy/emitter/update_icon()
..()
- var/obj/item/ammo_casing/energy/shot = ammo_type[select]
+ var/obj/item/ammo_casing/energy/shot = ammo_type[current_firemode_index]
if(!QDELETED(cell) && (cell.charge > shot.e_cost))
add_overlay("emitter_carbine_empty")
else
diff --git a/modular_citadel/code/modules/projectiles/guns/pumpenergy.dm b/modular_citadel/code/modules/projectiles/guns/pumpenergy.dm
index 47de736c3b..f7c0b343c3 100644
--- a/modular_citadel/code/modules/projectiles/guns/pumpenergy.dm
+++ b/modular_citadel/code/modules/projectiles/guns/pumpenergy.dm
@@ -46,34 +46,22 @@
cell.use(shot.e_cost)//... drain the cell cell
chambered = 0 //either way, released the prepared shot
-/obj/item/gun/energy/pumpaction/select_fire(mob/living/user) //makes it so that it doesn't rack itself when changing firing modes unless already racked
- select++
- if (select > ammo_type.len)
- select = 1
- var/obj/item/ammo_casing/energy/shot = ammo_type[select]
- fire_sound = shot.fire_sound
- fire_delay = shot.delay
- if (shot.select_name)
- to_chat(user, "[src] is now set to [shot.select_name].")
- if(chambered)
- chambered = 0
- recharge_newshot(1)
- update_icon()
- if(ismob(loc)) //forces inhands to update
- var/mob/M = loc
- M.update_inv_hands()
- return
+/obj/item/gun/energy/pumpaction/post_set_firemode()
+ var/has_shot = chambered
+ . = ..(recharge_newshot = FALSE)
+ if(has_shot)
+ recharge_newshot(TRUE)
/obj/item/gun/energy/pumpaction/update_icon() //adds racked indicators
..()
- var/obj/item/ammo_casing/energy/shot = ammo_type[select]
+ var/obj/item/ammo_casing/energy/shot = ammo_type[current_firemode_index]
if(chambered)
add_overlay("[icon_state]_rack_[shot.select_name]")
else
add_overlay("[icon_state]_rack_empty")
/obj/item/gun/energy/pumpaction/proc/pump(mob/M) //pumping proc. Checks if the gun is empty and plays a different sound if it is.
- var/obj/item/ammo_casing/energy/shot = ammo_type[select]
+ var/obj/item/ammo_casing/energy/shot = ammo_type[current_firemode_index]
if(cell.charge < shot.e_cost)
playsound(M, 'sound/weapons/laserPumpEmpty.ogg', 100, 1) //Ends with three beeps made from highly processed knife honing noises
else
@@ -102,7 +90,7 @@
/obj/item/gun/energy/pumpaction/worn_overlays(isinhands, icon_file, style_flags = NONE) //ammo counter for inhands
. = ..()
var/ratio = CEILING((cell.charge / cell.maxcharge) * charge_sections, 1)
- var/obj/item/ammo_casing/energy/shot = ammo_type[select]
+ var/obj/item/ammo_casing/energy/shot = ammo_type[current_firemode_index]
if(isinhands)
if(cell.charge < shot.e_cost)
var/mutable_appearance/ammo_inhand = mutable_appearance(icon_file, "[item_state]_empty")