separate this a bit
This commit is contained in:
@@ -37,8 +37,8 @@
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var/fire_delay = 0
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/// Last world.time this was fired
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var/last_fire = 0
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/// don't fire two bursts at the same time
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var/firing_burst = FALSE
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/// Currently firing, whether or not it's a burst or not.
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var/firing = FALSE
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/// 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.
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var/busy_action = FALSE
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var/weapon_weight = WEAPON_LIGHT //currently only used for inaccuracy
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@@ -124,7 +124,7 @@
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shake_camera(user, recoil + 1, recoil)
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if(isliving(user)) //CIT CHANGE - makes gun recoil cause staminaloss
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user.adjustStaminaLossBuffered(getstamcost(user)*(firing_burst && burst_size >= 2 ? 1/burst_size : 1)) //CIT CHANGE - ditto
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user.adjustStaminaLossBuffered(getstamcost(user)*(firing && burst_size >= 2 ? 1/burst_size : 1)) //CIT CHANGE - ditto
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if(suppressed)
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playsound(user, fire_sound, 10, 1)
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@@ -149,7 +149,7 @@
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/obj/item/gun/proc/process_afterattack(atom/target, mob/living/user, flag, params)
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if(!target)
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return
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if(firing_burst)
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if(firing)
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return
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if(flag) //It's adjacent, is the user, or is on the user's person
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if(target in user.contents) //can't shoot stuff inside us.
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@@ -229,51 +229,20 @@
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return
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/obj/item/gun/proc/on_cooldown()
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return busy_action || firing_burst || (last_fire > world.time + fire_delay)
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/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)
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if(!user || !firing_burst)
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firing_burst = FALSE
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return FALSE
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if(!issilicon(user))
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if(iteration > 1 && !(user.is_holding(src))) //for burst firing
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firing_burst = FALSE
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return FALSE
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if(chambered && chambered.BB)
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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.
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if(chambered.harmful) // Is the bullet chambered harmful?
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to_chat(user, "<span class='notice'> [src] is lethally chambered! You don't want to risk harming anyone...</span>")
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return
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if(randomspread)
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sprd = round((rand() - 0.5) * DUALWIELD_PENALTY_EXTRA_MULTIPLIER * (randomized_gun_spread + randomized_bonus_spread), 1)
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else //Smart spread
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sprd = round((((rand_spr/burst_size) * iteration) - (0.5 + (rand_spr * 0.25))) * (randomized_gun_spread + randomized_bonus_spread), 1)
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if(!chambered.fire_casing(target, user, params, ,suppressed, zone_override, sprd, src))
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shoot_with_empty_chamber(user)
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firing_burst = FALSE
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return FALSE
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else
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if(get_dist(user, target) <= 1) //Making sure whether the target is in vicinity for the pointblank shot
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shoot_live_shot(user, 1, target, message)
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else
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shoot_live_shot(user, 0, target, message)
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if (iteration >= burst_size)
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firing_burst = FALSE
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else
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shoot_with_empty_chamber(user)
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firing_burst = FALSE
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return FALSE
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process_chamber()
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update_icon()
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return TRUE
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return busy_action || firing || (last_fire > world.time + fire_delay)
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/obj/item/gun/proc/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
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add_fingerprint(user)
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if(on_cooldown())
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return
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firing = TRUE
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. = do_fire(target, user, message, params, zone_override, bonus_spread)
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firing = FALSE
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last_fire = world.time
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/obj/item/gun/proc/do_fire(atom/target, mob/living/user, message = TRUE, params, zone_override = "", bonus_spread = 0)
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set waitfor = FALSE
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var/sprd = 0
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var/randomized_gun_spread = 0
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var/rand_spr = rand()
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@@ -286,13 +255,12 @@
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var/randomized_bonus_spread = rand(0, bonus_spread)
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if(burst_size > 1)
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firing_burst = TRUE
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process_burst(user, target, message, params, zone_override, sprd, randomized_gun_spread, randomized_bonus_spread, rand_spr, 1)
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do_burst_shot(user, target, message, params, zone_override, sprd, randomized_gun_spread, randomized_bonus_spread, rand_spr, 1)
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for(var/i in 2 to burst_size)
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sleep(burst_shot_delay)
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if(QDELETED(src))
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break
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process_burst(user, target, message, params, zone_override, sprd, randomized_gun_spread, randomized_bonus_spread, rand_spr, i)
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do_burst_shot(user, target, message, params, zone_override, sprd, randomized_gun_spread, randomized_bonus_spread, rand_spr, i)
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else
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if(chambered)
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sprd = round((rand() - 0.5) * DUALWIELD_PENALTY_EXTRA_MULTIPLIER * (randomized_gun_spread + randomized_bonus_spread))
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@@ -310,14 +278,49 @@
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process_chamber()
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update_icon()
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last_fire = world.time
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if(user)
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user.update_inv_hands()
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SEND_SIGNAL(user, COMSIG_LIVING_GUN_PROCESS_FIRE, target, params, zone_override)
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SSblackbox.record_feedback("tally", "gun_fired", 1, type)
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return TRUE
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/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)
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if(!user || !firing)
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firing = FALSE
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return FALSE
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if(!issilicon(user))
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if(iteration > 1 && !(user.is_holding(src))) //for burst firing
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firing = FALSE
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return FALSE
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if(chambered && chambered.BB)
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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.
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if(chambered.harmful) // Is the bullet chambered harmful?
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to_chat(user, "<span class='notice'> [src] is lethally chambered! You don't want to risk harming anyone...</span>")
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return
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if(randomspread)
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sprd = round((rand() - 0.5) * DUALWIELD_PENALTY_EXTRA_MULTIPLIER * (randomized_gun_spread + randomized_bonus_spread), 1)
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else //Smart spread
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sprd = round((((rand_spr/burst_size) * iteration) - (0.5 + (rand_spr * 0.25))) * (randomized_gun_spread + randomized_bonus_spread), 1)
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if(!chambered.fire_casing(target, user, params, ,suppressed, zone_override, sprd, src))
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shoot_with_empty_chamber(user)
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firing = FALSE
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return FALSE
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else
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if(get_dist(user, target) <= 1) //Making sure whether the target is in vicinity for the pointblank shot
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shoot_live_shot(user, 1, target, message)
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else
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shoot_live_shot(user, 0, target, message)
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if (iteration >= burst_size)
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firing = FALSE
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else
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shoot_with_empty_chamber(user)
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firing = FALSE
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return FALSE
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process_chamber()
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update_icon()
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return TRUE
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/obj/item/gun/attack(mob/M as mob, mob/user)
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if(user.a_intent == INTENT_HARM) //Flogging
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if(bayonet)
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@@ -206,6 +206,9 @@
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var/initial_index = new_index
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while(!IS_VALID_INDEX(new_index) && (new_index != initial_index))
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new_index = INCREMENT_OR_WRAP(new_index)
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if(initial_index == new_index) //cycled through without finding another
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new_index = current_index
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set_firemode_index(new_index, user_for_feedback)
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/obj/item/gun/energy/proc/user_set_firemode_to_prev(mob/user_for_feedback)
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@@ -216,6 +219,9 @@
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var/initial_index = new_index
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while(!IS_VALID_INDEX(new_index) && (new_index != initial_index))
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new_index = DECREMENT_OR_WRAP(new_index)
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if(initial_index == new_index) //cycled through without finding another
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new_index = current_index
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set_firemode_index(new_index, user_for_feedback)
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#undef INCREMENT_OR_WRAP
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#undef DECREMENT_OR_WRAP
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@@ -27,14 +27,14 @@
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var/altfire_delay = 40
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/obj/item/gun/energy/e_gun/advtaser/altafterattack(atom/target, mob/user, proximity_flag, params)
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. = TRUE
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if(last_altfire > world.time + altfire_delay)
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return FALSE
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return
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var/current_index = current_firemode_index
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set_firemode_to_type(/obj/item/ammo_casing/energy/electrode)
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process_afterattack(target, user, proximity_flag, params)
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set_firemode_index(current_index)
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last_altfire = world.time
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return TRUE
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/obj/item/gun/energy/e_gun/advtaser/cyborg
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name = "cyborg taser"
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