Merge pull request #15848 from shellspeed1/full-auto-port-from-tg-Credit-to-Fikou
Port of a bunch of stuff to update guns at this point because we have a bunch of stuff we are missing.
This commit is contained in:
@@ -206,6 +206,19 @@
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///Time to spend without clicking on other things required for your shots to become accurate.
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#define GUN_AIMING_TIME (2 SECONDS)
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//Autofire component
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/// Compatible firemode is in the gun. Wait until it's held in the user hands.
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#define AUTOFIRE_STAT_IDLE (1<<0)
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/// Gun is active and in the user hands. Wait until user does a valid click.
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#define AUTOFIRE_STAT_ALERT (1<<1)
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/// Gun is shooting.
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#define AUTOFIRE_STAT_FIRING (1<<2)
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#define COMSIG_AUTOFIRE_ONMOUSEDOWN "autofire_onmousedown"
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#define COMPONENT_AUTOFIRE_ONMOUSEDOWN_BYPASS (1<<0)
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#define COMSIG_AUTOFIRE_SHOT "autofire_shot"
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#define COMPONENT_AUTOFIRE_SHOT_SUCCESS (1<<0)
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//Object/Item sharpness
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#define SHARP_NONE 0
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#define SHARP_EDGED 1
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@@ -261,3 +274,4 @@
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* a "inefficiently" prefix will be added to the message.
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*/
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#define FEEBLE_ATTACK_MSG_THRESHOLD 0.5
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@@ -321,6 +321,12 @@
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///from base of mob/AltClickOn(): (atom/A)
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#define COMSIG_MOB_ALTCLICKON "mob_altclickon"
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//Gun signals
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///When a gun is switched to automatic fire mode
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#define COMSIG_GUN_AUTOFIRE_SELECTED "gun_autofire_selected"
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///When a gun is switched off of automatic fire mode
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#define COMSIG_GUN_AUTOFIRE_DESELECTED "gun_autofire_deselected"
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// Lighting:
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///from base of [atom/proc/set_light]: (l_range, l_power, l_color, l_on)
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#define COMSIG_ATOM_SET_LIGHT "atom_set_light"
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@@ -348,12 +354,22 @@
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#define COMSIG_ATOM_UPDATE_LIGHT_FLAGS "atom_update_light_flags"
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// /client signals
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#define COMSIG_MOB_CLIENT_LOGIN "mob_client_login" //sent when a mob/login() finishes: (client)
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#define COMSIG_MOB_CLIENT_LOGOUT "mob_client_logout" //sent when a mob/logout() starts: (client)
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#define COMSIG_MOB_CLIENT_MOVE "mob_client_move" //sent when client/Move() finishes with no early returns: (client, direction, n, oldloc)
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#define COMSIG_MOB_CLIENT_CHANGE_VIEW "mob_client_change_view" //from base of /client/change_view(): (client, old_view, view)
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#define COMSIG_MOB_CLIENT_MOUSEMOVE "mob_client_mousemove" //from base of /client/MouseMove(): (object, location, control, params)
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///sent when a mob/login() finishes: (client)
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#define COMSIG_MOB_CLIENT_LOGIN "comsig_mob_client_login"
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//from base of client/MouseDown(): (/client, object, location, control, params)
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#define COMSIG_CLIENT_MOUSEDOWN "client_mousedown"
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//from base of client/MouseUp(): (/client, object, location, control, params)
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#define COMSIG_CLIENT_MOUSEUP "client_mouseup"
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#define COMPONENT_CLIENT_MOUSEUP_INTERCEPT (1<<0)
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//from base of client/MouseUp(): (/client, object, location, control, params)
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#define COMSIG_CLIENT_MOUSEDRAG "client_mousedrag"
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// /mob/living signals
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#define COMSIG_LIVING_REGENERATE_LIMBS "living_regenerate_limbs" //from base of /mob/living/regenerate_limbs(): (noheal, excluded_limbs)
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#define COMSIG_LIVING_RESIST "living_resist" //from base of mob/living/resist() (/mob/living)
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3
code/__DEFINES/gun.dm
Normal file
3
code/__DEFINES/gun.dm
Normal file
@@ -0,0 +1,3 @@
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#define SELECT_SEMI_AUTOMATIC 1
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#define SELECT_BURST_SHOT 2
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#define SELECT_FULLY_AUTOMATIC 3
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@@ -388,6 +388,23 @@ GLOBAL_LIST_INIT(pda_reskins, list(PDA_SKIN_CLASSIC = 'icons/obj/pda.dmi', PDA_S
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#define BEAT_SLOW 2
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#define BEAT_NONE 0
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//Mouse buttons pressed/held/released
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#define RIGHT_CLICK "right"
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#define MIDDLE_CLICK "middle"
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#define LEFT_CLICK "left"
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//Keys held down during the mouse action
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#define CTRL_CLICK "ctrl"
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#define ALT_CLICK "alt"
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#define SHIFT_CLICK "shift"
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//Pixel coordinates within the icon, in the icon's coordinate space
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#define ICON_X "icon-x"
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#define ICON_Y "icon-y"
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//Pixel coordinates in screen_loc format ("[tile_x]:[pixel_x],[tile_y]:[pixel_y]")
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#define SCREEN_LOC "screen-loc"
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//https://secure.byond.com/docs/ref/info.html#/atom/var/mouse_opacity
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#define MOUSE_OPACITY_TRANSPARENT 0
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#define MOUSE_OPACITY_ICON 1
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@@ -673,6 +673,27 @@ Turf and target are separate in case you want to teleport some distance from a t
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if(final_x || final_y)
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return locate(final_x, final_y, T.z)
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///Returns a turf based on text inputs, original turf and viewing client
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/proc/parse_caught_click_modifiers(list/modifiers, turf/origin, client/viewing_client)
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if(!modifiers)
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return null
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var/screen_loc = splittext(LAZYACCESS(modifiers, SCREEN_LOC), ",")
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var/list/actual_view = getviewsize(viewing_client ? viewing_client.view : world.view)
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var/click_turf_x = splittext(screen_loc[1], ":")
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var/click_turf_y = splittext(screen_loc[2], ":")
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var/click_turf_z = origin.z
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var/click_turf_px = text2num(click_turf_x[2])
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var/click_turf_py = text2num(click_turf_y[2])
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click_turf_x = origin.x + text2num(click_turf_x[1]) - round(actual_view[1] / 2) - 1
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click_turf_y = origin.y + text2num(click_turf_y[1]) - round(actual_view[2] / 2) - 1
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var/turf/click_turf = locate(clamp(click_turf_x, 1, world.maxx), clamp(click_turf_y, 1, world.maxy), click_turf_z)
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LAZYSET(modifiers, ICON_X, "[(click_turf_px - click_turf.pixel_x) + ((click_turf_x - click_turf.x) * world.icon_size)]")
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LAZYSET(modifiers, ICON_Y, "[(click_turf_py - click_turf.pixel_y) + ((click_turf_y - click_turf.y) * world.icon_size)]")
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return click_turf
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//Finds the distance between two atoms, in pixels
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//centered = FALSE counts from turf edge to edge
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//centered = TRUE counts from turf center to turf center
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@@ -23,23 +23,31 @@
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SEND_SIGNAL(src, COMSIG_MOUSEDROPPED_ONTO, dropping, user)
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return
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/client/MouseDown(object, location, control, params)
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if (mouse_down_icon)
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/client/MouseDown(datum/object, location, control, params)
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if(!control)
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return
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if(QDELETED(object)) //Yep, you can click on qdeleted things before they have time to nullspace. Fun.
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return
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SEND_SIGNAL(src, COMSIG_CLIENT_MOUSEDOWN, object, location, control, params)
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if(mouse_down_icon)
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mouse_pointer_icon = mouse_down_icon
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var/delay = mob.CanMobAutoclick(object, location, params)
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if(delay)
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selected_target[1] = object
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selected_target[2] = params
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while(selected_target[1])
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Click(selected_target[1], location, control, selected_target[2], TRUE)
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Click(selected_target[1], location, control, selected_target[2])
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sleep(delay)
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active_mousedown_item = mob.canMobMousedown(object, location, params)
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if(active_mousedown_item)
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active_mousedown_item.onMouseDown(object, location, params, mob)
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/client/MouseUp(object, location, control, params)
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if (mouse_up_icon)
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if(!control)
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return
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if(SEND_SIGNAL(src, COMSIG_CLIENT_MOUSEUP, object, location, control, params) & COMPONENT_CLIENT_MOUSEUP_INTERCEPT)
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click_intercept_time = world.time
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if(mouse_up_icon)
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mouse_pointer_icon = mouse_up_icon
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selected_target[1] = null
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if(active_mousedown_item)
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@@ -74,9 +82,6 @@
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/obj/item/proc/onMouseUp(object, location, params, mob)
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return
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/obj/item/gun/CanItemAutoclick(object, location, params)
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. = automatic
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/atom/proc/IsAutoclickable()
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. = 1
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@@ -110,6 +115,7 @@
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selected_target[2] = params
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if(active_mousedown_item)
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active_mousedown_item.onMouseDrag(src_object, over_object, src_location, over_location, params, mob)
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SEND_SIGNAL(src, COMSIG_CLIENT_MOUSEDRAG, src_object, over_object, src_location, over_location, src_control, over_control, params)
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/obj/item/proc/onMouseDrag(src_object, over_object, src_location, over_location, params, mob)
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return
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@@ -23,6 +23,8 @@
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var/icon_icon = 'icons/mob/actions.dmi' //This is the file for the ACTION icon
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var/button_icon_state = "default" //And this is the state for the action icon
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var/mob/owner
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///List of all mobs that are viewing our action button -> A unique movable for them to view.
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var/list/viewers = list()
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/datum/action/New(Target)
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link_to(Target)
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@@ -121,6 +123,11 @@
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return FALSE
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return TRUE
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/datum/action/proc/UpdateButtons(status_only, force)
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for(var/datum/hud/hud in viewers)
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var/atom/movable/screen/movable/button = viewers[hud]
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UpdateButtonIcon(button, status_only, force)
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/datum/action/proc/UpdateButtonIcon(status_only = FALSE, force = FALSE)
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if(!button)
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return
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@@ -217,6 +224,8 @@
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name = "Toggle Hood"
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/datum/action/item_action/toggle_firemode
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icon_icon = 'icons/mob/actions/actions_items.dmi'
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button_icon_state = "fireselect_no"
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name = "Toggle Firemode"
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/datum/action/item_action/rcl_col
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278
code/datums/components/fullauto.dm
Normal file
278
code/datums/components/fullauto.dm
Normal file
@@ -0,0 +1,278 @@
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#define AUTOFIRE_MOUSEUP 0
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#define AUTOFIRE_MOUSEDOWN 1
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/datum/component/automatic_fire
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var/client/clicker
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var/mob/living/shooter
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var/atom/target
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var/turf/target_loc //For dealing with locking on targets due to BYOND engine limitations (the mouse input only happening when mouse moves).
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var/autofire_stat = AUTOFIRE_STAT_IDLE
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var/mouse_parameters
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var/autofire_shot_delay = 0.3 SECONDS //Time between individual shots.
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var/mouse_status = AUTOFIRE_MOUSEUP //This seems hacky but there can be two MouseDown() without a MouseUp() in between if the user holds click and uses alt+tab, printscreen or similar.
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COOLDOWN_DECLARE(next_shot_cd)
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/datum/component/automatic_fire/Initialize(_autofire_shot_delay)
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. = ..()
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if(!isgun(parent))
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return COMPONENT_INCOMPATIBLE
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var/obj/item/gun = parent
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RegisterSignal(parent, COMSIG_ITEM_EQUIPPED, .proc/wake_up)
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RegisterSignal(parent, COMSIG_GUN_AUTOFIRE_SELECTED, .proc/wake_up)
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RegisterSignal(parent, list(COMSIG_PARENT_PREQDELETED, COMSIG_ITEM_DROPPED, COMSIG_GUN_AUTOFIRE_DESELECTED), .proc/autofire_off)
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if(_autofire_shot_delay)
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autofire_shot_delay = _autofire_shot_delay
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if(ismob(gun.loc))
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var/mob/user = gun.loc
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wake_up(src, user)
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/datum/component/automatic_fire/Destroy()
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UnregisterSignal(parent, list(COMSIG_PARENT_PREQDELETED, COMSIG_ITEM_DROPPED, COMSIG_GUN_AUTOFIRE_DESELECTED))
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autofire_off()
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return ..()
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/datum/component/automatic_fire/process(delta_time)
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if(!(autofire_stat & AUTOFIRE_STAT_FIRING))
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STOP_PROCESSING(SSprojectiles, src)
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return
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if(!COOLDOWN_FINISHED(src, next_shot_cd))
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return
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process_shot()
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/datum/component/automatic_fire/proc/wake_up(datum/source, mob/user, slot)
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SIGNAL_HANDLER
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if(autofire_stat & (AUTOFIRE_STAT_ALERT))
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return //We've updated the firemode. No need for more.
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if(autofire_stat & AUTOFIRE_STAT_FIRING)
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stop_autofiring() //Let's stop shooting to avoid issues.
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return
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var/obj/item/gun/G = parent
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if(iscarbon(user))
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var/mob/living/carbon/shooter = user
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if(shooter.is_holding(parent) && G.fire_select == SELECT_FULLY_AUTOMATIC)
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autofire_on(shooter.client)
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else
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autofire_off()
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// There is a gun and there is a user wielding it. The component now waits for the mouse click.
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/datum/component/automatic_fire/proc/autofire_on(client/usercli)
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SIGNAL_HANDLER
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if(autofire_stat & (AUTOFIRE_STAT_ALERT|AUTOFIRE_STAT_FIRING))
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return
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autofire_stat = AUTOFIRE_STAT_ALERT
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clicker = usercli
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shooter = clicker.mob
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RegisterSignal(clicker, COMSIG_CLIENT_MOUSEDOWN, .proc/on_mouse_down)
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RegisterSignal(shooter, COMSIG_MOB_CLIENT_LOGOUT, .proc/autofire_off)
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if(!QDELETED(shooter))
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UnregisterSignal(shooter, COMSIG_MOB_CLIENT_LOGIN)
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parent.RegisterSignal(src, COMSIG_AUTOFIRE_ONMOUSEDOWN, /obj/item/gun/.proc/autofire_bypass_check)
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parent.RegisterSignal(parent, COMSIG_AUTOFIRE_SHOT, /obj/item/gun/.proc/do_autofire)
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/datum/component/automatic_fire/proc/autofire_off(datum/source)
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SIGNAL_HANDLER
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if(autofire_stat & (AUTOFIRE_STAT_IDLE))
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return
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if(autofire_stat & AUTOFIRE_STAT_FIRING)
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stop_autofiring()
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autofire_stat = AUTOFIRE_STAT_IDLE
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if(!QDELETED(clicker))
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UnregisterSignal(clicker, list(COMSIG_CLIENT_MOUSEDOWN, COMSIG_CLIENT_MOUSEUP, COMSIG_CLIENT_MOUSEDRAG))
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mouse_status = AUTOFIRE_MOUSEUP //In regards to the component there's no click anymore to care about.
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clicker = null
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RegisterSignal(shooter, COMSIG_MOB_CLIENT_LOGIN, .proc/on_client_login)
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if(!QDELETED(shooter))
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UnregisterSignal(shooter, COMSIG_MOB_CLIENT_LOGOUT)
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shooter = null
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parent.UnregisterSignal(parent, COMSIG_AUTOFIRE_SHOT)
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parent.UnregisterSignal(src, COMSIG_AUTOFIRE_ONMOUSEDOWN)
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/datum/component/automatic_fire/proc/on_client_login(mob/source)
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SIGNAL_HANDLER
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if(!source.client)
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return
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if(source.is_holding(parent))
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autofire_on(source.client)
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/datum/component/automatic_fire/proc/on_mouse_down(client/source, atom/_target, turf/location, control, params)
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var/list/modifiers = params2list(params) //If they're shift+clicking, for example, let's not have them accidentally shoot.
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if(LAZYACCESS(modifiers, SHIFT_CLICK))
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return
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if(LAZYACCESS(modifiers, CTRL_CLICK))
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return
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if(LAZYACCESS(modifiers, MIDDLE_CLICK))
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return
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if(LAZYACCESS(modifiers, RIGHT_CLICK))
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return
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if(LAZYACCESS(modifiers, ALT_CLICK))
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return
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if(source.mob.in_throw_mode)
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return
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if(!isturf(source.mob.loc)) //No firing inside lockers and stuff.
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return
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if(get_dist(source.mob, _target) < 2) //Adjacent clicking.
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return
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if(isnull(location)) //Clicking on a screen object.
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if(_target.plane != CLICKCATCHER_PLANE) //The clickcatcher is a special case. We want the click to trigger then, under it.
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return //If we click and drag on our worn backpack, for example, we want it to open instead.
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_target = params2turf(modifiers["screen-loc"], get_turf(source.eye), source)
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if(!_target)
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CRASH("Failed to get the turf under clickcatcher")
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if(SEND_SIGNAL(src, COMSIG_AUTOFIRE_ONMOUSEDOWN, source, _target, location, control, params) & COMPONENT_AUTOFIRE_ONMOUSEDOWN_BYPASS)
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return
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source.click_intercept_time = world.time //From this point onwards Click() will no longer be triggered.
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if(autofire_stat & (AUTOFIRE_STAT_IDLE))
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CRASH("on_mouse_down() called with [autofire_stat] autofire_stat")
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if(autofire_stat & AUTOFIRE_STAT_FIRING)
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stop_autofiring() //This can happen if we click and hold and then alt+tab, printscreen or other such action. MouseUp won't be called then and it will keep autofiring.
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target = _target
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target_loc = get_turf(target)
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mouse_parameters = params
|
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start_autofiring()
|
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|
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//Dakka-dakka
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/datum/component/automatic_fire/proc/start_autofiring()
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if(autofire_stat == AUTOFIRE_STAT_FIRING)
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return //Already pew-pewing.
|
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autofire_stat = AUTOFIRE_STAT_FIRING
|
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clicker.mouse_override_icon = 'icons/effects/mouse_pointers/weapon_pointer.dmi'
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clicker.mouse_pointer_icon = clicker.mouse_override_icon
|
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if(mouse_status == AUTOFIRE_MOUSEUP) //See mouse_status definition for the reason for this.
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RegisterSignal(clicker, COMSIG_CLIENT_MOUSEUP, .proc/on_mouse_up)
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mouse_status = AUTOFIRE_MOUSEDOWN
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|
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RegisterSignal(shooter, COMSIG_MOB_SWAP_HANDS, .proc/stop_autofiring)
|
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|
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if(isgun(parent))
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var/obj/item/gun/shoota = parent
|
||||
if(!shoota.on_autofire_start(shooter)) //This is needed because the minigun has a do_after before firing and signals are async.
|
||||
stop_autofiring()
|
||||
return
|
||||
if(autofire_stat != AUTOFIRE_STAT_FIRING)
|
||||
return //Things may have changed while on_autofire_start() was being processed, due to do_after's sleep.
|
||||
|
||||
if(!process_shot()) //First shot is processed instantly.
|
||||
return //If it fails, such as when the gun is empty, then there's no need to schedule a second shot.
|
||||
|
||||
START_PROCESSING(SSprojectiles, src)
|
||||
RegisterSignal(clicker, COMSIG_CLIENT_MOUSEDRAG, .proc/on_mouse_drag)
|
||||
|
||||
|
||||
/datum/component/automatic_fire/proc/on_mouse_up(datum/source, atom/object, turf/location, control, params)
|
||||
SIGNAL_HANDLER
|
||||
UnregisterSignal(clicker, COMSIG_CLIENT_MOUSEUP)
|
||||
mouse_status = AUTOFIRE_MOUSEUP
|
||||
if(autofire_stat == AUTOFIRE_STAT_FIRING)
|
||||
stop_autofiring()
|
||||
return COMPONENT_CLIENT_MOUSEUP_INTERCEPT
|
||||
|
||||
|
||||
/datum/component/automatic_fire/proc/stop_autofiring(datum/source, atom/object, turf/location, control, params)
|
||||
SIGNAL_HANDLER
|
||||
switch(autofire_stat)
|
||||
if(AUTOFIRE_STAT_IDLE, AUTOFIRE_STAT_ALERT)
|
||||
return
|
||||
STOP_PROCESSING(SSprojectiles, src)
|
||||
autofire_stat = AUTOFIRE_STAT_ALERT
|
||||
if(clicker)
|
||||
clicker.mouse_override_icon = null
|
||||
clicker.mouse_pointer_icon = clicker.mouse_override_icon
|
||||
UnregisterSignal(clicker, COMSIG_CLIENT_MOUSEDRAG)
|
||||
if(!QDELETED(shooter))
|
||||
UnregisterSignal(shooter, COMSIG_MOB_SWAP_HANDS)
|
||||
target = null
|
||||
target_loc = null
|
||||
mouse_parameters = null
|
||||
|
||||
/datum/component/automatic_fire/proc/on_mouse_drag(client/source, atom/src_object, atom/over_object, turf/src_location, turf/over_location, src_control, over_control, params)
|
||||
SIGNAL_HANDLER
|
||||
if(isnull(over_location)) //This happens when the mouse is over an inventory or screen object, or on entering deep darkness, for example.
|
||||
var/list/modifiers = params2list(params)
|
||||
var/new_target = params2turf(modifiers["screen-loc"], get_turf(source.eye), source)
|
||||
mouse_parameters = params
|
||||
if(!new_target)
|
||||
if(QDELETED(target)) //No new target acquired, and old one was deleted, get us out of here.
|
||||
stop_autofiring()
|
||||
CRASH("on_mouse_drag failed to get the turf under screen object [over_object.type]. Old target was incidentally QDELETED.")
|
||||
target = get_turf(target) //If previous target wasn't a turf, let's turn it into one to avoid locking onto a potentially moving target.
|
||||
target_loc = target
|
||||
CRASH("on_mouse_drag failed to get the turf under screen object [over_object.type]")
|
||||
target = new_target
|
||||
target_loc = new_target
|
||||
return
|
||||
target = over_object
|
||||
target_loc = get_turf(over_object)
|
||||
mouse_parameters = params
|
||||
|
||||
|
||||
/datum/component/automatic_fire/proc/process_shot()
|
||||
if(autofire_stat != AUTOFIRE_STAT_FIRING)
|
||||
return
|
||||
if(QDELETED(target) || get_turf(target) != target_loc) //Target moved or got destroyed since we last aimed.
|
||||
target = target_loc //So we keep firing on the emptied tile until we move our mouse and find a new target.
|
||||
if(get_dist(shooter, target) <= 0)
|
||||
target = get_step(shooter, shooter.dir) //Shoot in the direction faced if the mouse is on the same tile as we are.
|
||||
target_loc = target
|
||||
else if(!in_view_range(shooter, target))
|
||||
stop_autofiring() //Elvis has left the building.
|
||||
return FALSE
|
||||
shooter.face_atom(target)
|
||||
COOLDOWN_START(src, next_shot_cd, autofire_shot_delay)
|
||||
if(SEND_SIGNAL(parent, COMSIG_AUTOFIRE_SHOT, target, shooter, mouse_parameters) & COMPONENT_AUTOFIRE_SHOT_SUCCESS)
|
||||
return TRUE
|
||||
stop_autofiring()
|
||||
return FALSE
|
||||
|
||||
// Gun procs.
|
||||
|
||||
/obj/item/gun/proc/on_autofire_start(mob/living/shooter)
|
||||
if(!can_shoot(shooter) || !can_trigger_gun(shooter) || semicd)
|
||||
return FALSE
|
||||
var/obj/item/bodypart/other_hand = shooter.has_hand_for_held_index(shooter.get_inactive_hand_index())
|
||||
if(weapon_weight == WEAPON_HEAVY && (shooter.get_inactive_held_item() || !other_hand))
|
||||
to_chat(shooter, "<span class='warning'>You need two hands to fire [src]!</span>")
|
||||
return FALSE
|
||||
return TRUE
|
||||
|
||||
|
||||
/obj/item/gun/proc/autofire_bypass_check(datum/source, client/clicker, atom/target, turf/location, control, params)
|
||||
SIGNAL_HANDLER
|
||||
if(clicker.mob.get_active_held_item() != src)
|
||||
return COMPONENT_AUTOFIRE_ONMOUSEDOWN_BYPASS
|
||||
|
||||
|
||||
/obj/item/gun/proc/do_autofire(datum/source, atom/target, mob/living/shooter, params)
|
||||
SIGNAL_HANDLER_DOES_SLEEP
|
||||
if(!can_shoot())
|
||||
shoot_with_empty_chamber(shooter)
|
||||
return NONE
|
||||
var/obj/item/gun/akimbo_gun = shooter.get_inactive_held_item()
|
||||
var/bonus_spread = 0
|
||||
if(istype(akimbo_gun) && weapon_weight < WEAPON_MEDIUM)
|
||||
if(akimbo_gun.weapon_weight < WEAPON_MEDIUM && akimbo_gun.can_trigger_gun(shooter))
|
||||
bonus_spread = dual_wield_spread
|
||||
addtimer(CALLBACK(akimbo_gun, /obj/item/gun.proc/process_fire, target, shooter, TRUE, params, null, bonus_spread), 1)
|
||||
process_fire(target, shooter, TRUE, params, null, bonus_spread)
|
||||
return COMPONENT_AUTOFIRE_SHOT_SUCCESS //All is well, we can continue shooting.
|
||||
|
||||
#undef AUTOFIRE_MOUSEUP
|
||||
#undef AUTOFIRE_MOUSEDOWN
|
||||
@@ -567,7 +567,8 @@
|
||||
else if(picking_dropoff_turf)
|
||||
holder.mouse_up_icon = 'icons/effects/mouse_pointers/supplypod_pickturf.dmi' //Icon for when mouse is released
|
||||
holder.mouse_down_icon = 'icons/effects/mouse_pointers/supplypod_pickturf_down.dmi' //Icon for when mouse is pressed
|
||||
holder.mouse_pointer_icon = holder.mouse_up_icon //Icon for idle mouse (same as icon for when released)
|
||||
holder.mouse_override_icon = holder.mouse_up_icon //Icon for idle mouse (same as icon for when released)
|
||||
holder.mouse_pointer_icon = holder.mouse_override_icon
|
||||
holder.click_intercept = src //Create a click_intercept so we know where the user is clicking
|
||||
else
|
||||
var/mob/holder_mob = holder.mob
|
||||
|
||||
@@ -22,6 +22,8 @@
|
||||
///Contains admin info. Null if client is not an admin.
|
||||
var/datum/admins/holder = null
|
||||
var/datum/click_intercept = null // Needs to implement InterceptClickOn(user,params,atom) proc
|
||||
///Time when the click was intercepted
|
||||
var/click_intercept_time = 0
|
||||
var/AI_Interact = 0
|
||||
|
||||
var/jobbancache = null //Used to cache this client's jobbans to save on DB queries
|
||||
@@ -78,6 +80,8 @@
|
||||
//These two vars are used to make a special mouse cursor, with a unique icon for clicking
|
||||
var/mouse_up_icon = null
|
||||
var/mouse_down_icon = null
|
||||
///used to override the mouse cursor so it doesnt get reset
|
||||
var/mouse_override_icon = null
|
||||
|
||||
var/ip_intel = "Disabled"
|
||||
|
||||
|
||||
@@ -422,7 +422,7 @@ GLOBAL_LIST_INIT(blacklisted_builds, list(
|
||||
if( (world.address == address || !address) && !GLOB.host )
|
||||
GLOB.host = key
|
||||
world.update_status()
|
||||
|
||||
|
||||
if(holder)
|
||||
add_admin_verbs()
|
||||
var/admin_memo_note = get_message_output("memo")
|
||||
@@ -871,6 +871,16 @@ GLOBAL_LIST_INIT(blacklisted_builds, list(
|
||||
return
|
||||
last_activity = world.time
|
||||
last_click = world.time
|
||||
//fullauto stuff
|
||||
/*
|
||||
if(!control)
|
||||
return
|
||||
*/
|
||||
if(click_intercept_time)
|
||||
if(click_intercept_time >= world.time)
|
||||
click_intercept_time = 0 //Reset and return. Next click should work, but not this one.
|
||||
return
|
||||
click_intercept_time = 0 //Just reset. Let's not keep re-checking forever.
|
||||
var/list/L = params2list(params)
|
||||
|
||||
if(L["drag"])
|
||||
|
||||
@@ -878,10 +878,12 @@ GLOBAL_VAR_INIT(exploit_warn_spam_prevention, 0)
|
||||
if (!client)
|
||||
return
|
||||
client.mouse_pointer_icon = initial(client.mouse_pointer_icon)
|
||||
if (ismecha(loc))
|
||||
var/obj/vehicle/sealed/mecha/M = loc
|
||||
if(M.mouse_pointer)
|
||||
client.mouse_pointer_icon = M.mouse_pointer
|
||||
if(istype(loc, /obj/vehicle/sealed))
|
||||
var/obj/vehicle/sealed/mecha/E = loc
|
||||
if(E.mouse_pointer)
|
||||
client.mouse_pointer_icon = E.mouse_pointer
|
||||
if(client.mouse_override_icon)
|
||||
client.mouse_pointer_icon = client.mouse_override_icon
|
||||
|
||||
/mob/proc/is_literate()
|
||||
return 0
|
||||
|
||||
@@ -22,6 +22,7 @@
|
||||
var/ranged_attack_speed = CLICK_CD_RANGE
|
||||
var/melee_attack_speed = CLICK_CD_MELEE
|
||||
|
||||
var/gun_flags = NONE
|
||||
var/fire_sound = "gunshot"
|
||||
var/suppressed = null //whether or not a message is displayed when fired
|
||||
var/can_suppress = FALSE
|
||||
@@ -32,6 +33,7 @@
|
||||
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/firing_burst = 0 //Prevent the weapon from firing again while already firing
|
||||
|
||||
/// can we be put into a turret
|
||||
var/can_turret = TRUE
|
||||
@@ -57,6 +59,8 @@
|
||||
var/burst_spread = 0 //Spread induced by the gun itself during burst fire per iteration. Only checked if spread is 0.
|
||||
var/randomspread = 1 //Set to 0 for shotguns. This is used for weapons that don't fire all their bullets at once.
|
||||
var/inaccuracy_modifier = 1
|
||||
var/semicd = 0 //cooldown handler
|
||||
var/dual_wield_spread = 24 //additional spread when dual wielding
|
||||
|
||||
lefthand_file = 'icons/mob/inhands/weapons/guns_lefthand.dmi'
|
||||
righthand_file = 'icons/mob/inhands/weapons/guns_righthand.dmi'
|
||||
@@ -87,27 +91,64 @@
|
||||
var/zoom_out_amt = 0
|
||||
var/datum/action/item_action/toggle_scope_zoom/azoom
|
||||
|
||||
//Firemodes
|
||||
var/datum/action/item_action/toggle_firemode/firemode_action
|
||||
/// Current fire selection, can choose between burst, single, and full auto.
|
||||
var/fire_select = SELECT_SEMI_AUTOMATIC
|
||||
var/fire_select_index = 1
|
||||
/// What modes does this weapon have? Put SELECT_FULLY_AUTOMATIC in here to enable fully automatic behaviours.
|
||||
var/list/fire_select_modes = list(SELECT_SEMI_AUTOMATIC)
|
||||
/// if i`1t has an icon for a selector switch indicating current firemode.
|
||||
var/selector_switch_icon = FALSE
|
||||
|
||||
var/dualwield_spread_mult = 1 //dualwield spread multiplier
|
||||
|
||||
/// Just 'slightly' snowflakey way to modify projectile damage for projectiles fired from this gun.
|
||||
var/projectile_damage_multiplier = 1
|
||||
|
||||
var/automatic = 0 //can gun use it, 0 is no, anything above 0 is the delay between clicks in ds
|
||||
|
||||
/// directional recoil multiplier
|
||||
var/dir_recoil_amp = 10
|
||||
|
||||
/obj/item/gun/ui_action_click(mob/user, action)
|
||||
if(istype(action, /datum/action/item_action/toggle_firemode))
|
||||
fire_select()
|
||||
else if(istype(action, /datum/action/item_action/toggle_scope_zoom))
|
||||
zoom(user, user.dir)
|
||||
else if(istype(action, alight))
|
||||
toggle_gunlight()
|
||||
else
|
||||
..()
|
||||
|
||||
/obj/item/gun/Initialize(mapload)
|
||||
. = ..()
|
||||
if(no_pin_required)
|
||||
pin = null
|
||||
else if(pin)
|
||||
if(pin)
|
||||
pin = new pin(src)
|
||||
|
||||
if(gun_light)
|
||||
alight = new (src)
|
||||
alight = new(src)
|
||||
|
||||
if(zoomable)
|
||||
azoom = new (src)
|
||||
|
||||
if(burst_size > 1 && !(SELECT_BURST_SHOT in fire_select_modes))
|
||||
fire_select_modes.Add(SELECT_BURST_SHOT)
|
||||
else if(burst_size <= 1 && (SELECT_BURST_SHOT in fire_select_modes))
|
||||
fire_select_modes.Remove(SELECT_BURST_SHOT)
|
||||
|
||||
burst_size = 1
|
||||
|
||||
sortList(fire_select_modes, /proc/cmp_numeric_asc)
|
||||
|
||||
if(fire_select_modes.len > 1)
|
||||
firemode_action = new(src)
|
||||
firemode_action.button_icon_state = "fireselect_[fire_select]"
|
||||
firemode_action.UpdateButtonIcon()
|
||||
|
||||
/obj/item/gun/ComponentInitialize()
|
||||
. = ..()
|
||||
if(SELECT_FULLY_AUTOMATIC in fire_select_modes)
|
||||
AddComponent(/datum/component/automatic_fire, fire_delay)
|
||||
|
||||
/obj/item/gun/Destroy()
|
||||
if(pin)
|
||||
QDEL_NULL(pin)
|
||||
@@ -117,6 +158,10 @@
|
||||
QDEL_NULL(bayonet)
|
||||
if(chambered)
|
||||
QDEL_NULL(chambered)
|
||||
if(azoom)
|
||||
QDEL_NULL(azoom)
|
||||
if(firemode_action)
|
||||
QDEL_NULL(firemode_action)
|
||||
return ..()
|
||||
|
||||
/obj/item/gun/examine(mob/user)
|
||||
@@ -142,6 +187,41 @@
|
||||
else if(can_bayonet)
|
||||
. += "It has a <b>bayonet</b> lug on it."
|
||||
|
||||
/obj/item/gun/proc/fire_select()
|
||||
var/mob/living/carbon/human/user = usr
|
||||
|
||||
var/max_mode = fire_select_modes.len
|
||||
|
||||
if(max_mode <= 1)
|
||||
to_chat(user, "<span class='warning'>[src] is not capable of switching firemodes!</span>")
|
||||
return
|
||||
|
||||
fire_select_index = 1 + fire_select_index % max_mode //Magic math to cycle through this shit!
|
||||
|
||||
fire_select = fire_select_modes[fire_select_index]
|
||||
|
||||
switch(fire_select)
|
||||
if(SELECT_SEMI_AUTOMATIC)
|
||||
burst_size = 1
|
||||
fire_delay = 0
|
||||
SEND_SIGNAL(src, COMSIG_GUN_AUTOFIRE_DESELECTED, user)
|
||||
to_chat(user, "<span class='notice'>You switch [src] to semi-automatic.</span>")
|
||||
if(SELECT_BURST_SHOT)
|
||||
burst_size = initial(burst_size)
|
||||
fire_delay = initial(fire_delay)
|
||||
SEND_SIGNAL(src, COMSIG_GUN_AUTOFIRE_DESELECTED, user)
|
||||
to_chat(user, "<span class='notice'>You switch [src] to [burst_size]-round burst.</span>")
|
||||
if(SELECT_FULLY_AUTOMATIC)
|
||||
burst_size = 1
|
||||
SEND_SIGNAL(src, COMSIG_GUN_AUTOFIRE_SELECTED, user)
|
||||
to_chat(user, "<span class='notice'>You switch [src] to automatic.</span>")
|
||||
|
||||
playsound(user, 'sound/weapons/empty.ogg', 100, TRUE)
|
||||
update_appearance()
|
||||
firemode_action.button_icon_state = "fireselect_[fire_select]"
|
||||
firemode_action.UpdateButtonIcon()
|
||||
return TRUE
|
||||
|
||||
/obj/item/gun/equipped(mob/living/user, slot)
|
||||
. = ..()
|
||||
if(zoomed && user.get_active_held_item() != src)
|
||||
@@ -567,12 +647,6 @@
|
||||
|
||||
gun_light = new_light
|
||||
|
||||
/obj/item/gun/ui_action_click(mob/user, action)
|
||||
if(istype(action, /datum/action/item_action/toggle_scope_zoom))
|
||||
zoom(user, user.dir)
|
||||
else if(istype(action, alight))
|
||||
toggle_gunlight()
|
||||
|
||||
/obj/item/gun/proc/toggle_gunlight()
|
||||
if(!gun_light)
|
||||
return
|
||||
|
||||
@@ -5,8 +5,8 @@
|
||||
var/automatic_burst_overlay = TRUE
|
||||
can_suppress = TRUE
|
||||
burst_size = 3
|
||||
burst_shot_delay = 2
|
||||
actions_types = list(/datum/action/item_action/toggle_firemode)
|
||||
fire_delay = 2
|
||||
fire_select_modes = list(SELECT_SEMI_AUTOMATIC, SELECT_BURST_SHOT, SELECT_FULLY_AUTOMATIC)
|
||||
|
||||
/obj/item/gun/ballistic/automatic/proto
|
||||
name = "\improper Nanotrasen Saber SMG"
|
||||
@@ -15,6 +15,7 @@
|
||||
fire_sound = "sound/weapons/gunshot_smg_alt.ogg"
|
||||
mag_type = /obj/item/ammo_box/magazine/smgm9mm
|
||||
pin = null
|
||||
burst_size = 1
|
||||
|
||||
/obj/item/gun/ballistic/automatic/proto/unrestricted
|
||||
pin = /obj/item/firing_pin
|
||||
@@ -55,34 +56,6 @@
|
||||
else
|
||||
to_chat(user, "<span class='warning'>You cannot seem to get \the [src] out of your hands!</span>")
|
||||
|
||||
/obj/item/gun/ballistic/automatic/ui_action_click(mob/user, action)
|
||||
if(istype(action, /datum/action/item_action/toggle_firemode))
|
||||
burst_select()
|
||||
else
|
||||
return ..()
|
||||
|
||||
/obj/item/gun/ballistic/automatic/proc/burst_select()
|
||||
var/mob/living/carbon/human/user = usr
|
||||
select = !select
|
||||
if(!select)
|
||||
disable_burst()
|
||||
to_chat(user, "<span class='notice'>You switch to semi-automatic.</span>")
|
||||
else
|
||||
enable_burst()
|
||||
to_chat(user, "<span class='notice'>You switch to [burst_size]-rnd burst.</span>")
|
||||
|
||||
playsound(user, 'sound/weapons/empty.ogg', 100, 1)
|
||||
update_icon()
|
||||
for(var/X in actions)
|
||||
var/datum/action/A = X
|
||||
A.UpdateButtonIcon()
|
||||
|
||||
/obj/item/gun/ballistic/automatic/proc/enable_burst()
|
||||
burst_size = initial(burst_size)
|
||||
|
||||
/obj/item/gun/ballistic/automatic/proc/disable_burst()
|
||||
burst_size = 1
|
||||
|
||||
/obj/item/gun/ballistic/automatic/can_shoot()
|
||||
return get_ammo()
|
||||
|
||||
@@ -136,18 +109,10 @@
|
||||
knife_y_offset = 12
|
||||
automatic_burst_overlay = FALSE
|
||||
|
||||
/obj/item/gun/ballistic/automatic/wt550/enable_burst()
|
||||
. = ..()
|
||||
spread = 15
|
||||
|
||||
/obj/item/gun/ballistic/automatic/wt550/afterattack()
|
||||
. = ..()
|
||||
empty_alarm()
|
||||
|
||||
/obj/item/gun/ballistic/automatic/wt550/disable_burst()
|
||||
. = ..()
|
||||
spread = 0
|
||||
|
||||
/obj/item/gun/ballistic/automatic/wt550/update_icon_state()
|
||||
icon_state = "wt550[magazine ? "-[CEILING(((get_ammo(FALSE) / magazine.max_ammo) * 20) /4, 1)*4]" : "-0"]" //Sprites only support up to 20.
|
||||
|
||||
@@ -211,6 +176,7 @@
|
||||
/obj/item/gun/ballistic/automatic/m90/update_icon_state()
|
||||
icon_state = "[initial(icon_state)][magazine ? "" : "-e"]"
|
||||
|
||||
/*
|
||||
/obj/item/gun/ballistic/automatic/m90/burst_select()
|
||||
var/mob/living/carbon/human/user = usr
|
||||
switch(select)
|
||||
@@ -228,6 +194,7 @@
|
||||
playsound(user, 'sound/weapons/empty.ogg', 100, 1)
|
||||
update_icon()
|
||||
return
|
||||
*/
|
||||
|
||||
/obj/item/gun/ballistic/automatic/tommygun
|
||||
name = "\improper Thompson SMG"
|
||||
@@ -304,14 +271,17 @@
|
||||
slot_flags = 0
|
||||
mag_type = /obj/item/ammo_box/magazine/mm712x82
|
||||
weapon_weight = WEAPON_HEAVY
|
||||
var/cover_open = FALSE
|
||||
can_suppress = FALSE
|
||||
burst_size = 3
|
||||
burst_shot_delay = 1
|
||||
burst_size = 1
|
||||
actions_types = list()
|
||||
spread = 7
|
||||
pin = /obj/item/firing_pin/implant/pindicate
|
||||
automatic_burst_overlay = FALSE
|
||||
var/cover_open = FALSE
|
||||
|
||||
/obj/item/gun/ballistic/automatic/l6_saw/Initialize()
|
||||
. = ..()
|
||||
AddElement(/datum/element/update_icon_updates_onmob)
|
||||
AddComponent(/datum/component/automatic_fire, 0.2 SECONDS)
|
||||
/obj/item/gun/ballistic/automatic/l6_saw/unrestricted
|
||||
pin = /obj/item/firing_pin
|
||||
|
||||
|
||||
@@ -39,7 +39,7 @@
|
||||
mag_type = /obj/item/ammo_box/magazine/m75
|
||||
burst_size = 1
|
||||
fire_delay = 0
|
||||
actions_types = list()
|
||||
fire_select_modes = list(SELECT_SEMI_AUTOMATIC)
|
||||
casing_ejector = FALSE
|
||||
|
||||
/obj/item/gun/ballistic/automatic/gyropistol/update_icon_state()
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
can_suppress = TRUE
|
||||
burst_size = 1
|
||||
fire_delay = 0
|
||||
actions_types = list()
|
||||
fire_select_modes = list(SELECT_SEMI_AUTOMATIC)
|
||||
automatic_burst_overlay = FALSE
|
||||
|
||||
/obj/item/gun/ballistic/automatic/pistol/no_mag
|
||||
@@ -104,7 +104,7 @@
|
||||
mag_type = /obj/item/ammo_box/magazine/pistolm9mm
|
||||
burst_size = 3
|
||||
fire_delay = 2
|
||||
actions_types = list(/datum/action/item_action/toggle_firemode)
|
||||
fire_select_modes = list(SELECT_SEMI_AUTOMATIC, SELECT_BURST_SHOT, SELECT_FULLY_AUTOMATIC)
|
||||
|
||||
/obj/item/gun/ballistic/automatic/pistol/stickman
|
||||
name = "flat gun"
|
||||
@@ -137,7 +137,7 @@
|
||||
burst_size = 1
|
||||
can_suppress = FALSE
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
actions_types = list()
|
||||
fire_select_modes = list(SELECT_SEMI_AUTOMATIC)
|
||||
fire_sound = 'sound/weapons/noscope.ogg'
|
||||
spread = 20 //damn thing has no rifling.
|
||||
automatic_burst_overlay = FALSE
|
||||
|
||||
@@ -101,8 +101,6 @@
|
||||
slot_flags = null
|
||||
w_class = WEIGHT_CLASS_HUGE
|
||||
custom_materials = null
|
||||
automatic = 0.5
|
||||
fire_delay = 2
|
||||
ammo_type = list(
|
||||
/obj/item/ammo_casing/energy/laser
|
||||
)
|
||||
|
||||
BIN
icons/effects/mouse_pointers/weapon_pointer.dmi
Normal file
BIN
icons/effects/mouse_pointers/weapon_pointer.dmi
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 234 B |
Binary file not shown.
|
Before Width: | Height: | Size: 15 KiB After Width: | Height: | Size: 16 KiB |
@@ -56,6 +56,7 @@
|
||||
#include "code\__DEFINES\fantasy_affixes.dm"
|
||||
#include "code\__DEFINES\food.dm"
|
||||
#include "code\__DEFINES\footsteps.dm"
|
||||
#include "code\__DEFINES\gun.dm"
|
||||
#include "code\__DEFINES\hud.dm"
|
||||
#include "code\__DEFINES\instruments.dm"
|
||||
#include "code\__DEFINES\integrated_electronics.dm"
|
||||
@@ -536,6 +537,7 @@
|
||||
#include "code\datums\components\field_of_vision.dm"
|
||||
#include "code\datums\components\footstep.dm"
|
||||
#include "code\datums\components\fried.dm"
|
||||
#include "code\datums\components\fullauto.dm"
|
||||
#include "code\datums\components\gps.dm"
|
||||
#include "code\datums\components\honkspam.dm"
|
||||
#include "code\datums\components\identification.dm"
|
||||
|
||||
Reference in New Issue
Block a user