[MIRROR] Splits projectiles into different files for readability (#5800)

* Splits projectiles into different files for readability

* Update tgstation.dme

* I love how the dme cleans itself up
This commit is contained in:
CitadelStationBot
2018-03-05 14:13:08 -06:00
committed by Poojawa
parent 6a688f2588
commit c72201e605
93 changed files with 3683 additions and 3730 deletions
@@ -0,0 +1,590 @@
#define ZOOM_LOCK_AUTOZOOM_FREEMOVE 0
#define ZOOM_LOCK_AUTOZOOM_ANGLELOCK 1
#define ZOOM_LOCK_CENTER_VIEW 2
#define ZOOM_LOCK_OFF 3
#define AUTOZOOM_PIXEL_STEP_FACTOR 48
#define AIMING_BEAM_ANGLE_CHANGE_THRESHOLD 0.1
/obj/item/gun/energy/beam_rifle
name = "particle acceleration rifle"
desc = "An energy-based anti material marksman rifle that uses highly charged particle beams moving at extreme velocities to decimate whatever is unfortunate enough to be targetted by one. \
<span class='boldnotice'>Hold down left click while scoped to aim, when weapon is fully aimed (Tracer goes from red to green as it charges), release to fire. Moving while aiming or \
changing where you're pointing at while aiming will delay the aiming process depending on how much you changed.</span>"
icon = 'icons/obj/guns/energy.dmi'
icon_state = "esniper"
item_state = "esniper"
fire_sound = 'sound/weapons/beam_sniper.ogg'
slot_flags = SLOT_BACK
force = 15
materials = list()
recoil = 4
ammo_x_offset = 3
ammo_y_offset = 3
modifystate = FALSE
weapon_weight = WEAPON_HEAVY
w_class = WEIGHT_CLASS_BULKY
ammo_type = list(/obj/item/ammo_casing/energy/beam_rifle/hitscan)
cell_type = /obj/item/stock_parts/cell/beam_rifle
canMouseDown = TRUE
pin = null
var/aiming = FALSE
var/aiming_time = 12
var/aiming_time_fire_threshold = 5
var/aiming_time_left = 12
var/aiming_time_increase_user_movement = 3
var/scoped_slow = 1
var/aiming_time_increase_angle_multiplier = 0.3
var/last_process = 0
var/lastangle = 0
var/aiming_lastangle = 0
var/mob/current_user = null
var/list/obj/effect/projectile/tracer/current_tracers
var/structure_piercing = 2 //Amount * 2. For some reason structures aren't respecting this unless you have it doubled. Probably with the objects in question's Bump() code instead of this but I'll deal with this later.
var/structure_bleed_coeff = 0.7
var/wall_pierce_amount = 0
var/wall_devastate = 0
var/aoe_structure_range = 1
var/aoe_structure_damage = 50
var/aoe_fire_range = 2
var/aoe_fire_chance = 40
var/aoe_mob_range = 1
var/aoe_mob_damage = 30
var/impact_structure_damage = 60
var/projectile_damage = 30
var/projectile_stun = 0
var/projectile_setting_pierce = TRUE
var/delay = 65
var/lastfire = 0
//ZOOMING
var/zoom_current_view_increase = 0
var/zoom_target_view_increase = 10
var/zooming = FALSE
var/zoom_lock = ZOOM_LOCK_OFF
var/zooming_angle
var/current_zoom_x = 0
var/current_zoom_y = 0
var/zoom_animating = 0
var/static/image/charged_overlay = image(icon = 'icons/obj/guns/energy.dmi', icon_state = "esniper_charged")
var/static/image/drained_overlay = image(icon = 'icons/obj/guns/energy.dmi', icon_state = "esniper_empty")
var/datum/action/item_action/zoom_lock_action/zoom_lock_action
var/datum/component/mobhook
/obj/item/gun/energy/beam_rifle/debug
delay = 0
cell_type = /obj/item/stock_parts/cell/infinite
aiming_time = 0
recoil = 0
pin = /obj/item/device/firing_pin
/obj/item/gun/energy/beam_rifle/equipped(mob/user)
set_user(user)
. = ..()
/obj/item/gun/energy/beam_rifle/pickup(mob/user)
set_user(user)
. = ..()
/obj/item/gun/energy/beam_rifle/dropped(mob/user)
set_user()
. = ..()
/obj/item/gun/energy/beam_rifle/ui_action_click(owner, action)
if(istype(action, /datum/action/item_action/zoom_lock_action))
zoom_lock++
if(zoom_lock > 3)
zoom_lock = 0
switch(zoom_lock)
if(ZOOM_LOCK_AUTOZOOM_FREEMOVE)
to_chat(owner, "<span class='boldnotice'>You switch [src]'s zooming processor to free directional.</span>")
if(ZOOM_LOCK_AUTOZOOM_ANGLELOCK)
to_chat(owner, "<span class='boldnotice'>You switch [src]'s zooming processor to locked directional.</span>")
if(ZOOM_LOCK_CENTER_VIEW)
to_chat(owner, "<span class='boldnotice'>You switch [src]'s zooming processor to center mode.</span>")
if(ZOOM_LOCK_OFF)
to_chat(owner, "<span class='boldnotice'>You disable [src]'s zooming system.</span>")
reset_zooming()
/obj/item/gun/energy/beam_rifle/proc/smooth_zooming(delay_override = null)
if(!check_user() || !zooming || zoom_lock == ZOOM_LOCK_OFF || zoom_lock == ZOOM_LOCK_CENTER_VIEW)
return
if(zoom_animating && delay_override != 0)
return smooth_zooming(zoom_animating + delay_override) //Automatically compensate for ongoing zooming actions.
var/total_time = SSfastprocess.wait
if(delay_override)
total_time = delay_override
zoom_animating = total_time
animate(current_user.client, pixel_x = current_zoom_x, pixel_y = current_zoom_y , total_time, SINE_EASING, ANIMATION_PARALLEL)
zoom_animating = 0
/obj/item/gun/energy/beam_rifle/proc/set_autozoom_pixel_offsets_immediate(current_angle)
if(zoom_lock == ZOOM_LOCK_CENTER_VIEW || zoom_lock == ZOOM_LOCK_OFF)
return
current_zoom_x = sin(current_angle) + sin(current_angle) * AUTOZOOM_PIXEL_STEP_FACTOR * zoom_current_view_increase
current_zoom_y = cos(current_angle) + cos(current_angle) * AUTOZOOM_PIXEL_STEP_FACTOR * zoom_current_view_increase
/obj/item/gun/energy/beam_rifle/proc/handle_zooming()
if(!zooming || !check_user())
return
current_user.client.change_view(world.view + zoom_target_view_increase)
zoom_current_view_increase = zoom_target_view_increase
set_autozoom_pixel_offsets_immediate(zooming_angle)
smooth_zooming()
/obj/item/gun/energy/beam_rifle/proc/start_zooming()
if(zoom_lock == ZOOM_LOCK_OFF)
return
zooming = TRUE
/obj/item/gun/energy/beam_rifle/proc/stop_zooming(mob/user)
if(zooming)
zooming = FALSE
reset_zooming(user)
/obj/item/gun/energy/beam_rifle/proc/reset_zooming(mob/user)
if(!user)
user = current_user
if(!user || !user.client)
return FALSE
zoom_animating = 0
animate(user.client, pixel_x = 0, pixel_y = 0, 0, FALSE, LINEAR_EASING, ANIMATION_END_NOW)
zoom_current_view_increase = 0
user.client.change_view(CONFIG_GET(string/default_view))
zooming_angle = 0
current_zoom_x = 0
current_zoom_y = 0
/obj/item/gun/energy/beam_rifle/update_icon()
cut_overlays()
var/obj/item/ammo_casing/energy/primary_ammo = ammo_type[1]
if(cell.charge > primary_ammo.e_cost)
add_overlay(charged_overlay)
else
add_overlay(drained_overlay)
/obj/item/gun/energy/beam_rifle/attack_self(mob/user)
projectile_setting_pierce = !projectile_setting_pierce
to_chat(user, "<span class='boldnotice'>You set \the [src] to [projectile_setting_pierce? "pierce":"impact"] mode.</span>")
aiming_beam()
/obj/item/gun/energy/beam_rifle/proc/update_slowdown()
if(aiming)
slowdown = scoped_slow
else
slowdown = initial(slowdown)
/obj/item/gun/energy/beam_rifle/Initialize()
. = ..()
current_tracers = list()
START_PROCESSING(SSprojectiles, src)
zoom_lock_action = new(src)
/obj/item/gun/energy/beam_rifle/Destroy()
STOP_PROCESSING(SSfastprocess, src)
set_user(null)
QDEL_LIST(current_tracers)
QDEL_NULL(mobhook)
return ..()
/obj/item/gun/energy/beam_rifle/emp_act(severity)
chambered = null
recharge_newshot()
/obj/item/gun/energy/beam_rifle/proc/aiming_beam(force_update = FALSE)
var/diff = abs(aiming_lastangle - lastangle)
check_user()
if(diff < AIMING_BEAM_ANGLE_CHANGE_THRESHOLD && !force_update)
return
aiming_lastangle = lastangle
var/obj/item/projectile/beam/beam_rifle/hitscan/aiming_beam/P = new
P.gun = src
P.wall_pierce_amount = wall_pierce_amount
P.structure_pierce_amount = structure_piercing
P.do_pierce = projectile_setting_pierce
if(aiming_time)
var/percent = ((100/aiming_time)*aiming_time_left)
P.color = rgb(255 * percent,255 * ((100 - percent) / 100),0)
else
P.color = rgb(0, 255, 0)
var/turf/curloc = get_turf(src)
var/turf/targloc = get_turf(current_user.client.mouseObject)
if(!istype(targloc))
if(!istype(curloc))
return
targloc = get_turf_in_angle(lastangle, curloc, 10)
P.preparePixelProjectile(targloc, current_user, current_user.client.mouseParams, 0)
P.fire(lastangle)
/obj/item/gun/energy/beam_rifle/process()
if(!aiming)
last_process = world.time
return
check_user()
handle_zooming()
aiming_time_left = max(0, aiming_time_left - (world.time - last_process))
aiming_beam(TRUE)
last_process = world.time
/obj/item/gun/energy/beam_rifle/proc/check_user(automatic_cleanup = TRUE)
if(!istype(current_user) || !isturf(current_user.loc) || !(src in current_user.held_items) || current_user.incapacitated()) //Doesn't work if you're not holding it!
if(automatic_cleanup)
stop_aiming()
set_user(null)
return FALSE
return TRUE
/obj/item/gun/energy/beam_rifle/proc/process_aim()
if(istype(current_user) && current_user.client && current_user.client.mouseParams)
var/angle = mouse_angle_from_client(current_user.client)
switch(angle)
if(316 to 360)
current_user.setDir(NORTH)
if(0 to 45)
current_user.setDir(NORTH)
if(46 to 135)
current_user.setDir(EAST)
if(136 to 225)
current_user.setDir(SOUTH)
if(226 to 315)
current_user.setDir(WEST)
var/difference = abs(lastangle - angle)
if(difference > 350) //Too lazy to properly math, detects 360 --> 0 changes.
difference = (lastangle > 350? ((360 - lastangle) + angle) : ((360 - angle) + lastangle))
delay_penalty(difference * aiming_time_increase_angle_multiplier)
lastangle = angle
/obj/item/gun/energy/beam_rifle/proc/on_mob_move()
check_user()
if(aiming)
delay_penalty(aiming_time_increase_user_movement)
process_aim()
aiming_beam(TRUE)
/obj/item/gun/energy/beam_rifle/proc/start_aiming()
aiming_time_left = aiming_time
aiming = TRUE
process_aim()
aiming_beam(TRUE)
zooming_angle = lastangle
start_zooming()
/obj/item/gun/energy/beam_rifle/proc/stop_aiming(mob/user)
set waitfor = FALSE
aiming_time_left = aiming_time
aiming = FALSE
QDEL_LIST(current_tracers)
stop_zooming(user)
/obj/item/gun/energy/beam_rifle/proc/set_user(mob/user)
if(user == current_user)
return
stop_aiming(current_user)
QDEL_NULL(mobhook)
if(istype(current_user))
LAZYREMOVE(current_user.mousemove_intercept_objects, src)
current_user = null
if(istype(user))
current_user = user
LAZYADD(current_user.mousemove_intercept_objects, src)
mobhook = user.AddComponent(/datum/component/redirect, list(COMSIG_MOVABLE_MOVED), CALLBACK(src, .proc/on_mob_move))
/obj/item/gun/energy/beam_rifle/onMouseDrag(src_object, over_object, src_location, over_location, params, mob)
if(aiming)
process_aim()
aiming_beam()
if(zoom_lock == ZOOM_LOCK_AUTOZOOM_FREEMOVE)
zooming_angle = lastangle
set_autozoom_pixel_offsets_immediate(zooming_angle)
smooth_zooming(2)
return ..()
/obj/item/gun/energy/beam_rifle/onMouseDown(object, location, params, mob/mob)
if(istype(mob))
set_user(mob)
if(istype(object, /obj/screen) && !istype(object, /obj/screen/click_catcher))
return
if((object in mob.contents) || (object == mob))
return
start_aiming()
return ..()
/obj/item/gun/energy/beam_rifle/onMouseUp(object, location, params, mob/M)
if(istype(object, /obj/screen) && !istype(object, /obj/screen/click_catcher))
return
process_aim()
if(aiming_time_left <= aiming_time_fire_threshold && check_user())
sync_ammo()
afterattack(M.client.mouseObject, M, FALSE, M.client.mouseParams, passthrough = TRUE)
stop_aiming()
QDEL_LIST(current_tracers)
return ..()
/obj/item/gun/energy/beam_rifle/afterattack(atom/target, mob/living/user, flag, params, passthrough = FALSE)
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.
return
if(!ismob(target) || user.a_intent == INTENT_HARM) //melee attack
return
if(target == user && user.zone_selected != "mouth") //so we can't shoot ourselves (unless mouth selected)
return
if(!passthrough && (aiming_time > aiming_time_fire_threshold))
return
if(lastfire > world.time + delay)
return
lastfire = world.time
. = ..()
stop_aiming()
/obj/item/gun/energy/beam_rifle/proc/sync_ammo()
for(var/obj/item/ammo_casing/energy/beam_rifle/AC in contents)
AC.sync_stats()
/obj/item/gun/energy/beam_rifle/proc/delay_penalty(amount)
aiming_time_left = CLAMP(aiming_time_left + amount, 0, aiming_time)
/obj/item/ammo_casing/energy/beam_rifle
name = "particle acceleration lens"
desc = "Don't look into barrel!"
var/wall_pierce_amount = 0
var/wall_devastate = 0
var/aoe_structure_range = 1
var/aoe_structure_damage = 30
var/aoe_fire_range = 2
var/aoe_fire_chance = 66
var/aoe_mob_range = 1
var/aoe_mob_damage = 20
var/impact_structure_damage = 50
var/projectile_damage = 40
var/projectile_stun = 0
var/structure_piercing = 2
var/structure_bleed_coeff = 0.7
var/do_pierce = TRUE
var/obj/item/gun/energy/beam_rifle/host
/obj/item/ammo_casing/energy/beam_rifle/proc/sync_stats()
var/obj/item/gun/energy/beam_rifle/BR = loc
if(!istype(BR))
stack_trace("Beam rifle syncing error")
host = BR
do_pierce = BR.projectile_setting_pierce
wall_pierce_amount = BR.wall_pierce_amount
wall_devastate = BR.wall_devastate
aoe_structure_range = BR.aoe_structure_range
aoe_structure_damage = BR.aoe_structure_damage
aoe_fire_range = BR.aoe_fire_range
aoe_fire_chance = BR.aoe_fire_chance
aoe_mob_range = BR.aoe_mob_range
aoe_mob_damage = BR.aoe_mob_damage
impact_structure_damage = BR.impact_structure_damage
projectile_damage = BR.projectile_damage
projectile_stun = BR.projectile_stun
delay = BR.delay
structure_piercing = BR.structure_piercing
structure_bleed_coeff = BR.structure_bleed_coeff
/obj/item/ammo_casing/energy/beam_rifle/ready_proj(atom/target, mob/living/user, quiet, zone_override = "")
. = ..()
var/obj/item/projectile/beam/beam_rifle/hitscan/HS_BB = BB
if(!istype(HS_BB))
return
HS_BB.impact_direct_damage = projectile_damage
HS_BB.stun = projectile_stun
HS_BB.impact_structure_damage = impact_structure_damage
HS_BB.aoe_mob_damage = aoe_mob_damage
HS_BB.aoe_mob_range = CLAMP(aoe_mob_range, 0, 15) //Badmin safety lock
HS_BB.aoe_fire_chance = aoe_fire_chance
HS_BB.aoe_fire_range = aoe_fire_range
HS_BB.aoe_structure_damage = aoe_structure_damage
HS_BB.aoe_structure_range = CLAMP(aoe_structure_range, 0, 15) //Badmin safety lock
HS_BB.wall_devastate = wall_devastate
HS_BB.wall_pierce_amount = wall_pierce_amount
HS_BB.structure_pierce_amount = structure_piercing
HS_BB.structure_bleed_coeff = structure_bleed_coeff
HS_BB.do_pierce = do_pierce
HS_BB.gun = host
/obj/item/ammo_casing/energy/beam_rifle/throw_proj(atom/target, turf/targloc, mob/living/user, params, spread)
var/turf/curloc = get_turf(user)
if(!istype(curloc) || !BB)
return FALSE
var/obj/item/gun/energy/beam_rifle/gun = loc
if(!targloc && gun)
targloc = get_turf_in_angle(gun.lastangle, curloc, 10)
else if(!targloc)
return FALSE
var/firing_dir
if(BB.firer)
firing_dir = BB.firer.dir
if(!BB.suppressed && firing_effect_type)
new firing_effect_type(get_turf(src), firing_dir)
BB.preparePixelProjectile(target, user, params, spread)
BB.fire(gun? gun.lastangle : null, null)
BB = null
return TRUE
/obj/item/ammo_casing/energy/beam_rifle/hitscan
projectile_type = /obj/item/projectile/beam/beam_rifle/hitscan
select_name = "beam"
e_cost = 5000
fire_sound = 'sound/weapons/beam_sniper.ogg'
/obj/item/projectile/beam/beam_rifle
name = "particle beam"
icon = ""
hitsound = 'sound/effects/explosion3.ogg'
damage = 0 //Handled manually.
damage_type = BURN
flag = "energy"
range = 150
jitter = 10
var/obj/item/gun/energy/beam_rifle/gun
var/structure_pierce_amount = 0 //All set to 0 so the gun can manually set them during firing.
var/structure_bleed_coeff = 0
var/structure_pierce = 0
var/do_pierce = TRUE
var/wall_pierce_amount = 0
var/wall_pierce = 0
var/wall_devastate = 0
var/aoe_structure_range = 0
var/aoe_structure_damage = 0
var/aoe_fire_range = 0
var/aoe_fire_chance = 0
var/aoe_mob_range = 0
var/aoe_mob_damage = 0
var/impact_structure_damage = 0
var/impact_direct_damage = 0
var/turf/cached
var/list/pierced = list()
/obj/item/projectile/beam/beam_rifle/proc/AOE(turf/epicenter)
set waitfor = FALSE
if(!epicenter)
return
new /obj/effect/temp_visual/explosion/fast(epicenter)
for(var/mob/living/L in range(aoe_mob_range, epicenter)) //handle aoe mob damage
L.adjustFireLoss(aoe_mob_damage)
to_chat(L, "<span class='userdanger'>\The [src] sears you!</span>")
for(var/turf/T in range(aoe_fire_range, epicenter)) //handle aoe fire
if(prob(aoe_fire_chance))
new /obj/effect/hotspot(T)
for(var/obj/O in range(aoe_structure_range, epicenter))
if(!isitem(O))
if(O.level == 1) //Please don't break underfloor items!
continue
O.take_damage(aoe_structure_damage * get_damage_coeff(O), BURN, "laser", FALSE)
/obj/item/projectile/beam/beam_rifle/proc/check_pierce(atom/target)
if(!do_pierce)
return FALSE
if(pierced[target]) //we already pierced them go away
return TRUE
if(isclosedturf(target))
if(wall_pierce++ < wall_pierce_amount)
if(prob(wall_devastate))
if(iswallturf(target))
var/turf/closed/wall/W = target
W.dismantle_wall(TRUE, TRUE)
else
target.ex_act(EXPLODE_HEAVY)
return TRUE
if(ismovableatom(target))
var/atom/movable/AM = target
if(AM.density && !AM.CanPass(src, get_turf(target)) && !ismob(AM))
if(structure_pierce < structure_pierce_amount)
if(isobj(AM))
var/obj/O = AM
O.take_damage((impact_structure_damage + aoe_structure_damage) * structure_bleed_coeff * get_damage_coeff(AM), BURN, "energy", FALSE)
pierced[AM] = TRUE
structure_pierce++
return TRUE
return FALSE
/obj/item/projectile/beam/beam_rifle/proc/get_damage_coeff(atom/target)
if(istype(target, /obj/machinery/door))
return 0.4
if(istype(target, /obj/structure/window))
return 0.5
return 1
/obj/item/projectile/beam/beam_rifle/proc/handle_impact(atom/target)
if(isobj(target))
var/obj/O = target
O.take_damage(impact_structure_damage * get_damage_coeff(target), BURN, "laser", FALSE)
if(isliving(target))
var/mob/living/L = target
L.adjustFireLoss(impact_direct_damage)
L.emote("scream")
/obj/item/projectile/beam/beam_rifle/proc/handle_hit(atom/target)
set waitfor = FALSE
if(!cached && !QDELETED(target))
cached = get_turf(target)
if(nodamage)
return FALSE
playsound(cached, 'sound/effects/explosion3.ogg', 100, 1)
AOE(cached)
if(!QDELETED(target))
handle_impact(target)
/obj/item/projectile/beam/beam_rifle/Collide(atom/target)
if(check_pierce(target))
permutated += target
trajectory_ignore_forcemove = TRUE
forceMove(target)
trajectory_ignore_forcemove = FALSE
return FALSE
if(!QDELETED(target))
cached = get_turf(target)
. = ..()
/obj/item/projectile/beam/beam_rifle/on_hit(atom/target, blocked = FALSE)
if(!QDELETED(target))
cached = get_turf(target)
handle_hit(target)
. = ..()
/obj/item/projectile/beam/beam_rifle/hitscan
icon_state = ""
hitscan = TRUE
tracer_type = /obj/effect/projectile/tracer/tracer/beam_rifle
var/constant_tracer = FALSE
/obj/item/projectile/beam/beam_rifle/hitscan/generate_hitscan_tracers(cleanup = TRUE, duration = 5, impacting = TRUE, highlander)
set waitfor = FALSE
if(isnull(highlander))
highlander = constant_tracer
if(highlander && istype(gun))
QDEL_LIST(gun.current_tracers)
for(var/datum/point/p in beam_segments)
gun.current_tracers += generate_tracer_between_points(p, beam_segments[p], tracer_type, color, 0)
else
for(var/datum/point/p in beam_segments)
generate_tracer_between_points(p, beam_segments[p], tracer_type, color, duration)
if(cleanup)
QDEL_LIST(beam_segments)
beam_segments = null
QDEL_NULL(beam_index)
/obj/item/projectile/beam/beam_rifle/hitscan/aiming_beam
tracer_type = /obj/effect/projectile/tracer/tracer/aiming
name = "aiming beam"
hitsound = null
hitsound_wall = null
nodamage = TRUE
damage = 0
constant_tracer = TRUE
/obj/item/projectile/beam/beam_rifle/hitscan/aiming_beam/prehit(atom/target)
qdel(src)
return FALSE
/obj/item/projectile/beam/beam_rifle/hitscan/aiming_beam/on_hit()
qdel(src)
return FALSE
@@ -0,0 +1,47 @@
//his isn't a subtype of the syringe gun because the syringegun subtype is made to hold syringes
//this is meant to hold reagents/obj/item/gun/syringe
/obj/item/gun/chem
name = "reagent gun"
desc = "A Nanotrasen syringe gun, modified to automatically synthesise chemical darts, and instead hold reagents."
icon_state = "chemgun"
item_state = "chemgun"
w_class = WEIGHT_CLASS_NORMAL
throw_speed = 3
throw_range = 7
force = 4
materials = list(MAT_METAL=2000)
clumsy_check = FALSE
fire_sound = 'sound/items/syringeproj.ogg'
container_type = OPENCONTAINER
var/time_per_syringe = 250
var/syringes_left = 4
var/max_syringes = 4
var/last_synth = 0
/obj/item/gun/chem/Initialize()
. = ..()
chambered = new /obj/item/ammo_casing/chemgun(src)
START_PROCESSING(SSobj, src)
create_reagents(100)
/obj/item/gun/chem/Destroy()
. = ..()
STOP_PROCESSING(SSobj, src)
/obj/item/gun/chem/can_shoot()
return syringes_left
/obj/item/gun/chem/process_chamber()
if(chambered && !chambered.BB && syringes_left)
chambered.newshot()
/obj/item/gun/chem/process()
if(syringes_left >= max_syringes)
return
if(world.time < last_synth+time_per_syringe)
return
to_chat(loc, "<span class='warning'>You hear a click as [src] synthesizes a new dart.</span>")
syringes_left++
if(chambered && !chambered.BB)
chambered.newshot()
last_synth = world.time
@@ -0,0 +1,52 @@
/obj/item/gun/grenadelauncher
name = "grenade launcher"
desc = "A terrible, terrible thing. It's really awful!"
icon = 'icons/obj/guns/projectile.dmi'
icon_state = "riotgun"
item_state = "riotgun"
w_class = WEIGHT_CLASS_BULKY
throw_speed = 2
throw_range = 7
force = 5
var/list/grenades = new/list()
var/max_grenades = 3
materials = list(MAT_METAL=2000)
/obj/item/gun/grenadelauncher/examine(mob/user)
..()
to_chat(user, "[grenades.len] / [max_grenades] grenades loaded.")
/obj/item/gun/grenadelauncher/attackby(obj/item/I, mob/user, params)
if((istype(I, /obj/item/grenade)))
if(grenades.len < max_grenades)
if(!user.transferItemToLoc(I, src))
return
grenades += I
to_chat(user, "<span class='notice'>You put the grenade in the grenade launcher.</span>")
to_chat(user, "<span class='notice'>[grenades.len] / [max_grenades] Grenades.</span>")
else
to_chat(usr, "<span class='danger'>The grenade launcher cannot hold more grenades.</span>")
/obj/item/gun/grenadelauncher/afterattack(obj/target, mob/user , flag)
if(target == user)
return
if(grenades.len)
fire_grenade(target,user)
else
to_chat(user, "<span class='danger'>The grenade launcher is empty.</span>")
/obj/item/gun/grenadelauncher/proc/fire_grenade(atom/target, mob/user)
user.visible_message("<span class='danger'>[user] fired a grenade!</span>", \
"<span class='danger'>You fire the grenade launcher!</span>")
var/obj/item/grenade/F = grenades[1] //Now with less copypasta!
grenades -= F
F.forceMove(user.loc)
F.throw_at(target, 30, 2, user)
message_admins("[key_name_admin(user)] fired a grenade ([F.name]) from a grenade launcher ([src.name]).")
log_game("[key_name(user)] fired a grenade ([F.name]) from a grenade launcher ([src.name]).")
F.active = 1
F.icon_state = initial(F.icon_state) + "_active"
playsound(user.loc, 'sound/weapons/armbomb.ogg', 75, 1, -3)
addtimer(CALLBACK(F, /obj/item/grenade.proc/prime), 15)
@@ -0,0 +1,133 @@
/obj/item/gun/medbeam
name = "Medical Beamgun"
desc = "Don't cross the streams!"
icon = 'icons/obj/chronos.dmi'
icon_state = "chronogun"
item_state = "chronogun"
w_class = WEIGHT_CLASS_NORMAL
var/mob/living/current_target
var/last_check = 0
var/check_delay = 10 //Check los as often as possible, max resolution is SSobj tick though
var/max_range = 8
var/active = 0
var/datum/beam/current_beam = null
var/mounted = 0 //Denotes if this is a handheld or mounted version
weapon_weight = WEAPON_MEDIUM
/obj/item/gun/medbeam/Initialize()
. = ..()
START_PROCESSING(SSobj, src)
/obj/item/gun/medbeam/Destroy(mob/user)
STOP_PROCESSING(SSobj, src)
LoseTarget()
return ..()
/obj/item/gun/medbeam/dropped(mob/user)
..()
LoseTarget()
/obj/item/gun/medbeam/equipped(mob/user)
..()
LoseTarget()
/obj/item/gun/medbeam/proc/LoseTarget()
if(active)
qdel(current_beam)
current_beam = null
active = 0
on_beam_release(current_target)
current_target = null
/obj/item/gun/medbeam/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
if(isliving(user))
add_fingerprint(user)
if(current_target)
LoseTarget()
if(!isliving(target))
return
current_target = target
active = TRUE
current_beam = new(user,current_target,time=6000,beam_icon_state="medbeam",btype=/obj/effect/ebeam/medical)
INVOKE_ASYNC(current_beam, /datum/beam.proc/Start)
SSblackbox.record_feedback("tally", "gun_fired", 1, type)
/obj/item/gun/medbeam/process()
var/source = loc
if(!mounted && !isliving(source))
LoseTarget()
return
if(!current_target)
LoseTarget()
return
if(world.time <= last_check+check_delay)
return
last_check = world.time
if(get_dist(source, current_target)>max_range || !los_check(source, current_target))
LoseTarget()
if(isliving(source))
to_chat(source, "<span class='warning'>You lose control of the beam!</span>")
return
if(current_target)
on_beam_tick(current_target)
/obj/item/gun/medbeam/proc/los_check(atom/movable/user, mob/target)
var/turf/user_turf = user.loc
if(mounted)
user_turf = get_turf(user)
else if(!istype(user_turf))
return 0
var/obj/dummy = new(user_turf)
dummy.pass_flags |= PASSTABLE|PASSGLASS|PASSGRILLE //Grille/Glass so it can be used through common windows
for(var/turf/turf in getline(user_turf,target))
if(mounted && turf == user_turf)
continue //Mechs are dense and thus fail the check
if(turf.density)
qdel(dummy)
return 0
for(var/atom/movable/AM in turf)
if(!AM.CanPass(dummy,turf,1))
qdel(dummy)
return 0
for(var/obj/effect/ebeam/medical/B in turf)// Don't cross the str-beams!
if(B.owner.origin != current_beam.origin)
explosion(B.loc,0,3,5,8)
qdel(dummy)
return 0
qdel(dummy)
return 1
/obj/item/gun/medbeam/proc/on_beam_hit(var/mob/living/target)
return
/obj/item/gun/medbeam/proc/on_beam_tick(var/mob/living/target)
if(target.health != target.maxHealth)
new /obj/effect/temp_visual/heal(get_turf(target), "#80F5FF")
target.adjustBruteLoss(-4)
target.adjustFireLoss(-4)
return
/obj/item/gun/medbeam/proc/on_beam_release(var/mob/living/target)
return
/obj/effect/ebeam/medical
name = "medical beam"
//////////////////////////////Mech Version///////////////////////////////
/obj/item/gun/medbeam/mech
mounted = 1
/obj/item/gun/medbeam/mech/Initialize()
. = ..()
STOP_PROCESSING(SSobj, src) //Mech mediguns do not process until installed, and are controlled by the holder obj
@@ -0,0 +1,104 @@
/obj/item/gun/syringe
name = "syringe gun"
desc = "A spring loaded rifle designed to fit syringes, used to incapacitate unruly patients from a distance."
icon_state = "syringegun"
item_state = "syringegun"
w_class = WEIGHT_CLASS_NORMAL
throw_speed = 3
throw_range = 7
force = 4
materials = list(MAT_METAL=2000)
clumsy_check = 0
fire_sound = 'sound/items/syringeproj.ogg'
var/list/syringes = list()
var/max_syringes = 1
/obj/item/gun/syringe/Initialize()
. = ..()
chambered = new /obj/item/ammo_casing/syringegun(src)
/obj/item/gun/syringe/recharge_newshot()
if(!syringes.len)
return
chambered.newshot()
/obj/item/gun/syringe/can_shoot()
return syringes.len
/obj/item/gun/syringe/process_chamber()
if(chambered && !chambered.BB) //we just fired
recharge_newshot()
/obj/item/gun/syringe/examine(mob/user)
..()
to_chat(user, "Can hold [max_syringes] syringe\s. Has [syringes.len] syringe\s remaining.")
/obj/item/gun/syringe/attack_self(mob/living/user)
if(!syringes.len)
to_chat(user, "<span class='warning'>[src] is empty!</span>")
return 0
var/obj/item/reagent_containers/syringe/S = syringes[syringes.len]
if(!S)
return 0
S.forceMove(user.loc)
syringes.Remove(S)
to_chat(user, "<span class='notice'>You unload [S] from \the [src].</span>")
return 1
/obj/item/gun/syringe/attackby(obj/item/A, mob/user, params, show_msg = TRUE)
if(istype(A, /obj/item/reagent_containers/syringe))
if(syringes.len < max_syringes)
if(!user.transferItemToLoc(A, src))
return FALSE
to_chat(user, "<span class='notice'>You load [A] into \the [src].</span>")
syringes += A
recharge_newshot()
return TRUE
else
to_chat(user, "<span class='warning'>[src] cannot hold more syringes!</span>")
return FALSE
/obj/item/gun/syringe/rapidsyringe
name = "rapid syringe gun"
desc = "A modification of the syringe gun design, using a rotating cylinder to store up to six syringes."
icon_state = "rapidsyringegun"
max_syringes = 6
/obj/item/gun/syringe/syndicate
name = "dart pistol"
desc = "A small spring-loaded sidearm that functions identically to a syringe gun."
icon_state = "syringe_pistol"
item_state = "gun" //Smaller inhand
w_class = WEIGHT_CLASS_SMALL
force = 2 //Also very weak because it's smaller
suppressed = TRUE //Softer fire sound
can_unsuppress = FALSE //Permanently silenced
/obj/item/gun/syringe/dna
name = "modified syringe gun"
desc = "A syringe gun that has been modified to fit DNA injectors instead of normal syringes."
/obj/item/gun/syringe/dna/Initialize()
. = ..()
chambered = new /obj/item/ammo_casing/dnainjector(src)
/obj/item/gun/syringe/dna/attackby(obj/item/A, mob/user, params, show_msg = TRUE)
if(istype(A, /obj/item/dnainjector))
var/obj/item/dnainjector/D = A
if(D.used)
to_chat(user, "<span class='warning'>This injector is used up!</span>")
return
if(syringes.len < max_syringes)
if(!user.transferItemToLoc(D, src))
return FALSE
to_chat(user, "<span class='notice'>You load \the [D] into \the [src].</span>")
syringes += D
recharge_newshot()
return TRUE
else
to_chat(user, "<span class='warning'>[src] cannot hold more syringes!</span>")
return FALSE