[READY] Adds ability to add bayonets to weapons - Only enabled on kinetic accelerators - refactors gunlight/bayonet sprites to ballistics too (#1191)

This commit is contained in:
CitadelStationBot
2017-05-27 15:36:44 -05:00
committed by kevinz000
parent 833c0c549c
commit e9d00c2aff
6 changed files with 98 additions and 65 deletions
+86 -45
View File
@@ -43,8 +43,11 @@
var/obj/item/device/firing_pin/pin = /obj/item/device/firing_pin //standard firing pin for most guns
var/obj/item/device/flashlight/gun_light = null
var/obj/item/device/flashlight/gun_light
var/can_flashlight = 0
var/obj/item/weapon/kitchen/knife/bayonet
var/can_bayonet = FALSE
var/datum/action/item_action/toggle_gunlight/alight
var/list/upgrades = list()
@@ -52,6 +55,8 @@
var/ammo_y_offset = 0
var/flight_x_offset = 0
var/flight_y_offset = 0
var/knife_x_offset = 0
var/knife_y_offset = 0
//Zooming
var/zoomable = FALSE //whether the gun generates a Zoom action on creation
@@ -65,8 +70,7 @@
if(pin)
pin = new pin(src)
if(gun_light)
verbs += /obj/item/weapon/gun/proc/toggle_gunlight
new /datum/action/item_action/toggle_gunlight(src)
alight = new /datum/action/item_action/toggle_gunlight(src)
build_zooming()
@@ -268,52 +272,88 @@
SSblackbox.add_details("gun_fired","[src.type]")
return 1
/obj/item/weapon/gun/update_icon()
..()
cut_overlays()
if(gun_light && can_flashlight)
var/state = "flight[gun_light.on? "_on":""]" //Generic state.
if(gun_light.icon_state in icon_states('icons/obj/guns/flashlights.dmi')) //Snowflake state?
state = gun_light.icon_state
var/mutable_appearance/flashlight_overlay = mutable_appearance('icons/obj/guns/flashlights.dmi', state)
flashlight_overlay.pixel_x = flight_x_offset
flashlight_overlay.pixel_y = flight_y_offset
add_overlay(flashlight_overlay)
if(bayonet && can_bayonet)
var/state = "bayonet" //Generic state.
if(bayonet.icon_state in icon_states('icons/obj/guns/bayonets.dmi')) //Snowflake state?
state = bayonet.icon_state
var/mutable_appearance/knife_overlay = mutable_appearance('icons/obj/guns/bayonets.dmi', state)
knife_overlay.pixel_x = knife_x_offset
knife_overlay.pixel_y = knife_y_offset
add_overlay(knife_overlay)
/obj/item/weapon/gun/attack(mob/M as mob, mob/user)
if(user.a_intent == INTENT_HARM) //Flogging
..()
else
return
if(bayonet)
bayonet.attack(M, user)
return
return ..()
/obj/item/weapon/gun/attack_obj(obj/O, mob/user)
if(user.a_intent == INTENT_HARM)
if(bayonet)
bayonet.attack_obj(O, user)
return
return ..()
/obj/item/weapon/gun/attackby(obj/item/I, mob/user, params)
if(can_flashlight)
if(istype(I, /obj/item/device/flashlight/seclite))
var/obj/item/device/flashlight/seclite/S = I
if(!gun_light)
if(!user.transferItemToLoc(I, src))
return
to_chat(user, "<span class='notice'>You click [S] into place on [src].</span>")
if(S.on)
set_light(0)
gun_light = S
update_icon()
update_gunlight(user)
verbs += /obj/item/weapon/gun/proc/toggle_gunlight
var/datum/action/A = new /datum/action/item_action/toggle_gunlight(src)
if(loc == user)
A.Grant(user)
if(istype(I, /obj/item/weapon/screwdriver))
if(gun_light)
for(var/obj/item/device/flashlight/seclite/S in src)
to_chat(user, "<span class='notice'>You unscrew the seclite from [src].</span>")
gun_light = null
S.forceMove(get_turf(user))
update_gunlight(user)
S.update_brightness(user)
update_icon()
verbs -= /obj/item/weapon/gun/proc/toggle_gunlight
for(var/datum/action/item_action/toggle_gunlight/TGL in actions)
qdel(TGL)
if(user.a_intent == INTENT_HARM)
return ..()
else if(istype(I, /obj/item/device/flashlight/seclite))
if(!can_flashlight)
return ..()
var/obj/item/device/flashlight/seclite/S = I
if(!gun_light)
if(!user.transferItemToLoc(I, src))
return
to_chat(user, "<span class='notice'>You click \the [S] into place on \the [src].</span>")
if(S.on)
set_light(0)
gun_light = S
update_icon()
update_gunlight(user)
alight = new /datum/action/item_action/toggle_gunlight(src)
if(loc == user)
alight.Grant(user)
else if(istype(I, /obj/item/weapon/kitchen/knife))
if(!can_bayonet)
return ..()
var/obj/item/weapon/kitchen/knife/K = I
if(!bayonet)
if(!user.transferItemToLoc(I, src))
return
to_chat(user, "<span class='notice'>You attach \the [K] to the front of ]the [src].</span>")
bayonet = K
update_icon()
else if(istype(I, /obj/item/weapon/screwdriver))
if(gun_light)
var/obj/item/device/flashlight/seclite/S = gun_light
to_chat(user, "<span class='notice'>You unscrew the seclite from \the [src].</span>")
gun_light = null
S.forceMove(get_turf(user))
update_gunlight(user)
S.update_brightness(user)
update_icon()
QDEL_NULL(alight)
if(bayonet)
var/obj/item/weapon/kitchen/knife/K = bayonet
K.forceMove(get_turf(user))
bayonet = null
update_icon()
else
..()
return ..()
/obj/item/weapon/gun/proc/toggle_gunlight()
set name = "Toggle Gunlight"
set category = "Object"
set desc = "Click to toggle your weapon's attached flashlight."
if(!gun_light)
return
@@ -343,12 +383,16 @@
..()
if(azoom)
azoom.Grant(user)
if(alight)
alight.Grant(user)
/obj/item/weapon/gun/dropped(mob/user)
..()
zoom(user,FALSE)
if(azoom)
azoom.Remove(user)
if(alight)
alight.Remove(user)
/obj/item/weapon/gun/AltClick(mob/user)
@@ -370,9 +414,6 @@
to_chat(M, "Your gun is now skinned as [choice]. Say hello to your new friend.")
update_icon()
/obj/item/weapon/gun/proc/handle_suicide(mob/living/carbon/human/user, mob/living/carbon/human/target, params)
if(!ishuman(user) || !ishuman(target))
return