#define SAWN_INTACT 0 #define SAWN_OFF 1 #define SAWN_SAWING -1 /obj/item/weapon/gun name = "gun" desc = "It's a gun. It's pretty terrible, though." icon = 'icons/obj/guns/projectile.dmi' icon_state = "detective" item_state = "gun" flags = CONDUCT slot_flags = SLOT_BELT m_amt = 2000 w_class = 3.0 throwforce = 5 throw_speed = 3 throw_range = 5 force = 5.0 origin_tech = "combat=1" needs_permit = 1 attack_verb = list("struck", "hit", "bashed") var/fire_sound = "gunshot" var/suppressed = 0 //whether or not a message is displayed when fired var/can_suppress = 0 var/recoil = 0 //boom boom shake the room var/clumsy_check = 1 var/obj/item/ammo_casing/chambered = null var/trigger_guard = 1 //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_state = SAWN_INTACT var/burst_size = 1 //how large a burst is var/fire_delay = 0 //rate of fire for burst firing and semi auto var/semicd = 0 //cooldown handler var/heavy_weapon = 0 var/unique_rename = 0 //allows renaming with a pen var/unique_reskin = 0 //allows one-time reskinning var/reskinned = 0 //whether or not the gun has been reskinned var/list/options = list() lefthand_file = 'icons/mob/inhands/guns_lefthand.dmi' righthand_file = 'icons/mob/inhands/guns_righthand.dmi' var/obj/item/device/firing_pin/pin = /obj/item/device/firing_pin //standard firing pin for most guns var/obj/item/device/flashlight/F = null var/can_flashlight = 0 var/list/upgrades = list() /obj/item/weapon/gun/New() ..() if(pin) pin = new pin(src) /obj/item/weapon/gun/examine(mob/user) ..() if(pin) user << "It has [pin] installed." else user << "It doesn't have a firing pin installed, and won't fire." /obj/item/weapon/gun/proc/process_chamber() return 0 //check if there's enough ammo/energy/whatever to shoot one time //i.e if clicking would make it shoot /obj/item/weapon/gun/proc/can_shoot() return 1 /obj/item/weapon/gun/proc/shoot_with_empty_chamber(mob/living/user as mob|obj) user << "*click*" playsound(user, 'sound/weapons/empty.ogg', 100, 1) return /obj/item/weapon/gun/proc/shoot_live_shot(mob/living/user as mob|obj, var/pointblank = 0, var/mob/pbtarget = null, var/message = 1) if(recoil) spawn() shake_camera(user, recoil + 1, recoil) if(suppressed) playsound(user, fire_sound, 10, 1) else playsound(user, fire_sound, 50, 1) if(!message) return if(pointblank) user.visible_message("[user] fires [src] point blank at [pbtarget]!", "You fire [src] point blank at [pbtarget]!", "You hear a [istype(src, /obj/item/weapon/gun/energy) ? "laser blast" : "gunshot"]!") else user.visible_message("[user] fires [src]!", "You fire [src]!", "You hear a [istype(src, /obj/item/weapon/gun/energy) ? "laser blast" : "gunshot"]!") if(heavy_weapon) if(user.get_inactive_hand()) if(prob(15)) user.visible_message("[src] flies out of [user]'s hands!", "[src] kicks out of your grip!") user.drop_item() /obj/item/weapon/gun/emp_act(severity) for(var/obj/O in contents) O.emp_act(severity) /obj/item/weapon/gun/afterattack(atom/target as mob|obj|turf, mob/living/carbon/human/user as mob|obj, flag, params)//TODO: go over this if(flag) //It's adjacent, is the user, or is on the user's person if(istype(target, /mob/) && target != user && !(target in user.contents)) //We make sure that it is a mob, it's not us or part of us. if(user.a_intent == "harm") //Flogging action return else return //Exclude lasertag guns from the CLUMSY check. if(clumsy_check && can_shoot()) if(istype(user, /mob/living)) var/mob/living/M = user if (M.disabilities & CLUMSY && prob(40)) user << "You shoot yourself in the foot with \the [src]!" process_fire(user,user,0,params) M.drop_item() return if(isliving(user)) var/mob/living/L = user if(!can_trigger_gun(L)) return process_fire(target,user,1,params) /obj/item/weapon/gun/proc/can_trigger_gun(mob/living/carbon/user) if (!user.IsAdvancedToolUser()) user << "You don't have the dexterity to do this!" return 0 if(!handle_pins(user)) return 0 if(trigger_guard) if(istype(user) && user.dna) if(user.dna.check_mutation(HULK)) user << "Your meaty finger is much too large for the trigger guard!" return 0 if(NOGUNS in user.dna.species.specflags) user << "Your fingers don't fit in the trigger guard!" return 0 return 1 /obj/item/weapon/gun/proc/handle_pins(mob/living/user) if(pin) if(pin.pin_auth(user) || pin.emagged) return 1 else pin.auth_fail(user) return 0 else user << "\The [src]'s trigger is locked. This weapon doesn't have a firing pin installed!" return 0 /obj/item/weapon/gun/proc/process_fire(atom/target as mob|obj|turf, mob/living/user as mob|obj, var/message = 1, params) add_fingerprint(user) if(semicd) return if(heavy_weapon) if(user.get_inactive_hand()) recoil = 4 //one-handed kick else recoil = initial(recoil) if(burst_size > 1) for(var/i = 1 to burst_size) if(!issilicon(user)) if( i>1 && !(src in get_both_hands(user))) //for burst firing break if(chambered) if(!chambered.fire(target, user, params, , suppressed)) shoot_with_empty_chamber(user) break else if(get_dist(user, target) <= 1) //Making sure whether the target is in vicinity for the pointblank shot shoot_live_shot(user, 1, target, message) else shoot_live_shot(user, 0, target, message) else shoot_with_empty_chamber(user) break process_chamber() update_icon() sleep(fire_delay) else if(chambered) if(!chambered.fire(target, user, params, , suppressed)) shoot_with_empty_chamber(user) return else if(get_dist(user, target) <= 1) //Making sure whether the target is in vicinity for the pointblank shot shoot_live_shot(user, 1, target, message) else shoot_live_shot(user, 0, target, message) else shoot_with_empty_chamber(user) return process_chamber() update_icon() semicd = 1 spawn(fire_delay) semicd = 0 if(user.hand) user.update_inv_l_hand(0) else user.update_inv_r_hand(0) /obj/item/weapon/gun/attack(mob/M as mob, mob/user) if(user.a_intent == "harm") //Flogging ..() else return /obj/item/weapon/gun/attackby(var/obj/item/A as obj, mob/user as mob, params) if(istype(A, /obj/item/device/flashlight/seclite)) var/obj/item/device/flashlight/seclite/S = A if(can_flashlight) if(!F) if(user.l_hand != src && user.r_hand != src) user << "You'll need [src] in your hands to do that." return user.drop_item() user << "You click [S] into place on [src]." if(S.on) SetLuminosity(0) F = S A.loc = src update_icon() update_gunlight(user) verbs += /obj/item/weapon/gun/proc/toggle_gunlight if(istype(A, /obj/item/weapon/screwdriver)) if(F) if(user.l_hand != src && user.r_hand != src) user << "You'll need [src] in your hands to do that." return for(var/obj/item/device/flashlight/seclite/S in src) user << "You unscrew the seclite from [src]." F = null S.loc = get_turf(user) update_gunlight(user) S.update_brightness(user) update_icon() verbs -= /obj/item/weapon/gun/proc/toggle_gunlight if(unique_rename) if(istype(A, /obj/item/weapon/pen)) rename_gun(user) ..() 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(!F) return var/mob/living/carbon/human/user = usr if(!isturf(user.loc)) user << "You cannot turn the light on while in this [user.loc]." F.on = !F.on user << "You toggle the gunlight [F.on ? "on":"off"]." playsound(user, 'sound/weapons/empty.ogg', 100, 1) update_gunlight(user) return /obj/item/weapon/gun/proc/update_gunlight(var/mob/user = null) if(F) action_button_name = "Toggle Gunlight" if(F.on) if(loc == user) user.AddLuminosity(F.brightness_on) else if(isturf(loc)) SetLuminosity(F.brightness_on) else if(loc == user) user.AddLuminosity(-F.brightness_on) else if(isturf(loc)) SetLuminosity(0) update_icon() else action_button_name = null if(loc == user) user.AddLuminosity(-5) else if(isturf(loc)) SetLuminosity(0) return /obj/item/weapon/gun/pickup(mob/user) if(F) if(F.on) user.AddLuminosity(F.brightness_on) SetLuminosity(0) /obj/item/weapon/gun/dropped(mob/user) if(F) if(F.on) user.AddLuminosity(-F.brightness_on) SetLuminosity(F.brightness_on) /obj/item/weapon/gun/attack_hand(mob/user as mob) if(unique_reskin && !reskinned && loc == user) reskin_gun(user) return ..() /obj/item/weapon/gun/proc/reskin_gun(var/mob/M) var/choice = input(M,"Warning, you can only reskin your weapon once!","Reskin Gun") in options if(src && choice && !M.stat && in_range(M,src) && !M.restrained() && M.canmove) if(options[choice] == null) return if(sawn_state == SAWN_OFF) icon_state = options[choice] + "-sawn" else icon_state = options[choice] M << "Your gun is now skinned as [choice]. Say hello to your new friend." reskinned = 1 return /obj/item/weapon/gun/proc/rename_gun(var/mob/M) var/input = stripped_input(M,"What do you want to name the gun?", ,"", MAX_NAME_LEN) if(src && input && !M.stat && in_range(M,src) && !M.restrained() && M.canmove) name = input M << "You name the gun [input]. Say hello to your new friend." return