diff --git a/code/__DEFINES/conflict.dm b/code/__DEFINES/conflict.dm index a6a7aa53f182..17fd8b32c280 100644 --- a/code/__DEFINES/conflict.dm +++ b/code/__DEFINES/conflict.dm @@ -54,24 +54,25 @@ #define GUN_TRIGGER_SAFETY (1<<1) #define GUN_UNUSUAL_DESIGN (1<<2) #define GUN_SILENCED (1<<3) +#define GUN_CANT_EXECUTE (1<<4) ///If checking for ammo with current.mag you have to check it against numerical values, as booleans will not trigger. -#define GUN_INTERNAL_MAG (1<<4) -#define GUN_AUTO_EJECTOR (1<<5) -#define GUN_AMMO_COUNTER (1<<6) -#define GUN_BURST_FIRING (1<<7) -#define GUN_FLASHLIGHT_ON (1<<8) -#define GUN_WY_RESTRICTED (1<<9) -#define GUN_SPECIALIST (1<<10) -#define GUN_WIELDED_FIRING_ONLY (1<<11) +#define GUN_INTERNAL_MAG (1<<5) +#define GUN_AUTO_EJECTOR (1<<6) +#define GUN_AMMO_COUNTER (1<<7) +#define GUN_BURST_FIRING (1<<8) +#define GUN_FLASHLIGHT_ON (1<<9) +#define GUN_WY_RESTRICTED (1<<10) +#define GUN_SPECIALIST (1<<11) +#define GUN_WIELDED_FIRING_ONLY (1<<12) /// removes unwielded accuracy and scatter penalties (not recoil) -#define GUN_ONE_HAND_WIELDED (1<<12) -#define GUN_ANTIQUE (1<<13) +#define GUN_ONE_HAND_WIELDED (1<<13) +#define GUN_ANTIQUE (1<<14) /// Whether the gun has been fired by its current user (reset upon `dropped()`) -#define GUN_RECOIL_BUILDUP (1<<14) +#define GUN_RECOIL_BUILDUP (1<<15) /// support weapon, bipod will grant autofire -#define GUN_SUPPORT_PLATFORM (1<<15) +#define GUN_SUPPORT_PLATFORM (1<<16) /// No gun description, only base desc -#define GUN_NO_DESCRIPTION (1<<16) +#define GUN_NO_DESCRIPTION (1<<17) // NOTE: Don't add flags past 1<<23, it'll break things due to BYOND limitations. You can usually use a Component instead. #define USES_STREAKS (1<<0) diff --git a/code/_globalvars/bitfields.dm b/code/_globalvars/bitfields.dm index d3fc9994414a..72e02deb8c1a 100644 --- a/code/_globalvars/bitfields.dm +++ b/code/_globalvars/bitfields.dm @@ -108,6 +108,7 @@ DEFINE_BITFIELD(flags_gun_features, list( "GUN_TRIGGER_SAFETY" = GUN_TRIGGER_SAFETY, "GUN_UNUSUAL_DESIGN" = GUN_UNUSUAL_DESIGN, "GUN_SILENCED" = GUN_SILENCED, + "GUN_CANT_EXECUTE" = GUN_CANT_EXECUTE, "GUN_INTERNAL_MAG" = GUN_INTERNAL_MAG, "GUN_AUTO_EJECTOR" = GUN_AUTO_EJECTOR, "GUN_AMMO_COUNTER" = GUN_AMMO_COUNTER, diff --git a/code/modules/projectiles/gun.dm b/code/modules/projectiles/gun.dm index d16f1b6fdd30..08fd3dd5b0b6 100644 --- a/code/modules/projectiles/gun.dm +++ b/code/modules/projectiles/gun.dm @@ -1340,6 +1340,8 @@ and you're good to go. if(EXECUTION_CHECK) //Execution if(!able_to_fire(user)) //Can they actually use guns in the first place? return ..() + if(flags_gun_features & GUN_CANT_EXECUTE) + return ..() user.visible_message(SPAN_DANGER("[user] puts [src] up to [attacked_mob], steadying their aim."), SPAN_WARNING("You put [src] up to [attacked_mob], steadying your aim."),null, null, CHAT_TYPE_COMBAT_ACTION) if(!do_after(user, 3 SECONDS, INTERRUPT_ALL|INTERRUPT_DIFF_INTENT, BUSY_ICON_HOSTILE)) return TRUE diff --git a/code/modules/projectiles/guns/energy.dm b/code/modules/projectiles/guns/energy.dm index 717914e38eba..b3dcae388a13 100644 --- a/code/modules/projectiles/guns/energy.dm +++ b/code/modules/projectiles/guns/energy.dm @@ -214,6 +214,7 @@ charge_icon = "+taser" black_market_value = 20 actions_types = list(/datum/action/item_action/taser/change_mode) + flags_gun_features = GUN_UNUSUAL_DESIGN|GUN_CAN_POINTBLANK|GUN_CANT_EXECUTE /// Determines if the taser will hit any target, or if it checks for wanted status. Default is wanted only. var/mode = TASER_MODE_P var/skilllock = SKILL_POLICE_SKILLED