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Firing flares into the air now produces light again #4360

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158 changes: 158 additions & 0 deletions code/modules/projectiles/guns/flare_gun.dm
Original file line number Diff line number Diff line change
@@ -0,0 +1,158 @@
/obj/item/weapon/gun/flare
name = "\improper M82-F flare gun"
desc = "A flare gun issued to JTAC operators to use with flares. Comes with a miniscope. One shot, one... life saved?"
icon_state = "m82f"
item_state = "m82f"
current_mag = /obj/item/ammo_magazine/internal/flare
reload_sound = 'sound/weapons/gun_shotgun_shell_insert.ogg'
fire_sound = 'sound/weapons/gun_flare.ogg'
aim_slowdown = 0
flags_equip_slot = SLOT_WAIST
wield_delay = WIELD_DELAY_VERY_FAST
movement_onehanded_acc_penalty_mult = MOVEMENT_ACCURACY_PENALTY_MULT_TIER_4
flags_gun_features = GUN_INTERNAL_MAG|GUN_CAN_POINTBLANK
gun_category = GUN_CATEGORY_HANDGUN
attachable_allowed = list(/obj/item/attachable/scope/mini/flaregun)

var/last_signal_flare_name


/obj/item/weapon/gun/flare/Initialize(mapload, spawn_empty)
. = ..()
if(spawn_empty)
update_icon()

/obj/item/weapon/gun/flare/handle_starting_attachment()
..()
var/obj/item/attachable/scope/mini/flaregun/S = new(src)
S.hidden = TRUE
S.flags_attach_features &= ~ATTACH_REMOVABLE
S.Attach(src)
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update_attachables()


/obj/item/weapon/gun/flare/set_gun_attachment_offsets()
attachable_offset = list("muzzle_x" = 33, "muzzle_y" = 18,"rail_x" = 12, "rail_y" = 20, "under_x" = 19, "under_y" = 14, "stock_x" = 19, "stock_y" = 14)

/obj/item/weapon/gun/flare/set_gun_config_values()
..()
set_fire_delay(FIRE_DELAY_TIER_12)
accuracy_mult = BASE_ACCURACY_MULT
accuracy_mult_unwielded = BASE_ACCURACY_MULT - HIT_ACCURACY_MULT_TIER_10
scatter = 0
recoil = RECOIL_AMOUNT_TIER_4
recoil_unwielded = RECOIL_AMOUNT_TIER_4

/obj/item/weapon/gun/flare/set_bullet_traits()
LAZYADD(traits_to_give, list(
BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_iff)
))

/obj/item/weapon/gun/flare/reload_into_chamber(mob/user)
. = ..()
to_chat(user, SPAN_WARNING("You pop out [src]'s tube!"))
update_icon()

/obj/item/weapon/gun/flare/attackby(obj/item/I, mob/user)
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if(istype(I, /obj/item/device/flashlight/flare))
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var/obj/item/device/flashlight/flare/F = I
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if(F.on)
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to_chat(user, SPAN_WARNING("You can't put a lit flare in [src]!"))
return
if(!F.fuel)
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to_chat(user, SPAN_WARNING("You can't put a burnt out flare in [src]!"))
return
if(current_mag && current_mag.current_rounds == 0)
ammo = GLOB.ammo_list[F.ammo_datum]
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playsound(user, reload_sound, 25, 1)
to_chat(user, SPAN_NOTICE("You load \the [F] into [src]."))
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current_mag.current_rounds++
qdel(I)
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update_icon()
else
to_chat(user, SPAN_WARNING("\The [src] is already loaded!"))
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else
to_chat(user, SPAN_WARNING("That's not a flare!"))

/obj/item/weapon/gun/flare/unload(mob/user)
if(flags_gun_features & GUN_BURST_FIRING)
return
unload_flare(user)

/obj/item/weapon/gun/flare/proc/unload_flare(mob/user)
if(!current_mag)
return
if(current_mag.current_rounds)
var/obj/item/device/flashlight/flare/unloaded_flare = new ammo.handful_type(get_turf(src))
playsound(user, reload_sound, 25, TRUE)
current_mag.current_rounds--
if(user)
to_chat(user, SPAN_NOTICE("You unload \the [unloaded_flare] from \the [src]."))
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user.put_in_hands(unloaded_flare)
update_icon()

/obj/item/weapon/gun/flare/unique_action(mob/user)
if(!user || !isturf(user.loc) || !current_mag || !current_mag.current_rounds)
return

var/turf/flare_turf = user.loc
var/area/flare_area = flare_turf.loc

if(flare_area.ceiling > CEILING_GLASS)
to_chat(user, SPAN_NOTICE("The roof above you is too dense."))
return

if(!istype(ammo, /datum/ammo/flare))
to_chat(user, SPAN_NOTICE("\The [src] jams as it is somehow loaded with incorrect ammo!"))
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return

if(user.action_busy)
return

if(!do_after(user, 1 SECONDS, INTERRUPT_ALL, BUSY_ICON_GENERIC))
return

if(!current_mag || !current_mag.current_rounds)
return

current_mag.current_rounds--

flare_turf.ceiling_debris()

var/datum/ammo/flare/explicit_ammo = ammo

var/obj/item/device/flashlight/flare/fired_flare = new explicit_ammo.flare_type(get_turf(src))
to_chat(user, SPAN_NOTICE("You fire \the [fired_flare] into the air!"))
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fired_flare.visible_message(SPAN_WARNING("\A [fired_flare] bursts into brilliant light in the sky!"))
fired_flare.invisibility = INVISIBILITY_MAXIMUM
fired_flare.mouse_opacity = FALSE
playsound(user.loc, fire_sound, 50, 1)

var/obj/effect/flare_light/light_effect = new /obj/effect/flare_light(fired_flare, fired_flare.light_range, fired_flare.light_power, fired_flare.light_color)
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light_effect.RegisterSignal(fired_flare, COMSIG_ATOM_SET_LIGHT_ON, TYPE_PROC_REF(/obj/effect/flare_light, flare_light_change))

if(fired_flare.activate_signal(user))
last_signal_flare_name = fired_flare.name

update_icon()

/obj/item/weapon/gun/flare/get_examine_text(mob/user)
. = ..()
if(last_signal_flare_name)
. += SPAN_NOTICE("The last signal flare fired has the designation: [last_signal_flare_name]")

/obj/effect/flare_light
name = "flare light"
desc = "You are not supposed to see this. Please report it."
icon_state = "" //No sprite
invisibility = INVISIBILITY_MAXIMUM
light_system = STATIC_LIGHT

/obj/effect/flare_light/Initialize(mapload, light_range, light_power, light_color)
. = ..()
set_light(light_range, light_power, light_color)

/obj/effect/flare_light/proc/flare_light_change(original_flare, new_light_value)
if(!new_light_value)
qdel(original_flare)
qdel(src)
143 changes: 0 additions & 143 deletions code/modules/projectiles/guns/specialist.dm
Original file line number Diff line number Diff line change
Expand Up @@ -1368,146 +1368,3 @@
C.apply_effect(4, STUN) //For good measure
C.apply_effect(6, STUTTER)
C.emote("pain")

//-------------------------------------------------------
//Flare gun. Close enough to a specialist gun?

/obj/item/weapon/gun/flare
name = "\improper M82-F flare gun"
desc = "A flare gun issued to JTAC operators to use with flares. Comes with a miniscope. One shot, one... life saved?"
icon_state = "m82f"
item_state = "m82f"
current_mag = /obj/item/ammo_magazine/internal/flare
reload_sound = 'sound/weapons/gun_shotgun_shell_insert.ogg'
fire_sound = 'sound/weapons/gun_flare.ogg'
aim_slowdown = 0
flags_equip_slot = SLOT_WAIST
wield_delay = WIELD_DELAY_VERY_FAST
movement_onehanded_acc_penalty_mult = MOVEMENT_ACCURACY_PENALTY_MULT_TIER_4
flags_gun_features = GUN_INTERNAL_MAG|GUN_CAN_POINTBLANK
gun_category = GUN_CATEGORY_HANDGUN
attachable_allowed = list(/obj/item/attachable/scope/mini/flaregun)

var/last_signal_flare_name


/obj/item/weapon/gun/flare/Initialize(mapload, spawn_empty)
. = ..()
if(spawn_empty)
update_icon()

/obj/item/weapon/gun/flare/handle_starting_attachment()
..()
var/obj/item/attachable/scope/mini/flaregun/S = new(src)
S.hidden = TRUE
S.flags_attach_features &= ~ATTACH_REMOVABLE
S.Attach(src)
update_attachables()


/obj/item/weapon/gun/flare/set_gun_attachment_offsets()
attachable_offset = list("muzzle_x" = 33, "muzzle_y" = 18,"rail_x" = 12, "rail_y" = 20, "under_x" = 19, "under_y" = 14, "stock_x" = 19, "stock_y" = 14)

/obj/item/weapon/gun/flare/set_gun_config_values()
..()
set_fire_delay(FIRE_DELAY_TIER_12)
accuracy_mult = BASE_ACCURACY_MULT
accuracy_mult_unwielded = BASE_ACCURACY_MULT - HIT_ACCURACY_MULT_TIER_10
scatter = 0
recoil = RECOIL_AMOUNT_TIER_4
recoil_unwielded = RECOIL_AMOUNT_TIER_4

/obj/item/weapon/gun/flare/set_bullet_traits()
LAZYADD(traits_to_give, list(
BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_iff)
))

/obj/item/weapon/gun/flare/reload_into_chamber(mob/user)
. = ..()
to_chat(user, SPAN_WARNING("You pop out [src]'s tube!"))
update_icon()

/obj/item/weapon/gun/flare/attackby(obj/item/I, mob/user)
if(istype(I, /obj/item/device/flashlight/flare))
var/obj/item/device/flashlight/flare/F = I
if(F.on)
to_chat(user, SPAN_WARNING("You can't put a lit flare in [src]!"))
return
if(!F.fuel)
to_chat(user, SPAN_WARNING("You can't put a burnt out flare in [src]!"))
return
if(current_mag && current_mag.current_rounds == 0)
ammo = GLOB.ammo_list[F.ammo_datum]
playsound(user, reload_sound, 25, 1)
to_chat(user, SPAN_NOTICE("You load \the [F] into [src]."))
current_mag.current_rounds++
qdel(I)
update_icon()
else
to_chat(user, SPAN_WARNING("\The [src] is already loaded!"))
else
to_chat(user, SPAN_WARNING("That's not a flare!"))

/obj/item/weapon/gun/flare/unload(mob/user)
if(flags_gun_features & GUN_BURST_FIRING)
return
unload_flare(user)

/obj/item/weapon/gun/flare/proc/unload_flare(mob/user)
if(!current_mag)
return
if(current_mag.current_rounds)
var/obj/item/device/flashlight/flare/unloaded_flare = new ammo.handful_type(get_turf(src))
playsound(user, reload_sound, 25, TRUE)
current_mag.current_rounds--
if(user)
to_chat(user, SPAN_NOTICE("You unload \the [unloaded_flare] from \the [src]."))
user.put_in_hands(unloaded_flare)
update_icon()

/obj/item/weapon/gun/flare/unique_action(mob/user)
if(!user || !isturf(user.loc) || !current_mag || !current_mag.current_rounds)
return

var/turf/flare_turf = user.loc
var/area/flare_area = flare_turf.loc

if(flare_area.ceiling > CEILING_GLASS)
to_chat(user, SPAN_NOTICE("The roof above you is too dense."))
return

if(!istype(ammo, /datum/ammo/flare))
to_chat(user, SPAN_NOTICE("\The [src] jams as it is somehow loaded with incorrect ammo!"))
return

if(user.action_busy)
return

if(!do_after(user, 1 SECONDS, INTERRUPT_ALL, BUSY_ICON_GENERIC))
return

if(!current_mag || !current_mag.current_rounds)
return

current_mag.current_rounds--

flare_turf.ceiling_debris()

var/datum/ammo/flare/explicit_ammo = ammo

var/obj/item/device/flashlight/flare/fired_flare = new explicit_ammo.flare_type(get_turf(src))
to_chat(user, SPAN_NOTICE("You fire \the [fired_flare] into the air!"))
fired_flare.visible_message(SPAN_WARNING("\A [fired_flare] bursts into brilliant light in the sky!"))
fired_flare.invisibility = INVISIBILITY_MAXIMUM
fired_flare.mouse_opacity = FALSE
playsound(user.loc, fire_sound, 50, 1)

if(fired_flare.activate_signal(user))
last_signal_flare_name = fired_flare.name

update_icon()

/obj/item/weapon/gun/flare/get_examine_text(mob/user)
. = ..()
if(last_signal_flare_name)
. += SPAN_NOTICE("The last signal flare fired has the designation: [last_signal_flare_name]")
1 change: 1 addition & 0 deletions colonialmarines.dme
Original file line number Diff line number Diff line change
Expand Up @@ -2113,6 +2113,7 @@ s// DM Environment file for colonialmarines.dme.
#include "code\modules\projectiles\ammo_boxes\round_boxes.dm"
#include "code\modules\projectiles\guns\boltaction.dm"
#include "code\modules\projectiles\guns\energy.dm"
#include "code\modules\projectiles\guns\flare_gun.dm"
#include "code\modules\projectiles\guns\lever_action.dm"
#include "code\modules\projectiles\guns\misc.dm"
#include "code\modules\projectiles\guns\pistols.dm"
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