diff --git a/Content.Server/Execution/ExecutionSystem.cs b/Content.Server/Execution/ExecutionSystem.cs
new file mode 100644
index 0000000000..4354608ca3
--- /dev/null
+++ b/Content.Server/Execution/ExecutionSystem.cs
@@ -0,0 +1,397 @@
+using Content.Server.Interaction;
+using Content.Server.Kitchen.Components;
+using Content.Server.Weapons.Ranged.Systems;
+using Content.Shared.ActionBlocker;
+using Content.Shared.Damage;
+using Content.Shared.Database;
+using Content.Shared.DoAfter;
+using Content.Shared.Execution;
+using Content.Shared.Interaction.Components;
+using Content.Shared.Mobs.Components;
+using Content.Shared.Mobs.Systems;
+using Content.Shared.Popups;
+using Content.Shared.Projectiles;
+using Content.Shared.Verbs;
+using Content.Shared.Weapons.Melee;
+using Content.Shared.Weapons.Ranged;
+using Content.Shared.Weapons.Ranged.Components;
+using Content.Shared.Weapons.Ranged.Events;
+using Content.Shared.Weapons.Ranged.Systems;
+using Robust.Shared.Audio;
+using Robust.Shared.Audio.Systems;
+using Robust.Shared.Player;
+using Robust.Shared.Prototypes;
+
+namespace Content.Server.Execution;
+
+///
+/// Verb for violently murdering cuffed creatures.
+///
+public sealed class ExecutionSystem : EntitySystem
+{
+ [Dependency] private readonly SharedDoAfterSystem _doAfterSystem = default!;
+ [Dependency] private readonly SharedPopupSystem _popupSystem = default!;
+ [Dependency] private readonly MobStateSystem _mobStateSystem = default!;
+ [Dependency] private readonly InteractionSystem _interactionSystem = default!;
+ [Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
+ [Dependency] private readonly DamageableSystem _damageableSystem = default!;
+ [Dependency] private readonly IPrototypeManager _prototypeManager = default!;
+ [Dependency] private readonly IComponentFactory _componentFactory = default!;
+ [Dependency] private readonly SharedAppearanceSystem _appearanceSystem = default!;
+ [Dependency] private readonly SharedAudioSystem _audioSystem = default!;
+ [Dependency] private readonly GunSystem _gunSystem = default!;
+
+ private const float MeleeExecutionTimeModifier = 5.0f;
+ private const float GunExecutionTime = 6.0f;
+ private const float DamageModifier = 9.0f;
+
+ ///
+ public override void Initialize()
+ {
+ base.Initialize();
+
+ SubscribeLocalEvent>(OnGetInteractionVerbsMelee);
+ SubscribeLocalEvent>(OnGetInteractionVerbsGun);
+
+ SubscribeLocalEvent(OnDoafterMelee);
+ SubscribeLocalEvent(OnDoafterGun);
+ }
+
+ private void OnGetInteractionVerbsMelee(
+ EntityUid uid,
+ SharpComponent component,
+ GetVerbsEvent args)
+ {
+ if (args.Hands == null || args.Using == null || !args.CanAccess || !args.CanInteract)
+ return;
+
+ var attacker = args.User;
+ var weapon = args.Using!.Value;
+ var victim = args.Target;
+
+ if (!CanExecuteWithMelee(weapon, victim, attacker))
+ return;
+
+ UtilityVerb verb = new()
+ {
+ Act = () =>
+ {
+ TryStartMeleeExecutionDoafter(weapon, victim, attacker);
+ },
+ Impact = LogImpact.High,
+ Text = Loc.GetString("execution-verb-name"),
+ Message = Loc.GetString("execution-verb-message"),
+ };
+
+ args.Verbs.Add(verb);
+ }
+
+ private void OnGetInteractionVerbsGun(
+ EntityUid uid,
+ GunComponent component,
+ GetVerbsEvent args)
+ {
+ if (args.Hands == null || args.Using == null || !args.CanAccess || !args.CanInteract)
+ return;
+
+ var attacker = args.User;
+ var weapon = args.Using!.Value;
+ var victim = args.Target;
+
+ if (!CanExecuteWithGun(weapon, victim, attacker))
+ return;
+
+ UtilityVerb verb = new()
+ {
+ Act = () =>
+ {
+ TryStartGunExecutionDoafter(weapon, victim, attacker);
+ },
+ Impact = LogImpact.High,
+ Text = Loc.GetString("execution-verb-name"),
+ Message = Loc.GetString("execution-verb-message"),
+ };
+
+ args.Verbs.Add(verb);
+ }
+
+ private bool CanExecuteWithAny(EntityUid weapon, EntityUid victim, EntityUid attacker)
+ {
+ // No point executing someone if they can't take damage
+ if (!TryComp(victim, out var damage))
+ return false;
+
+ // You can't execute something that cannot die
+ if (!TryComp(victim, out var mobState))
+ return false;
+
+ // You're not allowed to execute dead people (no fun allowed)
+ if (_mobStateSystem.IsDead(victim, mobState))
+ return false;
+
+ // You must be able to attack people to execute
+ if (!_actionBlockerSystem.CanAttack(attacker, victim))
+ return false;
+
+ // The victim must be incapacitated to be executed
+ if (victim != attacker && _actionBlockerSystem.CanInteract(victim, null))
+ return false;
+
+ // All checks passed
+ return true;
+ }
+
+ private bool CanExecuteWithMelee(EntityUid weapon, EntityUid victim, EntityUid user)
+ {
+ if (!CanExecuteWithAny(weapon, victim, user)) return false;
+
+ // We must be able to actually hurt people with the weapon
+ if (!TryComp(weapon, out var melee) && melee!.Damage.GetTotal() > 0.0f)
+ return false;
+
+ return true;
+ }
+
+ private bool CanExecuteWithGun(EntityUid weapon, EntityUid victim, EntityUid user)
+ {
+ if (!CanExecuteWithAny(weapon, victim, user)) return false;
+
+ // We must be able to actually fire the gun
+ if (!TryComp(weapon, out var gun) && _gunSystem.CanShoot(gun!))
+ return false;
+
+ return true;
+ }
+
+ private void TryStartMeleeExecutionDoafter(EntityUid weapon, EntityUid victim, EntityUid attacker)
+ {
+ if (!CanExecuteWithMelee(weapon, victim, attacker))
+ return;
+
+ var executionTime = (1.0f / Comp(weapon).AttackRate) * MeleeExecutionTimeModifier;
+
+ if (attacker == victim)
+ {
+ ShowExecutionPopup("suicide-popup-melee-initial-internal", Filter.Entities(attacker), PopupType.Medium, attacker, victim, weapon);
+ ShowExecutionPopup("suicide-popup-melee-initial-external", Filter.PvsExcept(attacker), PopupType.MediumCaution, attacker, victim, weapon);
+ }
+ else
+ {
+ ShowExecutionPopup("execution-popup-melee-initial-internal", Filter.Entities(attacker), PopupType.Medium, attacker, victim, weapon);
+ ShowExecutionPopup("execution-popup-melee-initial-external", Filter.PvsExcept(attacker), PopupType.MediumCaution, attacker, victim, weapon);
+ }
+
+ var doAfter =
+ new DoAfterArgs(EntityManager, attacker, executionTime, new ExecutionDoAfterEvent(), weapon, target: victim, used: weapon)
+ {
+ BreakOnTargetMove = true,
+ BreakOnUserMove = true,
+ BreakOnDamage = true,
+ NeedHand = true
+ };
+
+ _doAfterSystem.TryStartDoAfter(doAfter);
+ }
+
+ private void TryStartGunExecutionDoafter(EntityUid weapon, EntityUid victim, EntityUid attacker)
+ {
+ if (!CanExecuteWithGun(weapon, victim, attacker))
+ return;
+
+ if (attacker == victim)
+ {
+ ShowExecutionPopup("suicide-popup-gun-initial-internal", Filter.Entities(attacker), PopupType.Medium, attacker, victim, weapon);
+ ShowExecutionPopup("suicide-popup-gun-initial-external", Filter.PvsExcept(attacker), PopupType.MediumCaution, attacker, victim, weapon);
+ }
+ else
+ {
+ ShowExecutionPopup("execution-popup-gun-initial-internal", Filter.Entities(attacker), PopupType.Medium, attacker, victim, weapon);
+ ShowExecutionPopup("execution-popup-gun-initial-external", Filter.PvsExcept(attacker), PopupType.MediumCaution, attacker, victim, weapon);
+ }
+
+ var doAfter =
+ new DoAfterArgs(EntityManager, attacker, GunExecutionTime, new ExecutionDoAfterEvent(), weapon, target: victim, used: weapon)
+ {
+ BreakOnTargetMove = true,
+ BreakOnUserMove = true,
+ BreakOnDamage = true,
+ NeedHand = true
+ };
+
+ _doAfterSystem.TryStartDoAfter(doAfter);
+ }
+
+ private bool OnDoafterChecks(EntityUid uid, DoAfterEvent args)
+ {
+ if (args.Handled || args.Cancelled || args.Used == null || args.Target == null)
+ return false;
+
+ if (!CanExecuteWithAny(args.Used.Value, args.Target.Value, uid))
+ return false;
+
+ // All checks passed
+ return true;
+ }
+
+ private void OnDoafterMelee(EntityUid uid, SharpComponent component, DoAfterEvent args)
+ {
+ if (args.Handled || args.Cancelled || args.Used == null || args.Target == null)
+ return;
+
+ var attacker = args.User;
+ var victim = args.Target!.Value;
+ var weapon = args.Used!.Value;
+
+ if (!CanExecuteWithMelee(weapon, victim, attacker)) return;
+
+ if (!TryComp(weapon, out var melee) && melee!.Damage.GetTotal() > 0.0f)
+ return;
+
+ _damageableSystem.TryChangeDamage(victim, melee.Damage * DamageModifier, true);
+ _audioSystem.PlayEntity(melee.HitSound, Filter.Pvs(weapon), weapon, true, AudioParams.Default);
+
+ if (attacker == victim)
+ {
+ ShowExecutionPopup("suicide-popup-melee-complete-internal", Filter.Entities(attacker), PopupType.Medium, attacker, victim, weapon);
+ ShowExecutionPopup("suicide-popup-melee-complete-external", Filter.PvsExcept(attacker), PopupType.MediumCaution, attacker, victim, weapon);
+ }
+ else
+ {
+ ShowExecutionPopup("execution-popup-melee-complete-internal", Filter.Entities(attacker), PopupType.Medium, attacker, victim, weapon);
+ ShowExecutionPopup("execution-popup-melee-complete-external", Filter.PvsExcept(attacker), PopupType.MediumCaution, attacker, victim, weapon);
+ }
+ }
+
+ // TODO: This repeats a lot of the code of the serverside GunSystem, make it not do that
+ private void OnDoafterGun(EntityUid uid, GunComponent component, DoAfterEvent args)
+ {
+ if (args.Handled || args.Cancelled || args.Used == null || args.Target == null)
+ return;
+
+ var attacker = args.User;
+ var weapon = args.Used!.Value;
+ var victim = args.Target!.Value;
+
+ if (!CanExecuteWithGun(weapon, victim, attacker)) return;
+
+ // Check if any systems want to block our shot
+ var prevention = new ShotAttemptedEvent
+ {
+ User = attacker,
+ Used = weapon
+ };
+
+ RaiseLocalEvent(weapon, ref prevention);
+ if (prevention.Cancelled)
+ return;
+
+ RaiseLocalEvent(attacker, ref prevention);
+ if (prevention.Cancelled)
+ return;
+
+ // Not sure what this is for but gunsystem uses it so ehhh
+ var attemptEv = new AttemptShootEvent(attacker, null);
+ RaiseLocalEvent(weapon, ref attemptEv);
+
+ if (attemptEv.Cancelled)
+ {
+ if (attemptEv.Message != null)
+ {
+ _popupSystem.PopupClient(attemptEv.Message, weapon, attacker);
+ return;
+ }
+ }
+
+ // Take some ammunition for the shot (one bullet)
+ var fromCoordinates = Transform(attacker).Coordinates;
+ var ev = new TakeAmmoEvent(1, new List<(EntityUid? Entity, IShootable Shootable)>(), fromCoordinates, attacker);
+ RaiseLocalEvent(weapon, ev);
+
+ // Check if there's any ammo left
+ if (ev.Ammo.Count <= 0)
+ {
+ _audioSystem.PlayEntity(component.SoundEmpty, Filter.Pvs(weapon), weapon, true, AudioParams.Default);
+ ShowExecutionPopup("execution-popup-gun-empty", Filter.Pvs(weapon), PopupType.Medium, attacker, victim, weapon);
+ return;
+ }
+
+ // Information about the ammo like damage
+ DamageSpecifier damage = new DamageSpecifier();
+
+ // Get some information from IShootable
+ var ammoUid = ev.Ammo[0].Entity;
+ switch (ev.Ammo[0].Shootable)
+ {
+ case CartridgeAmmoComponent cartridge:
+ // Get the damage value
+ var prototype = _prototypeManager.Index(cartridge.Prototype);
+ prototype.TryGetComponent(out var projectileA, _componentFactory); // sloth forgive me
+ if (projectileA != null)
+ {
+ damage = projectileA.Damage * cartridge.Count;
+ }
+
+ // Expend the cartridge
+ cartridge.Spent = true;
+ _appearanceSystem.SetData(ammoUid!.Value, AmmoVisuals.Spent, true);
+ Dirty(ammoUid.Value, cartridge);
+
+ break;
+
+ case AmmoComponent newAmmo:
+ TryComp(ammoUid, out var projectileB);
+ if (projectileB != null)
+ {
+ damage = projectileB.Damage;
+ }
+ Del(ammoUid);
+ break;
+
+ case HitscanPrototype hitscan:
+ damage = hitscan.Damage!;
+ break;
+
+ default:
+ throw new ArgumentOutOfRangeException();
+ }
+
+ // Clumsy people have a chance to shoot themselves
+ if (TryComp(attacker, out var clumsy) && component.ClumsyProof == false)
+ {
+ if (_interactionSystem.TryRollClumsy(attacker, 0.33333333f, clumsy))
+ {
+ ShowExecutionPopup("execution-popup-gun-clumsy-internal", Filter.Entities(attacker), PopupType.Medium, attacker, victim, weapon);
+ ShowExecutionPopup("execution-popup-gun-clumsy-external", Filter.PvsExcept(attacker), PopupType.MediumCaution, attacker, victim, weapon);
+
+ // You shoot yourself with the gun (no damage multiplier)
+ _damageableSystem.TryChangeDamage(attacker, damage, origin: attacker);
+ _audioSystem.PlayEntity(component.SoundGunshot, Filter.Pvs(weapon), weapon, true, AudioParams.Default);
+ return;
+ }
+ }
+
+ // Gun successfully fired, deal damage
+ _damageableSystem.TryChangeDamage(victim, damage * DamageModifier, true);
+ _audioSystem.PlayEntity(component.SoundGunshot, Filter.Pvs(weapon), weapon, false, AudioParams.Default);
+
+ // Popups
+ if (attacker != victim)
+ {
+ ShowExecutionPopup("execution-popup-gun-complete-internal", Filter.Entities(attacker), PopupType.Medium, attacker, victim, weapon);
+ ShowExecutionPopup("execution-popup-gun-complete-external", Filter.PvsExcept(attacker), PopupType.LargeCaution, attacker, victim, weapon);
+ }
+ else
+ {
+ ShowExecutionPopup("suicide-popup-gun-complete-internal", Filter.Entities(attacker), PopupType.LargeCaution, attacker, victim, weapon);
+ ShowExecutionPopup("suicide-popup-gun-complete-external", Filter.PvsExcept(attacker), PopupType.LargeCaution, attacker, victim, weapon);
+ }
+ }
+
+ private void ShowExecutionPopup(string locString, Filter filter, PopupType type,
+ EntityUid attacker, EntityUid victim, EntityUid weapon)
+ {
+ _popupSystem.PopupEntity(Loc.GetString(
+ locString, ("attacker", attacker), ("victim", victim), ("weapon", weapon)),
+ attacker, filter, true, type);
+ }
+}
\ No newline at end of file
diff --git a/Content.Shared/Execution/DoafterEvent.cs b/Content.Shared/Execution/DoafterEvent.cs
new file mode 100644
index 0000000000..7854974527
--- /dev/null
+++ b/Content.Shared/Execution/DoafterEvent.cs
@@ -0,0 +1,9 @@
+using Content.Shared.DoAfter;
+using Robust.Shared.Serialization;
+
+namespace Content.Shared.Execution;
+
+[Serializable, NetSerializable]
+public sealed partial class ExecutionDoAfterEvent : SimpleDoAfterEvent
+{
+}
diff --git a/Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs b/Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs
index c6adf00113..6fa461860f 100644
--- a/Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs
+++ b/Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs
@@ -736,7 +736,7 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
return true;
}
- private void PlayHitSound(EntityUid target, EntityUid? user, string? type, SoundSpecifier? hitSoundOverride, SoundSpecifier? hitSound)
+ public void PlayHitSound(EntityUid target, EntityUid? user, string? type, SoundSpecifier? hitSoundOverride, SoundSpecifier? hitSound)
{
var playedSound = false;
diff --git a/Resources/Locale/en-US/execution/execution.ftl b/Resources/Locale/en-US/execution/execution.ftl
new file mode 100644
index 0000000000..8bdf326166
--- /dev/null
+++ b/Resources/Locale/en-US/execution/execution.ftl
@@ -0,0 +1,30 @@
+execution-verb-name = Execute
+execution-verb-message = Use your weapon to execute someone.
+
+# All the below localisation strings have access to the following variables
+# attacker (the person committing the execution)
+# victim (the person being executed)
+# weapon (the weapon used for the execution)
+
+execution-popup-gun-initial-internal = You ready the muzzle of {THE($weapon)} against {$victim}'s head.
+execution-popup-gun-initial-external = {$attacker} readies the muzzle of {THE($weapon)} against {$victim}'s head.
+execution-popup-gun-complete-internal = You blast {$victim} in the head!
+execution-popup-gun-complete-external = {$attacker} blasts {$victim} in the head!
+execution-popup-gun-clumsy-internal = You miss {$victim}'s head and shoot your foot instead!
+execution-popup-gun-clumsy-external = {$attacker} misses {$victim} and shoots {POSS-ADJ($attacker)} foot instead!
+execution-popup-gun-empty = {CAPITALIZE(THE($weapon))} clicks.
+
+suicide-popup-gun-initial-internal = You place the muzzle of {THE($weapon)} in your mouth.
+suicide-popup-gun-initial-external = {$attacker} places the muzzle of {THE($weapon)} in {POSS-ADJ($attacker)} mouth.
+suicide-popup-gun-complete-internal = You shoot yourself in the head!
+suicide-popup-gun-complete-external = {$attacker} shoots {REFLEXIVE($attacker)} in the head!
+
+execution-popup-melee-initial-internal = You ready {THE($weapon)} against {$victim}'s throat.
+execution-popup-melee-initial-external = {$attacker} readies {POSS-ADJ($attacker)} {$weapon} against the throat of {$victim}.
+execution-popup-melee-complete-internal = You slit the throat of {$victim}!
+execution-popup-melee-complete-external = {$attacker} slits the throat of {$victim}!
+
+suicide-popup-melee-initial-internal = You ready {THE($weapon)} against your throat.
+suicide-popup-melee-initial-external = {$attacker} readies {POSS-ADJ($attacker)} {$weapon} against {POSS-ADJ($attacker)} throat.
+suicide-popup-melee-complete-internal = You slit your throat with {THE($weapon)}!
+suicide-popup-melee-complete-external = {$attacker} slits {POSS-ADJ($attacker)} throat with {THE($weapon)}!
\ No newline at end of file