Burstfire part one.

I won't be here today and this is for Sue to mess with okay.  There's
still some work to be done.
This commit is contained in:
Duck-
2014-08-14 12:00:14 -04:00
parent e87b5cc224
commit 452d3177fc
2 changed files with 10 additions and 2 deletions
+7 -1
View File
@@ -25,6 +25,7 @@
var/tmp/list/mob/living/target //List of who yer targeting.
var/tmp/lock_time = -100
var/tmp/mouthshoot = 0 ///To stop people from suiciding twice... >.>
var/projectiles_per_shot = 1 //projectiles per shot. burstfire weapons.
var/automatic = 0 //Used to determine if you can target multiple people.
var/tmp/mob/living/last_moved_mob //Used to fire faster at more than one person.
var/tmp/told_cant_shoot = 0 //So that it doesn't spam them with the fact they cannot hit them.
@@ -32,6 +33,7 @@
// 1 for one bullet after tarrget moves and aim is lowered
var/fire_delay = 6
var/last_fired = 0
var/fire_cooldown = 0
var/wielded = 0
@@ -68,7 +70,11 @@
if(user && user.client && user.client.gun_mode && !(A in target))
PreFire(A,user,params) //They're using the new gun system, locate what they're aiming at.
else
Fire(A,user,params) //Otherwise, fire normally.
for (var/i = 0; i < projectiles_per_shot; i++)
Fire(A,user,params) //Otherwise, fire normally.
if(fire_cooldown)
sleep(fire_cooldown)
/obj/item/weapon/gun/proc/isHandgun()
return 1
@@ -8,8 +8,10 @@
origin_tech = "combat=4;materials=2"
ammo_type = "/obj/item/ammo_casing/c9mm"
automatic = 1
fire_delay = 0
projectiles_per_shot = 3
fire_cooldown = 1
// isHandgun()
// return 0