mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-01-05 15:02:56 +00:00
Changes the accuracy formula, also changes accuracy to almost all guns across the board (#5434)
Without an in-depth explanation this effectively makes it so that the accuracy stat to a gun DOES matter, and it matters rather substantially.
This commit is contained in:
@@ -5,6 +5,8 @@
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item_state = "icelance"
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fire_sound = 'sound/weapons/Laser.ogg'
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max_shots = 3
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accuracy = -1
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accuracy_wielded = 2
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fire_delay = 10
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fire_delay_wielded = 8
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origin_tech = list(TECH_COMBAT = 1, TECH_MAGNET = 1)
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@@ -46,4 +48,4 @@
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item_state = "icelance-wielded"
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else
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item_state = initial(item_state)
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update_held_icon()
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update_held_icon()
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@@ -5,6 +5,7 @@
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item_state = "laser"
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fire_sound = 'sound/weapons/Laser.ogg'
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slot_flags = SLOT_BELT|SLOT_BACK
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accuracy = 1
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w_class = 3
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force = 10
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origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 2)
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@@ -111,13 +112,13 @@ obj/item/weapon/gun/energy/retro
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fire_delay = 45
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force = 10
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w_class = 4
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accuracy = -5 //shooting at the hip
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scoped_accuracy = 0
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accuracy = -3 //shooting at the hip
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scoped_accuracy = 4
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can_turret = 1
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turret_sprite_set = "sniper"
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fire_delay_wielded = 35
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accuracy_wielded = -3
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accuracy_wielded = 0
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//action button for wielding
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action_button_name = "Wield rifle"
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@@ -147,6 +148,7 @@ obj/item/weapon/gun/energy/retro
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fire_sound = 'sound/weapons/Laser.ogg'
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slot_flags = SLOT_BELT|SLOT_BACK
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w_class = 3
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accuracy = 0
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force = 10
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matter = list(DEFAULT_WALL_MATERIAL = 2000)
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origin_tech = list(TECH_COMBAT = 4, TECH_MAGNET = 2)
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@@ -23,7 +23,7 @@
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recoil = 1,
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burst = null,
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move_delay = null,
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accuracy = null,
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accuracy = 1,
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dispersion = null,
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projectile_type = /obj/item/projectile/bullet/pistol,
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fire_sound = 'sound/weapons/Gunshot_smg.ogg'
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@@ -35,7 +35,7 @@
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recoil = 1,
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burst = 3,
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move_delay = 4,
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accuracy = list(0,-1,-1,-2,-2),
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accuracy = list(1, 0, 0,-1,-1),
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dispersion = list(0, 10, 10),
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projectile_type = /obj/item/projectile/bullet/pistol,
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fire_sound = 'sound/weapons/Gunshot_smg.ogg'
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@@ -47,7 +47,7 @@
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recoil = 3,
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burst = null,
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move_delay = null,
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accuracy = null,
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accuracy = 0,
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dispersion = null,
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projectile_type = /obj/item/projectile/bullet/gyro/law,
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fire_sound = 'sound/effects/Explosion1.ogg'
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@@ -59,7 +59,7 @@
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recoil = 0,
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burst = null,
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move_delay = null,
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accuracy = null,
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accuracy = 1,
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dispersion = null,
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projectile_type = /obj/item/projectile/beam/stun,
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fire_sound = 'sound/weapons/Taser.ogg'
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@@ -71,7 +71,7 @@
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recoil = 3,
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burst = null,
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move_delay = null,
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accuracy = null,
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accuracy = 1,
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dispersion = null,
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projectile_type = /obj/item/projectile/bullet/shotgun/incendiary,
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fire_sound = 'sound/weapons/Gunshot.ogg'
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@@ -83,7 +83,7 @@
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recoil = 3,
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burst = null,
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move_delay = null,
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accuracy = null,
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accuracy = 1,
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dispersion = null,
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projectile_type = /obj/item/projectile/bullet/rifle/a556,
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fire_sound = 'sound/weapons/Gunshot.ogg'
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@@ -95,7 +95,7 @@
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recoil = 3,
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burst = null,
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move_delay = null,
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accuracy = null,
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accuracy = 0,
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dispersion = null,
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projectile_type = /obj/item/projectile/bullet/pellet/shotgun,
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fire_sound = 'sound/weapons/Gunshot.ogg'
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@@ -1,10 +1,5 @@
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/*******************PLASMA CUTTER*******************/
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/obj/item/weapon/gun/energy/plasmacutter/mounted
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name = "mounted plasma cutter"
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self_recharge = 1
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use_external_power = 1
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/obj/item/weapon/gun/energy/plasmacutter
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name = "plasma cutter"
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desc = "A mining tool capable of expelling concentrated plasma bursts. You could use it to cut limbs off of xenos! Or, you know, mine stuff."
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@@ -16,6 +11,7 @@
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fire_sound = 'sound/weapons/plasma_cutter.ogg'
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slot_flags = SLOT_BELT|SLOT_BACK
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w_class = 3
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accuracy = 1
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force = 15
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sharp = 1
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edge = 1
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@@ -24,6 +20,11 @@
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projectile_type = /obj/item/projectile/beam/plasmacutter
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max_shots = 15
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/obj/item/weapon/gun/energy/plasmacutter/mounted
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name = "mounted plasma cutter"
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self_recharge = 1
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use_external_power = 1
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/obj/item/projectile/beam/plasmacutter
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name = "plasma arc"
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icon_state = "omnilaser"
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@@ -48,4 +49,4 @@
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else if(prob(88))
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M.emitter_blasts_taken += 2
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M.emitter_blasts_taken += 1
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. = ..()
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. = ..()
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@@ -5,6 +5,7 @@
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item_state = null //so the human update icon uses the icon_state instead.
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fire_sound = 'sound/weapons/Taser.ogg'
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slot_flags = SLOT_BELT
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accuracy = 1
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max_shots = 10
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can_turret = 1
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secondary_projectile_type = /obj/item/projectile/beam
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@@ -8,6 +8,7 @@
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fire_sound='sound/weapons/Laser.ogg'
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projectile_type = /obj/item/projectile/beam
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sel_mode = 2
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accuracy = 1
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max_shots = 10
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can_turret = 1
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secondary_projectile_type = /obj/item/projectile/beam/pulse
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@@ -9,7 +9,7 @@
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force = 10
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max_shots = 20
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fire_delay = 6
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accuracy = -2
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accuracy = -1
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can_turret = 1
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secondary_projectile_type = /obj/item/projectile/beam
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secondary_fire_sound = 'sound/weapons/Laser.ogg'
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@@ -18,7 +18,7 @@
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turret_is_lethal = 0
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fire_delay_wielded = 1
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accuracy_wielded = 0
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accuracy_wielded = 2
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sel_mode = 1
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projectile_type = /obj/item/projectile/beam/stun
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@@ -85,6 +85,7 @@
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turret_sprite_set = "cannon"
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turret_is_lethal = 1
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accuracy_wielded = 2
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fire_delay_wielded = 20
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/obj/item/weapon/gun/energy/rifle/laser/xray
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@@ -164,4 +165,4 @@
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if(wielded)
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toggle_scope(2.0, usr)
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else
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usr << "<span class='warning'>You can't look through the scope without stabilizing the rifle!</span>"
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usr << "<span class='warning'>You can't look through the scope without stabilizing the rifle!</span>"
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@@ -6,6 +6,7 @@
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fire_sound = 'sound/weapons/Laser.ogg'
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origin_tech = list(TECH_COMBAT = 2, TECH_MAGNET = 4)
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w_class = 4
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accuracy = 1
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force = 10
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flags = CONDUCT
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slot_flags = SLOT_BACK
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@@ -281,6 +282,7 @@
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fire_sound = 'sound/weapons/Laser.ogg'
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slot_flags = SLOT_BACK | SLOT_HOLSTER | SLOT_BELT
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w_class = 3
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accuracy = 1
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force = 10
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projectile_type = /obj/item/projectile/energy/blaster
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max_shots = 6
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@@ -310,6 +312,7 @@
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attack_verb = list("sundered", "annihilated", "sliced", "cleaved", "slashed", "pulverized")
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slot_flags = SLOT_BACK
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w_class = 5
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accuracy = 3 // It's a massive beam, okay.
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force = 60
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projectile_type = /obj/item/projectile/beam/megaglaive
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max_shots = 36
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@@ -408,6 +411,7 @@
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fire_sound = 'sound/magic/lightningbolt.ogg'
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slot_flags = SLOT_BACK
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w_class = 4
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accuracy = 0 // Overwrite just in case.
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force = 15
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projectile_type = /obj/item/projectile/beam/thermaldrill
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max_shots = 90
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@@ -519,6 +523,7 @@
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projectile_type = /obj/item/projectile/beam/tachyon
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origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 3, TECH_MAGNET = 2, TECH_ILLEGAL = 2)
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max_shots = 10
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accuracy = 1
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fire_delay = 1
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can_turret = 0
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@@ -5,6 +5,7 @@
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item_state = null //so the human update icon uses the icon_state instead.
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fire_sound = 'sound/weapons/Taser.ogg'
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max_shots = 5
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accuracy = 1 // More of a buff to secborgs and mounted taser users.
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projectile_type = /obj/item/projectile/energy/electrode
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can_turret = 1
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turret_sprite_set = "carbine"
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@@ -7,6 +7,7 @@
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var/temperature = T20C
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var/current_temperature = T20C
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charge_cost = 100
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accuracy = 1
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origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 4, TECH_POWER = 3, TECH_MAGNET = 2)
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slot_flags = SLOT_BELT|SLOT_BACK
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@@ -9,14 +9,15 @@
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origin_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 2)
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slot_flags = SLOT_BELT
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ammo_type = /obj/item/ammo_casing/c9mm
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accuracy = 1
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multi_aim = 1
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burst_delay = 2
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sel_mode = 1
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firemodes = list(
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list(mode_name="semiauto", burst=1, fire_delay=0, move_delay=null, burst_accuracy=null, dispersion=null),
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list(mode_name="3-round bursts", burst=3, fire_delay=null, move_delay=4, burst_accuracy=list(0,-1,-1), dispersion=list(0, 10, 15)),
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list(mode_name="short bursts", burst=5, fire_delay=null, move_delay=4, burst_accuracy=list(0,-1,-1,-2,-2), dispersion=list(5, 10, 15, 20))
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list(mode_name="3-round bursts", burst=3, fire_delay=null, move_delay=2, burst_accuracy=list(1,0,0), dispersion=list(0, 10, 15)),
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list(mode_name="short bursts", burst=5, fire_delay=null, move_delay=3, burst_accuracy=list(1,0,,-1,-1), dispersion=list(5, 10, 15, 20))
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)
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//Submachine guns and personal defence weapons, go.
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@@ -105,17 +106,17 @@
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firemodes = list(
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list(mode_name="semiauto", burst=1, fire_delay=10, move_delay=null, burst_accuracy=null, dispersion=null),
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list(mode_name="3-round bursts", burst=3, fire_delay=null, move_delay=4, burst_accuracy=list(0,-1,-1), dispersion=list(0, 5, 10)),
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list(mode_name="short bursts", burst=5, fire_delay=null, move_delay=4, burst_accuracy=list(0,-1,-1,-2,-2), dispersion=list(5, 5, 15))
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list(mode_name="3-round bursts", burst=3, fire_delay=null, move_delay=2, burst_accuracy=list(1,0,0), dispersion=list(0, 5, 10)),
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list(mode_name="short bursts", burst=5, fire_delay=null, move_delay=3, burst_accuracy=list(1,0,0,-1,-1), dispersion=list(5, 5, 15))
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)
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//slower to regain aim, more inaccurate if not wielding
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fire_delay = 10
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accuracy = -2
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accuracy = -1
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//wielding information
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fire_delay_wielded = 6
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accuracy_wielded = 0
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accuracy_wielded = 2
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//action button for wielding
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action_button_name = "Wield rifle"
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@@ -179,7 +180,7 @@
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burst_delay = 4
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firemodes = list(
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list(mode_name="semiauto", burst=1, fire_delay=10, move_delay=null, use_launcher=null, burst_accuracy=null, dispersion=null),
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list(mode_name="3-round bursts", burst=3, fire_delay=null, move_delay=6, use_launcher=null, burst_accuracy=list(0,-1,-1), dispersion=list(0, 7.5)),
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list(mode_name="3-round bursts", burst=3, fire_delay=null, move_delay=3, use_launcher=null, burst_accuracy=list(2,1,1), dispersion=list(0, 7.5)),
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list(mode_name="fire grenades", burst=null, fire_delay=null, move_delay=null, use_launcher=1, burst_accuracy=null, dispersion=null)
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)
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@@ -249,8 +250,8 @@
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magazine_type = /obj/item/ammo_magazine/a762
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firemodes = list(
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list(mode_name="short bursts", burst=5, move_delay=6, burst_accuracy = list(0,-1,-1,-2,-2), dispersion = list(3, 6, 9)),
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list(mode_name="long bursts", burst=8, move_delay=8, burst_accuracy = list(0,-1,-1,-2,-2,-2,-3,-3), dispersion = list(8))
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list(mode_name="short bursts", burst=5, move_delay=4, burst_accuracy = list(1,0,0,-1,-1), dispersion = list(3, 6, 9)),
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list(mode_name="long bursts", burst=8, move_delay=5, burst_accuracy = list(1,0,0,-1,-1,-1,-2,-2), dispersion = list(8))
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)
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var/cover_open = 0
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@@ -339,7 +340,7 @@
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firemodes = list(
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list(mode_name="single coil", burst=1, fire_delay=0, move_delay=null, burst_accuracy=null, dispersion=null),
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list(mode_name="dual coil", burst=2, move_delay=8, accuracy = list(-2,-3), dispersion = list(20))
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list(mode_name="dual coil", burst=2, move_delay=5, accuracy = list(-2,-3), dispersion = list(20))
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)
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@@ -363,8 +364,8 @@
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firemodes = list(
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list(mode_name="semiauto", burst=1, move_delay=null, burst_accuracy=null, dispersion=null),
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list(mode_name="3-round bursts", burst=3, move_delay=4, burst_accuracy=list(0,-1,-1), dispersion=list(0, 10, 15)),
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list(mode_name="short bursts", burst=5, move_delay=4, burst_accuracy=list(0,-1,-1,-2,-2), dispersion=list(5, 10, 15))
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list(mode_name="3-round bursts", burst=3, move_delay=2, burst_accuracy=list(2,1,1), dispersion=list(0, 10, 15)),
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list(mode_name="short bursts", burst=5, move_delay=3, burst_accuracy=list(2,1,1,0,0), dispersion=list(5, 10, 15))
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)
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@@ -373,7 +374,7 @@
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//wielding information
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fire_delay_wielded = 5
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accuracy_wielded = 0
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accuracy_wielded = 2
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scoped_accuracy = 2
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action_button_name = "Wield rifle"
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@@ -432,7 +433,7 @@
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firemodes = list(
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list(mode_name="semiauto", burst=1, fire_delay= 10, move_delay=null, burst_accuracy=null, dispersion=null),
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list(mode_name="3-round bursts", burst=3, fire_delay=null, move_delay=4, burst_accuracy=list(0,-1,-1), dispersion=list(0, 10, 15))
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list(mode_name="3-round bursts", burst=3, fire_delay=null, move_delay=3, burst_accuracy=list(0,-1,-1), dispersion=list(0, 10, 15))
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)
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/obj/item/weapon/gun/projectile/automatic/rifle/shotgun/update_icon()
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@@ -50,6 +50,7 @@
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caliber = "dart"
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fire_sound = 'sound/weapons/empty.ogg'
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fire_sound_text = "a metallic click"
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accuracy = 1
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recoil = 0
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silenced = 1
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load_method = MAGAZINE
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@@ -11,7 +11,7 @@
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w_class = 4.0
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force = 5
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recoil = 2
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accuracy = -2
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accuracy = -1
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slot_flags = SLOT_BACK
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caliber = "shotgun"
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origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2)
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@@ -141,7 +141,7 @@
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desc = "A common sight in an amateur's workshop, a simple yet effective assembly made to chamber and fire .45 Rounds."
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max_shells = 7
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recoil = 2
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accuracy = -2
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accuracy = -1
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fire_delay = 9
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icon = 'icons/obj/improvised.dmi'
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icon_state = "ipistol"
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@@ -217,7 +217,7 @@
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max_shells = 16
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caliber = ".45"
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sel_mode = 1
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accuracy = -5
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accuracy = -1
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fire_delay = 5
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burst = 3
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burst_delay = 3
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@@ -5,6 +5,7 @@
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allowed_magazines = list(/obj/item/ammo_magazine/c45m)
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icon_state = "colt"
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caliber = ".45"
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accuracy = 1
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origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2)
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fire_sound = 'sound/weapons/Gunshot_light.ogg'
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load_method = MAGAZINE
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@@ -44,6 +45,7 @@
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magazine_type = /obj/item/ammo_magazine/c45m/rubber
|
||||
allowed_magazines = list(/obj/item/ammo_magazine/c45m)
|
||||
caliber = ".45"
|
||||
accuracy = 1
|
||||
origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2)
|
||||
fire_sound = 'sound/weapons/gunshot_pistol.ogg'
|
||||
load_method = MAGAZINE
|
||||
@@ -79,6 +81,7 @@
|
||||
desc = "The x9 tactical pistol is a lightweight fast firing handgun. Uses .45 rounds."
|
||||
icon_state = "x9tactical"
|
||||
w_class = 3
|
||||
accuracy = 1
|
||||
load_method = MAGAZINE
|
||||
slot_flags = SLOT_BELT|SLOT_HOLSTER
|
||||
max_shells = 16
|
||||
@@ -98,6 +101,7 @@
|
||||
magazine_type = /obj/item/ammo_magazine/mc10mm
|
||||
allowed_magazines = list(/obj/item/ammo_magazine/mc10mm)
|
||||
caliber = "10mm"
|
||||
accuracy = 1
|
||||
origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 2)
|
||||
fire_sound = 'sound/weapons/Gunshot_light.ogg'
|
||||
load_method = MAGAZINE
|
||||
@@ -105,7 +109,7 @@
|
||||
|
||||
firemodes = list(
|
||||
list(mode_name="semiauto", burst=1, fire_delay=0, move_delay=null, burst_accuracy=null, dispersion=null),
|
||||
list(mode_name="3-round bursts", burst=3, fire_delay=null, move_delay=4, burst_accuracy=list(0,-1,-1), dispersion=list(0, 10))
|
||||
list(mode_name="3-round bursts", burst=3, fire_delay=null, move_delay=2, burst_accuracy=list(1,0,0), dispersion=list(0, 10))
|
||||
)
|
||||
|
||||
|
||||
@@ -121,6 +125,7 @@
|
||||
desc = "A small, quiet, easily concealable gun. Uses .45 rounds."
|
||||
icon_state = "silenced_pistol"
|
||||
w_class = 3
|
||||
accuracy = 1
|
||||
caliber = ".45"
|
||||
silenced = 1
|
||||
origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2, TECH_ILLEGAL = 8)
|
||||
@@ -133,6 +138,7 @@
|
||||
desc = "A robust handgun that uses .50 AE ammo."
|
||||
icon_state = "deagle"
|
||||
force = 14.0
|
||||
accuracy = 1
|
||||
caliber = ".50"
|
||||
load_method = MAGAZINE
|
||||
magazine_type = /obj/item/ammo_magazine/a50
|
||||
@@ -161,6 +167,7 @@
|
||||
desc = "A bulky pistol designed to fire self propelled rounds"
|
||||
icon_state = "gyropistol"
|
||||
max_shells = 8
|
||||
accuracy = 1
|
||||
caliber = "75"
|
||||
fire_sound = 'sound/effects/Explosion1.ogg'
|
||||
origin_tech = list(TECH_COMBAT = 3)
|
||||
@@ -184,6 +191,7 @@
|
||||
icon_state = "pistol"
|
||||
item_state = null
|
||||
w_class = 2
|
||||
accuracy = 1
|
||||
caliber = "9mm"
|
||||
silenced = 0
|
||||
origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2, TECH_ILLEGAL = 2)
|
||||
@@ -298,4 +306,4 @@
|
||||
if(loaded.len)
|
||||
icon_state = "leyon"
|
||||
else
|
||||
icon_state = "leyon-e"
|
||||
icon_state = "leyon-e"
|
||||
|
||||
@@ -3,6 +3,7 @@
|
||||
desc = "The classic Necropolis Industries .357 revolver, for when you only want to shoot once."
|
||||
icon_state = "revolver"
|
||||
item_state = "revolver"
|
||||
accuracy = 1
|
||||
caliber = "357"
|
||||
origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2)
|
||||
handle_casings = CYCLE_CASINGS
|
||||
@@ -38,6 +39,7 @@
|
||||
desc = "The Mateba .454 Autorevolver, a very rare weapon typical of special ops teams and mercenary teams. It packs quite the punch."
|
||||
icon_state = "mateba"
|
||||
max_shells = 7
|
||||
accuracy = 2
|
||||
caliber = "454"
|
||||
origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2)
|
||||
fire_sound = 'sound/weapons/mateba_fire.ogg'
|
||||
@@ -48,6 +50,7 @@
|
||||
desc = "A cheap Martian knock-off of a Smith & Wesson Model 10. Uses .38-Special rounds."
|
||||
icon_state = "detective"
|
||||
max_shells = 6
|
||||
accuracy = 1
|
||||
caliber = "38"
|
||||
origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2)
|
||||
fire_sound = 'sound/weapons/gunshot_strong.ogg'
|
||||
@@ -76,6 +79,7 @@
|
||||
name = "\improper Deckard .44"
|
||||
desc = "A custom-built revolver, based off the semi-popular Detective Special model."
|
||||
max_shells = 6
|
||||
accuracy = 2
|
||||
icon_state = "deckard-empty"
|
||||
caliber = "38"
|
||||
ammo_type = /obj/item/ammo_casing/c38
|
||||
@@ -101,6 +105,7 @@
|
||||
desc = "A small pocket pistol, easily concealed. Uses .357 rounds."
|
||||
icon_state = "derringer"
|
||||
item_state = "concealed"
|
||||
accuracy = -1
|
||||
w_class = 2
|
||||
origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2, TECH_ILLEGAL = 3)
|
||||
handle_casings = CYCLE_CASINGS
|
||||
|
||||
@@ -15,7 +15,7 @@
|
||||
ammo_type = /obj/item/ammo_casing/a145
|
||||
//+2 accuracy over the LWAP because only one shot
|
||||
accuracy = -3
|
||||
scoped_accuracy = 2
|
||||
scoped_accuracy = 4
|
||||
var/bolt_open = 0
|
||||
|
||||
fire_sound = 'sound/weapons/Gunshot_DMR.ogg'
|
||||
@@ -118,7 +118,7 @@
|
||||
max_shells = 4
|
||||
ammo_type = null
|
||||
accuracy = -3
|
||||
scoped_accuracy = 3
|
||||
scoped_accuracy = 4
|
||||
bolt_open = 0
|
||||
muzzle_flash = 1
|
||||
|
||||
@@ -155,10 +155,10 @@
|
||||
magazine_type = /obj/item/ammo_magazine/d762
|
||||
allowed_magazines = list(/obj/item/ammo_magazine/d762)
|
||||
accuracy = -4
|
||||
scoped_accuracy = 2
|
||||
scoped_accuracy = 3
|
||||
|
||||
recoil_wielded = 1
|
||||
accuracy_wielded = 0
|
||||
accuracy_wielded = 1
|
||||
|
||||
//action button for wielding
|
||||
action_button_name = "Wield rifle"
|
||||
@@ -220,7 +220,7 @@
|
||||
accuracy = -4
|
||||
scoped_accuracy = 3
|
||||
recoil_wielded = 2
|
||||
accuracy_wielded = 0
|
||||
accuracy_wielded = 1
|
||||
multi_aim = 0 //Definitely a fuck no. Being able to target one person at this range is plenty.
|
||||
|
||||
firemodes = list(
|
||||
@@ -243,4 +243,4 @@
|
||||
item_state = "heavysniper-wielded"
|
||||
else
|
||||
item_state = "heavysniper"
|
||||
update_held_icon()
|
||||
update_held_icon()
|
||||
|
||||
@@ -182,7 +182,7 @@
|
||||
return
|
||||
|
||||
//roll to-hit
|
||||
miss_modifier = max(15*(distance-2) - round(15*accuracy) + miss_modifier, 0)
|
||||
miss_modifier = max(15*(distance-1) - round(25*accuracy) + miss_modifier, 0)
|
||||
var/hit_zone = get_zone_with_miss_chance(def_zone, target_mob, miss_modifier, ranged_attack=(distance > 1 || original != target_mob)) //if the projectile hits a target we weren't originally aiming at then retain the chance to miss
|
||||
|
||||
var/result = PROJECTILE_FORCE_MISS
|
||||
|
||||
Reference in New Issue
Block a user