diff --git a/code/game/machinery/porta_turret/portable_turret.dm b/code/game/machinery/porta_turret/portable_turret.dm index 0013ced438f..e7a9826b183 100644 --- a/code/game/machinery/porta_turret/portable_turret.dm +++ b/code/game/machinery/porta_turret/portable_turret.dm @@ -84,7 +84,7 @@ DEFINE_BITFIELD(turret_flags, list( /// World.time the turret last fired var/last_fired = 0 /// Ticks until next shot (1.5 ?) - var/shot_delay = 15 + var/shot_delay = 1.5 SECONDS /// Turret flags about who is turret allowed to shoot var/turret_flags = TURRET_FLAG_SHOOT_CRIMINALS | TURRET_FLAG_SHOOT_ANOMALOUS /// Determines if the turret is on @@ -830,7 +830,7 @@ DEFINE_BITFIELD(turret_flags, list( /obj/machinery/porta_turret/syndicate/shuttle scan_range = 9 - shot_delay = 3 + shot_delay = 3 DECISECONDS stun_projectile = /obj/projectile/bullet/p50/penetrator/shuttle lethal_projectile = /obj/projectile/bullet/p50/penetrator/shuttle lethal_projectile_sound = 'sound/items/weapons/gun/smg/shot.ogg' @@ -969,7 +969,7 @@ DEFINE_BITFIELD(turret_flags, list( .["stun_projectile"] = /obj/projectile/beam/lasertag/bluetag .["lethal_projectile"] = /obj/projectile/beam/lasertag/bluetag .["base_icon_state"] = "blue" - .["shot_delay"] = 30 + .["shot_delay"] = 3 SECONDS .["team_color"] = "blue" /obj/item/gun/energy/laser/redtag/get_turret_properties() @@ -977,7 +977,7 @@ DEFINE_BITFIELD(turret_flags, list( .["stun_projectile"] = /obj/projectile/beam/lasertag/redtag .["lethal_projectile"] = /obj/projectile/beam/lasertag/redtag .["base_icon_state"] = "red" - .["shot_delay"] = 30 + .["shot_delay"] = 3 SECONDS .["team_color"] = "red" /obj/item/gun/energy/e_gun/turret/get_turret_properties() diff --git a/code/game/objects/structures/cannons/cannon.dm b/code/game/objects/structures/cannons/cannon.dm index 4c44ae646a8..6cf1e9b8594 100644 --- a/code/game/objects/structures/cannons/cannon.dm +++ b/code/game/objects/structures/cannons/cannon.dm @@ -15,7 +15,7 @@ var/anchorable_cannon = TRUE var/obj/item/stack/cannonball/loaded_cannonball = null var/charge_ignited = FALSE - var/fire_delay = 15 + var/fire_delay = 1.5 SECONDS var/charge_size = 15 var/fire_sound = 'sound/items/weapons/gun/general/cannon.ogg' diff --git a/code/game/objects/structures/cannons/mounted_guns/mounted_gun.dm b/code/game/objects/structures/cannons/mounted_guns/mounted_gun.dm index 3a7a027acb5..84f734731ee 100644 --- a/code/game/objects/structures/cannons/mounted_guns/mounted_gun.dm +++ b/code/game/objects/structures/cannons/mounted_guns/mounted_gun.dm @@ -28,9 +28,9 @@ ///If the gun is currently loaded with its maximum capacity. var/fully_loaded_gun = TRUE ///delay in firing the gun after lighting - var/fire_delay = 5 + var/fire_delay = 5 DECISECONDS ///Delay between shots - var/shot_delay = 3 + var/shot_delay = 3 DECISECONDS ///If the gun shakes the camera when firing var/firing_shakes_camera = TRUE ///sound of firing for all but last shot @@ -111,8 +111,8 @@ projectile_type = /obj/projectile/bullet/junk loaded_gun = TRUE fully_loaded_gun = TRUE - fire_delay = 3 - shot_delay = 2 + fire_delay = 3 DECISECONDS + shot_delay = 2 DECISECONDS firing_shakes_camera = FALSE /obj/structure/mounted_gun/pipe/examine_more(mob/user) @@ -174,8 +174,8 @@ projectile_type = /obj/projectile/bullet/shrapnel loaded_gun = TRUE fully_loaded_gun = TRUE - fire_delay = 3 - shot_delay = 1 + fire_delay = 3 DECISECONDS + shot_delay = 1 DECISECONDS firing_shakes_camera = FALSE /obj/item/ammo_casing/canister_shot diff --git a/code/modules/antagonists/abductor/equipment/gear/abductor_items.dm b/code/modules/antagonists/abductor/equipment/gear/abductor_items.dm index 6fb876a07c2..c4ee523c29d 100644 --- a/code/modules/antagonists/abductor/equipment/gear/abductor_items.dm +++ b/code/modules/antagonists/abductor/equipment/gear/abductor_items.dm @@ -262,7 +262,7 @@ inhand_icon_state = "shrink_ray" icon_state = "shrink_ray" automatic_charge_overlays = FALSE - fire_delay = 30 + fire_delay = 3 SECONDS selfcharge = 1//shot costs 200 energy, has a max capacity of 1000 for 5 shots. self charge returns 25 energy every couple ticks, so about 1 shot charged every 12~ seconds trigger_guard = TRIGGER_GUARD_ALLOW_ALL// variable-size trigger, get it? (abductors need this to be set so the gun is usable for them) diff --git a/code/modules/antagonists/changeling/powers/mutations.dm b/code/modules/antagonists/changeling/powers/mutations.dm index dbf97c2f6f4..cc2350e685c 100644 --- a/code/modules/antagonists/changeling/powers/mutations.dm +++ b/code/modules/antagonists/changeling/powers/mutations.dm @@ -297,7 +297,7 @@ fire_sound = 'sound/effects/splat.ogg' force = 0 max_charges = 1 - fire_delay = 1 + fire_delay = 1 DECISECONDS throwforce = 0 //Just to be on the safe side throw_range = 0 throw_speed = 0 diff --git a/code/modules/mapfluff/ruins/spaceruin_code/hauntedtradingpost.dm b/code/modules/mapfluff/ruins/spaceruin_code/hauntedtradingpost.dm index 07c60c4f380..1ffa06bd5ff 100644 --- a/code/modules/mapfluff/ruins/spaceruin_code/hauntedtradingpost.dm +++ b/code/modules/mapfluff/ruins/spaceruin_code/hauntedtradingpost.dm @@ -325,7 +325,7 @@ desc = "A ballistic machine gun auto-turret with Donk Co. branding. It uses 9mm rounds." armor_type = /datum/armor/donk_turret scan_range = 6 - shot_delay = 10 + shot_delay = 1 SECONDS /datum/armor/donk_turret melee = 20 @@ -352,7 +352,7 @@ desc = "An energy gun auto-turret with Cybersun branding. It fires high-energy plasma beams that do a lot of damage, but it can be fairly slow." armor_type = /datum/armor/syndicate_shuttle scan_range = 6 - shot_delay = 50 + shot_delay = 5 SECONDS always_up = FALSE has_cover = TRUE diff --git a/code/modules/mob/living/simple_animal/bot/ed209bot.dm b/code/modules/mob/living/simple_animal/bot/ed209bot.dm index 81fad948ae1..4c492a545c9 100644 --- a/code/modules/mob/living/simple_animal/bot/ed209bot.dm +++ b/code/modules/mob/living/simple_animal/bot/ed209bot.dm @@ -16,7 +16,7 @@ automated_announcements = list(ED209_VOICED_DOWN_WEAPONS = 'sound/mobs/non-humanoids/ed209/ed209_20sec.ogg') var/lastfired = 0 - var/shot_delay = 15 + var/shot_delay = 1.5 SECONDS var/shoot_sound = 'sound/items/weapons/laser.ogg' var/projectile = /obj/projectile/beam/disabler var/fair_market_projectile = /obj/projectile/bullet/c38 // For shooting the worst scumbags of all: the poor diff --git a/code/modules/mob/living/simple_animal/hostile/hostile.dm b/code/modules/mob/living/simple_animal/hostile/hostile.dm index bd8b6fdc01c..51012b0c2ef 100644 --- a/code/modules/mob/living/simple_animal/hostile/hostile.dm +++ b/code/modules/mob/living/simple_animal/hostile/hostile.dm @@ -11,7 +11,7 @@ ///How many shots per volley. var/rapid = 0 ///Time between rapid fire shots - var/rapid_fire_delay = 2 + var/rapid_fire_delay = 2 DECISECONDS ///Are we dodging? var/dodging = FALSE diff --git a/code/modules/projectiles/gun.dm b/code/modules/projectiles/gun.dm index 0e45713f92a..95f962d722b 100644 --- a/code/modules/projectiles/gun.dm +++ b/code/modules/projectiles/gun.dm @@ -47,7 +47,7 @@ /// Delay between shots in a burst. var/burst_delay = 2 /// Delay between bursts (if burst-firing) or individual shots (if weapon is single-fire). - var/fire_delay = 0 + var/fire_delay = 0 SECONDS var/firing_burst = 0 //Prevent the weapon from firing again while already firing /// firing cooldown, true if this gun shouldn't be allowed to manually fire var/fire_cd = 0 diff --git a/code/modules/projectiles/guns/ballistic.dm b/code/modules/projectiles/guns/ballistic.dm index 00868b69326..6fbb3082c94 100644 --- a/code/modules/projectiles/guns/ballistic.dm +++ b/code/modules/projectiles/guns/ballistic.dm @@ -286,7 +286,7 @@ burst_fire_selection = !burst_fire_selection if(!burst_fire_selection) burst_size = 1 - fire_delay = 0 + fire_delay = 0 SECONDS balloon_alert(user, "switched to semi-automatic") else burst_size = initial(burst_size) diff --git a/code/modules/projectiles/guns/ballistic/automatic.dm b/code/modules/projectiles/guns/ballistic/automatic.dm index 37013ca3b7f..6bbb5e250e9 100644 --- a/code/modules/projectiles/guns/ballistic/automatic.dm +++ b/code/modules/projectiles/guns/ballistic/automatic.dm @@ -330,7 +330,7 @@ accepted_magazine_type = /obj/item/ammo_box/magazine/recharge empty_indicator = TRUE bolt_type = BOLT_TYPE_OPEN - fire_delay = 2 + fire_delay = 2 DECISECONDS can_suppress = FALSE burst_size = 0 actions_types = list() @@ -359,7 +359,7 @@ mag_display = TRUE projectile_damage_multiplier = 1.2 projectile_speed_multiplier = 1.2 - fire_delay = 2 + fire_delay = 2 DECISECONDS burst_size = 1 actions_types = list() fire_sound = 'sound/items/weapons/thermalpistol.ogg' diff --git a/code/modules/projectiles/guns/ballistic/launchers.dm b/code/modules/projectiles/guns/ballistic/launchers.dm index 2a3d22e0064..cf56c2874ad 100644 --- a/code/modules/projectiles/guns/ballistic/launchers.dm +++ b/code/modules/projectiles/guns/ballistic/launchers.dm @@ -60,7 +60,7 @@ fire_sound = 'sound/items/weapons/gun/general/grenade_launch.ogg' accepted_magazine_type = /obj/item/ammo_box/magazine/m75 burst_size = 1 - fire_delay = 0 + fire_delay = 0 SECONDS actions_types = list() casing_ejector = FALSE @@ -82,7 +82,7 @@ can_suppress = FALSE pin = /obj/item/firing_pin/implant/pindicate burst_size = 1 - fire_delay = 0 + fire_delay = 0 SECONDS casing_ejector = FALSE weapon_weight = WEAPON_HEAVY bolt_type = BOLT_TYPE_NO_BOLT diff --git a/code/modules/projectiles/guns/ballistic/pistol.dm b/code/modules/projectiles/guns/ballistic/pistol.dm index 09c7e4d4b81..e3f46ccaf40 100644 --- a/code/modules/projectiles/guns/ballistic/pistol.dm +++ b/code/modules/projectiles/guns/ballistic/pistol.dm @@ -6,7 +6,7 @@ accepted_magazine_type = /obj/item/ammo_box/magazine/m9mm can_suppress = TRUE burst_size = 1 - fire_delay = 0 + fire_delay = 0 SECONDS actions_types = list() bolt_type = BOLT_TYPE_LOCKING fire_sound = 'sound/items/weapons/gun/pistol/shot.ogg' diff --git a/code/modules/projectiles/guns/ballistic/shotgun.dm b/code/modules/projectiles/guns/ballistic/shotgun.dm index 12615455bec..e3b631b0e79 100644 --- a/code/modules/projectiles/guns/ballistic/shotgun.dm +++ b/code/modules/projectiles/guns/ballistic/shotgun.dm @@ -46,7 +46,7 @@ desc = "A sturdy shotgun with a longer magazine and a fixed tactical stock designed for non-lethal riot control." icon_state = "riotshotgun" inhand_icon_state = "shotgun" - fire_delay = 8 + fire_delay = 8 DECISECONDS accepted_magazine_type = /obj/item/ammo_box/magazine/internal/shot/riot sawn_desc = "Come with me if you want to live." can_be_sawn_off = TRUE