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[MIRROR] fullauto now checks for incapacitated instead of stat [MDB IGNORE] (#9786)
* fullauto now checks for incapacitated instead of stat (#63083) * fullauto now checks for incapacitated instead of stat * Fixes our own fullauto * Tabs indentation moment Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
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co-authored by
Fikou
GoldenAlpharex
parent
7513ab64bf
commit
0bcf77b855
@@ -240,7 +240,7 @@
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// Gun procs.
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/obj/item/gun/proc/on_autofire_start(mob/living/shooter)
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if(semicd || shooter.stat || !can_trigger_gun(shooter))
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if(semicd || shooter.incapacitated() || !can_trigger_gun(shooter))
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return FALSE
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if(!can_shoot())
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shoot_with_empty_chamber(shooter)
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@@ -260,7 +260,7 @@
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/obj/item/gun/proc/do_autofire(datum/source, atom/target, mob/living/shooter, params)
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SIGNAL_HANDLER
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if(semicd || shooter.stat)
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if(semicd || shooter.incapacitated())
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return NONE
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if(!can_shoot())
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shoot_with_empty_chamber(shooter)
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@@ -249,7 +249,7 @@
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// Gun procs.
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/obj/item/gun/proc/on_autofire_start(mob/living/shooter)
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if(!can_shoot(shooter) || !can_trigger_gun(shooter) || semicd)
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if(!can_shoot(shooter) || !can_trigger_gun(shooter) || shooter.incapacitated() || semicd)
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return FALSE
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var/obj/item/bodypart/other_hand = shooter.has_hand_for_held_index(shooter.get_inactive_hand_index())
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if(weapon_weight == WEAPON_HEAVY && (shooter.get_inactive_held_item() || !other_hand))
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@@ -264,12 +264,14 @@
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return COMPONENT_AUTOFIRE_ONMOUSEDOWN_BYPASS
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/obj/item/gun/proc/do_autofire(datum/source, atom/target, mob/living/shooter, params)
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SIGNAL_HANDLER
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if(!can_shoot())
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shoot_with_empty_chamber(shooter)
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return FALSE
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INVOKE_ASYNC(src, .proc/do_autofire_shot, source, target, shooter, params)
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return COMPONENT_AUTOFIRE_SHOT_SUCCESS
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SIGNAL_HANDLER
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if(shooter.incapacitated())
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return FALSE
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if(!can_shoot())
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shoot_with_empty_chamber(shooter)
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return FALSE
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INVOKE_ASYNC(src, .proc/do_autofire_shot, source, target, shooter, params)
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return COMPONENT_AUTOFIRE_SHOT_SUCCESS
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/obj/item/gun/proc/do_autofire_shot(datum/source, atom/target, mob/living/shooter, params)
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var/obj/item/gun/akimbo_gun = shooter.get_inactive_held_item()
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