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[MIRROR] Fixes changeling tentacle secondary behaviour [MDB IGNORE] (#17932)
* Fixes changeling tentacle secondary behaviour (#71686) ## About The Pull Request Fixes #69013 ## Why It's Good For The Game ## Changelog 🆑 fix: fixed using the changeling tentacle arm via right mouse click holding people up instead of firing it. Now it will fire like normal /🆑 Co-authored-by: Time-Green <timkoster1@ hotmail.com> * Fixes changeling tentacle secondary behaviour * update modular Co-authored-by: FinancialGoose <92416224+TheBoondock@users.noreply.github.com> Co-authored-by: Time-Green <timkoster1@ hotmail.com> Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
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co-authored by
Time-Green
FinancialGoose
Tom
parent
18eed03715
commit
ba220a251f
@@ -260,6 +260,7 @@
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throwforce = 0 //Just to be on the safe side
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throw_range = 0
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throw_speed = 0
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can_hold_up = FALSE
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/obj/item/gun/magic/tentacle/Initialize(mapload, silent)
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. = ..()
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@@ -43,6 +43,8 @@
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var/semicd = 0 //cooldown handler
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var/weapon_weight = WEAPON_LIGHT
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var/dual_wield_spread = 24 //additional spread when dual wielding
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///Can we hold up our target with this? Default to yes
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var/can_hold_up = TRUE
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/// Just 'slightly' snowflakey way to modify projectile damage for projectiles fired from this gun.
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var/projectile_damage_multiplier = 1
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@@ -192,6 +194,8 @@
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/obj/item/gun/afterattack_secondary(mob/living/victim, mob/living/user, params)
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if(!isliving(victim) || !IN_GIVEN_RANGE(user, victim, GUNPOINT_SHOOTER_STRAY_RANGE))
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return ..() //if they're out of range, just shootem.
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if(!can_hold_up)
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return ..()
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var/datum/component/gunpoint/gunpoint_component = user.GetComponent(/datum/component/gunpoint)
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if (gunpoint_component)
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if(gunpoint_component.target == victim)
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@@ -43,6 +43,8 @@
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var/semicd = 0 // cooldown handler
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var/weapon_weight = WEAPON_LIGHT
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var/dual_wield_spread = 24 // additional spread when dual wielding
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///Can we hold up our target with this? Default to yes
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var/can_hold_up = TRUE
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/// Just 'slightly' snowflakey way to modify projectile damage for projectiles fired from this gun.
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var/projectile_damage_multiplier = 1
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@@ -319,6 +321,8 @@
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/obj/item/gun/afterattack_secondary(mob/living/victim, mob/living/user, params)
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if(!isliving(victim) || !IN_GIVEN_RANGE(user, victim, GUNPOINT_SHOOTER_STRAY_RANGE))
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return ..() //if they're out of range, just shootem.
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if(!can_hold_up)
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return ..()
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var/datum/component/gunpoint/gunpoint_component = user.GetComponent(/datum/component/gunpoint)
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if (gunpoint_component)
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if(gunpoint_component.target == victim)
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