[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>
This commit is contained in:
SkyratBot
2022-12-07 01:04:30 +00:00
committed by GitHub
co-authored by Time-Green FinancialGoose Tom
parent 18eed03715
commit ba220a251f
3 changed files with 9 additions and 0 deletions
@@ -260,6 +260,7 @@
throwforce = 0 //Just to be on the safe side
throw_range = 0
throw_speed = 0
can_hold_up = FALSE
/obj/item/gun/magic/tentacle/Initialize(mapload, silent)
. = ..()
+4
View File
@@ -43,6 +43,8 @@
var/semicd = 0 //cooldown handler
var/weapon_weight = WEAPON_LIGHT
var/dual_wield_spread = 24 //additional spread when dual wielding
///Can we hold up our target with this? Default to yes
var/can_hold_up = TRUE
/// Just 'slightly' snowflakey way to modify projectile damage for projectiles fired from this gun.
var/projectile_damage_multiplier = 1
@@ -192,6 +194,8 @@
/obj/item/gun/afterattack_secondary(mob/living/victim, mob/living/user, params)
if(!isliving(victim) || !IN_GIVEN_RANGE(user, victim, GUNPOINT_SHOOTER_STRAY_RANGE))
return ..() //if they're out of range, just shootem.
if(!can_hold_up)
return ..()
var/datum/component/gunpoint/gunpoint_component = user.GetComponent(/datum/component/gunpoint)
if (gunpoint_component)
if(gunpoint_component.target == victim)
@@ -43,6 +43,8 @@
var/semicd = 0 // cooldown handler
var/weapon_weight = WEAPON_LIGHT
var/dual_wield_spread = 24 // additional spread when dual wielding
///Can we hold up our target with this? Default to yes
var/can_hold_up = TRUE
/// Just 'slightly' snowflakey way to modify projectile damage for projectiles fired from this gun.
var/projectile_damage_multiplier = 1
@@ -319,6 +321,8 @@
/obj/item/gun/afterattack_secondary(mob/living/victim, mob/living/user, params)
if(!isliving(victim) || !IN_GIVEN_RANGE(user, victim, GUNPOINT_SHOOTER_STRAY_RANGE))
return ..() //if they're out of range, just shootem.
if(!can_hold_up)
return ..()
var/datum/component/gunpoint/gunpoint_component = user.GetComponent(/datum/component/gunpoint)
if (gunpoint_component)
if(gunpoint_component.target == victim)