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[MIRROR] fix basic mobs ranged burst attacks [MDB IGNORE] (#23554)
* fix basic mobs ranged burst attacks (#78163) ## About The Pull Request the burst attacks wasnt working because a cooldown in the ranged component qwas added recently. this now moves the burst attacks option to the component itself so even sapiant player mobs can use these burst ranged attacks ## Why It's Good For The Game fix basic mobs ranged burst attacks ## Changelog 🆑 fix: basic mobs can now use ranged burst attacks /🆑 * fix basic mobs ranged burst attacks --------- Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
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co-authored by
Ben10Omintrix
parent
0df547e3f2
commit
cafdcdd886
@@ -138,12 +138,20 @@
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var/casingtype = /obj/item/ammo_casing/c9mm
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/// Sound to play when firing weapon
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var/projectilesound = 'sound/weapons/gun/pistol/shot.ogg'
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/// number of burst shots
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var/burst_shots
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/// Time between taking shots
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var/ranged_cooldown = 1 SECONDS
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/mob/living/basic/syndicate/ranged/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/ranged_attacks, casing_type = casingtype, projectile_sound = projectilesound, cooldown_time = ranged_cooldown)
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AddComponent(\
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/datum/component/ranged_attacks,\
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casing_type = casingtype,\
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projectile_sound = projectilesound,\
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cooldown_time = ranged_cooldown,\
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burst_shots = burst_shots,\
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)
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/mob/living/basic/syndicate/ranged/infiltrator //shuttle loan event
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projectilesound = 'sound/weapons/gun/smg/shot_suppressed.ogg'
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@@ -172,6 +180,7 @@
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casingtype = /obj/item/ammo_casing/c45
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projectilesound = 'sound/weapons/gun/smg/shot.ogg'
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ai_controller = /datum/ai_controller/basic_controller/syndicate/ranged/burst
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burst_shots = 3
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ranged_cooldown = 3 SECONDS
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r_hand = /obj/item/gun/ballistic/automatic/c20r
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@@ -203,6 +212,7 @@
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casingtype = /obj/item/ammo_casing/shotgun/buckshot //buckshot (up to 72.5 brute) fired in a two-round burst
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ai_controller = /datum/ai_controller/basic_controller/syndicate/ranged/shotgunner
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ranged_cooldown = 3 SECONDS
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burst_shots = 2
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r_hand = /obj/item/gun/ballistic/shotgun/bulldog
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/mob/living/basic/syndicate/ranged/shotgun/space
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@@ -49,7 +49,6 @@
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ranged_attack_behavior = /datum/ai_behavior/basic_ranged_attack/syndicate_burst
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/datum/ai_behavior/basic_ranged_attack/syndicate_burst
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shots = 3
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action_cooldown = 3 SECONDS
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/datum/ai_controller/basic_controller/syndicate/ranged/shotgunner
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@@ -62,8 +61,6 @@
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ranged_attack_behavior = /datum/ai_behavior/basic_ranged_attack/syndicate_shotgun
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/datum/ai_behavior/basic_ranged_attack/syndicate_shotgun
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shots = 2
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burst_interval = 0.6 SECONDS
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action_cooldown = 3 SECONDS
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required_distance = 1
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@@ -93,10 +93,19 @@
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faction = list(FACTION_HOSTILE, FACTION_MAINT_CREATURES)
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ai_controller = /datum/ai_controller/basic_controller/cockroach/glockroach
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cockroach_cell_line = CELL_LINE_TABLE_GLOCKROACH
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///number of burst shots
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var/burst_shots
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///cooldown between attacks
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var/ranged_cooldown = 1 SECONDS
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/mob/living/basic/cockroach/glockroach/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/ranged_attacks, casing_type = /obj/item/ammo_casing/glockroach, cooldown_time = 1 SECONDS)
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AddComponent(\
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/datum/component/ranged_attacks,\
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casing_type = /obj/item/ammo_casing/glockroach,\
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burst_shots = burst_shots,\
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cooldown_time = ranged_cooldown,\
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)
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/datum/ai_controller/basic_controller/cockroach/glockroach
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planning_subtrees = list(
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@@ -186,6 +195,8 @@
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desc = "WE'RE FUCKED, THAT GLOCKROACH HAS A TOMMYGUN!"
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icon_state = "mobroach"
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ai_controller = /datum/ai_controller/basic_controller/cockroach/mobroach
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burst_shots = 4
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ranged_cooldown = 2 SECONDS
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/datum/ai_controller/basic_controller/cockroach/mobroach
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planning_subtrees = list(
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@@ -200,5 +211,4 @@
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ranged_attack_behavior = /datum/ai_behavior/basic_ranged_attack/mobroach
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/datum/ai_behavior/basic_ranged_attack/mobroach
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shots = 4
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action_cooldown = 2 SECONDS
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