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https://github.com/CHOMPStation2/CHOMPStation2.git
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Comments out the automatic firemode code (#4748)
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@@ -180,6 +180,11 @@
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user << "<span class='warning'>You refrain from firing your [src] as your intent is set to help.</span>"
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return
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else
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Fire(A, user, params) //Otherwise, fire normally.
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return
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/* //Commented out for quality control and testing
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if(automatic == 1)//Are we are going to be using automatic shooting
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//We check to make sure they can fire
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if(!special_check(user))
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@@ -195,6 +200,7 @@
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to_chat(user, "<span class='notice'>You ready \the [src]! Click and drag the target around to shoot.</span>")
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return
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Fire(A,user,params) //Otherwise, fire normally.
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*/
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/obj/item/weapon/gun/attack(atom/A, mob/living/user, def_zone)
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if (A == user && user.zone_sel.selecting == O_MOUTH && !mouthshoot)
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@@ -294,8 +300,11 @@
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return
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var/shoot_time = (burst - 1)* burst_delay
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//user.setClickCooldown(shoot_time) //no clicking on things while shooting //These are currently disabled to allow for the automatic system to function without causing near-permanant paralysis.
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//user.setMoveCooldown(shoot_time) //no moving while shooting either
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//These should apparently be disabled to allow for the automatic system to function without causing near-permanant paralysis. Re-enabling them while we sort that out.
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user.setClickCooldown(shoot_time) //no clicking on things while shooting
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user.setMoveCooldown(shoot_time) //no moving while shooting either
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next_fire_time = world.time + shoot_time
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var/held_acc_mod = 0
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@@ -307,14 +316,17 @@
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//actually attempt to shoot
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var/turf/targloc = get_turf(target) //cache this in case target gets deleted during shooting, e.g. if it was a securitron that got destroyed.
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/* // Commented out for quality control and testing.
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shooting = 1
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if(automatic == 1 && auto_target && auto_target.active)//When we are going to shoot and have an auto_target AND its active meaning we clicked on it we tell it to burstfire 1000 rounds
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burst = 1000//Yes its not EXACTLY full auto but when are we shooting more than 1000 normally and it can easily be made higher
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*/
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for(var/i in 1 to burst)
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/* // Commented out for quality control and testing.
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if(!reflex && automatic)//If we are shooting automatic then check our target, however if we are shooting reflex we dont use automatic
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//extra sanity checking.
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if(user.paralysis >= 1)
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if(user.incapacitated())
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return
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if(user.get_active_hand() != src)
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break
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@@ -324,6 +336,7 @@
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//Lastly just update our dir if needed
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if(user.dir != get_dir(user, auto_target))
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user.face_atom(auto_target)
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*/
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var/obj/projectile = consume_next_projectile(user)
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if(!projectile)
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handle_click_empty(user)
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@@ -348,7 +361,10 @@
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pointblank = 0
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last_shot = world.time
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/* // Commented out for quality control and testing.
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shooting = 0
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*/
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// We do this down here, so we don't get the message if we fire an empty gun.
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if(requires_two_hands)
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if(user.item_is_in_hands(src) && user.hands_are_full())
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@@ -1,3 +1,6 @@
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//This entire file is unticked for quality control and testing
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//True automagic gun modes. Dakka dakka.
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//A significant portion of this code was donated by Mport from SS:CM
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@@ -35,7 +38,7 @@
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autodel()
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return
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if(gun.shooting == 0)
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del(src)
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qdel(src)
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else
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autodel()//Yes in theory this could hit the inf loop
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return
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@@ -55,15 +58,15 @@
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if(over_location != loc)//This updates the loc to our new location when we drag it to a new turf
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loc = over_location
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if((usr.get_active_hand() != gun))
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del(src)
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qdel(src)
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//This gets rid of us when they let go of the click, but only after they actually drag the target to a new turf which is why the below also has to exist
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/obj/screen/auto_target/MouseDrop(over_object,src_location,over_location,src_control,over_control,params)
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del(src)
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qdel(src)
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return
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//This is needed so if they just MouseDown and then let go it will stop shooting, otherwise we stick around till they run out of bullets
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/obj/screen/auto_target/MouseUp(object,location,control,params)
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del(src)
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qdel(src)
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return
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//This pseudo code is being left in place to serve as references to the modifications to gun.dm, the Fire() proc, and the afterattack() proc. -k22
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@@ -190,14 +190,22 @@
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one_handed_penalty = 6
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var/cover_open = 0
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/* Commented out for quality control and testing.
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firemodes = list(
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list(mode_name="semiauto", burst=1, fire_delay=0, move_delay=null, burst_accuracy=null, dispersion=null, automatic = 0),
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list(mode_name="3-round bursts", burst=3, fire_delay=null, move_delay=4, burst_accuracy=list(0,-1,-1), dispersion=list(0.0, 0.6, 1.0), automatic = 0),
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list(mode_name="short bursts", burst=5, move_delay=6, burst_accuracy = list(0,-1,-1,-2,-2), dispersion = list(0.6, 1.0, 1.0, 1.0, 1.2), automatic = 0),
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list(mode_name="automatic", burst=1, fire_delay=-1, move_delay=null, burst_accuracy=null, dispersion=null, automatic = 1),
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)
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*/
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var/cover_open = 0
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firemodes = list(
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list(mode_name="semiauto", burst=1, fire_delay=0, move_delay=null, burst_accuracy=null, dispersion=null),
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list(mode_name="3-round bursts", burst=3, fire_delay=null, move_delay=4, burst_accuracy=list(0,-1,-1), dispersion=list(0.0, 0.6, 1.0)),
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list(mode_name="short bursts", burst=5, move_delay=6, burst_accuracy = list(0,-1,-1,-2,-2), dispersion = list(0.6, 1.0, 1.0, 1.0, 1.2)),
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)
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/obj/item/weapon/gun/projectile/automatic/l6_saw/special_check(mob/user)
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if(cover_open)
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