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Gun Reloading Microtweaks
This commit is contained in:
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CHOMPStation2
parent
5f07c2a152
commit
8826718f1c
@@ -80,6 +80,8 @@
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var/sel_mode = 1 //index of the currently selected mode
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var/sel_mode = 1 //index of the currently selected mode
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var/list/firemodes = list()
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var/list/firemodes = list()
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var/reload_time = 1 //Base reload time in seconds
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//aiming system stuff
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//aiming system stuff
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var/keep_aim = 1 //1 for keep shooting until aim is lowered
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var/keep_aim = 1 //1 for keep shooting until aim is lowered
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//0 for one bullet after tarrget moves and aim is lowered
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//0 for one bullet after tarrget moves and aim is lowered
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@@ -15,6 +15,8 @@
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var/modifystate
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var/modifystate
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var/charge_meter = 1 //if set, the icon state will be chosen based on the current charge
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var/charge_meter = 1 //if set, the icon state will be chosen based on the current charge
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reload_time = 5 //Energy weapons are slower to reload than ballistics by default, but this is no change from current values
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//self-recharging
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//self-recharging
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var/self_recharge = 0 //if set, the weapon will recharge itself
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var/self_recharge = 0 //if set, the weapon will recharge itself
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var/use_external_power = 0 //if set, the weapon will look for an external power source to draw from, otherwise it recharges magically
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var/use_external_power = 0 //if set, the weapon will look for an external power source to draw from, otherwise it recharges magically
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@@ -133,7 +135,7 @@
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to_chat(user, "<span class='notice'>[src] already has a power cell.</span>")
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to_chat(user, "<span class='notice'>[src] already has a power cell.</span>")
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else
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else
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user.visible_message("[user] is reloading [src].", "<span class='notice'>You start to insert [P] into [src].</span>")
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user.visible_message("[user] is reloading [src].", "<span class='notice'>You start to insert [P] into [src].</span>")
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if(do_after(user, 5 * P.w_class))
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if(do_after(user, reload_time * P.w_class))
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user.remove_from_mob(P)
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user.remove_from_mob(P)
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power_supply = P
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power_supply = P
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P.loc = src
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P.loc = src
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@@ -17,6 +17,8 @@
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var/load_method = SINGLE_CASING|SPEEDLOADER //1 = Single shells, 2 = box or quick loader, 3 = magazine
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var/load_method = SINGLE_CASING|SPEEDLOADER //1 = Single shells, 2 = box or quick loader, 3 = magazine
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var/obj/item/ammo_casing/chambered = null
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var/obj/item/ammo_casing/chambered = null
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reload_time = 1 //Ballistics reload fast, but not instantly
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//For SINGLE_CASING or SPEEDLOADER guns
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//For SINGLE_CASING or SPEEDLOADER guns
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var/max_shells = 0 //the number of casings that will fit inside
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var/max_shells = 0 //the number of casings that will fit inside
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var/ammo_type = null //the type of ammo that the gun comes preloaded with
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var/ammo_type = null //the type of ammo that the gun comes preloaded with
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@@ -54,9 +56,15 @@
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chambered = ammo_magazine.stored_ammo[ammo_magazine.stored_ammo.len]
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chambered = ammo_magazine.stored_ammo[ammo_magazine.stored_ammo.len]
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if(handle_casings != HOLD_CASINGS)
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if(handle_casings != HOLD_CASINGS)
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ammo_magazine.stored_ammo -= chambered
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ammo_magazine.stored_ammo -= chambered
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<<<<<<< HEAD
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var/mob/living/M = loc
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var/mob/living/M = loc
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if(istype(M))
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if(istype(M))
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=======
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var/mob/living/M = loc // TGMC Ammo HUD
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if(istype(M)) // TGMC Ammo HUD
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>>>>>>> 0cd26259eb... Merge pull request #14901 from KillianKirilenko/kk-guntweaks
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M?.hud_used.update_ammo_hud(M, src)
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M?.hud_used.update_ammo_hud(M, src)
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if (chambered)
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if (chambered)
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@@ -102,9 +110,15 @@
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if(handle_casings != HOLD_CASINGS)
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if(handle_casings != HOLD_CASINGS)
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chambered = null
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chambered = null
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<<<<<<< HEAD
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var/mob/living/M = loc
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var/mob/living/M = loc
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if(istype(M))
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if(istype(M))
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=======
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var/mob/living/M = loc // TGMC Ammo HUD
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if(istype(M)) // TGMC Ammo HUD
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>>>>>>> 0cd26259eb... Merge pull request #14901 from KillianKirilenko/kk-guntweaks
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M?.hud_used.update_ammo_hud(M, src)
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M?.hud_used.update_ammo_hud(M, src)
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@@ -121,6 +135,7 @@
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if(ammo_magazine)
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if(ammo_magazine)
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to_chat(user, "<span class='warning'>[src] already has a magazine loaded.</span>") //already a magazine here
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to_chat(user, "<span class='warning'>[src] already has a magazine loaded.</span>") //already a magazine here
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return
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return
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if(do_after(user, reload_time * AM.w_class))
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user.remove_from_mob(AM)
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user.remove_from_mob(AM)
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AM.loc = src
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AM.loc = src
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ammo_magazine = AM
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ammo_magazine = AM
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@@ -141,6 +156,7 @@
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AM.stored_ammo -= C //should probably go inside an ammo_magazine proc, but I guess less proc calls this way...
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AM.stored_ammo -= C //should probably go inside an ammo_magazine proc, but I guess less proc calls this way...
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count++
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count++
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user.hud_used.update_ammo_hud(user, src)
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user.hud_used.update_ammo_hud(user, src)
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if(do_after(user, reload_time * AM.w_class))
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if(count)
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if(count)
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user.visible_message("[user] reloads [src].", "<span class='notice'>You load [count] round\s into [src].</span>")
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user.visible_message("[user] reloads [src].", "<span class='notice'>You load [count] round\s into [src].</span>")
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user.hud_used.update_ammo_hud(user, src)
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user.hud_used.update_ammo_hud(user, src)
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@@ -154,6 +170,7 @@
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to_chat(user, "<span class='warning'>[src] is full.</span>")
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to_chat(user, "<span class='warning'>[src] is full.</span>")
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return
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return
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if(do_after(user, reload_time * C.w_class))
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user.remove_from_mob(C)
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user.remove_from_mob(C)
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C.loc = src
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C.loc = src
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loaded.Insert(1, C) //add to the head of the list
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loaded.Insert(1, C) //add to the head of the list
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