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Added Ranged Cooldown variables.
All ranged mobs now follow two new variables: ranged_cooldown = 0 //What the starting cooldown is on ranged attacks ranged_cooldown_time = 30 //How long, in deciseconds, the cooldown of ranged attacks is All mobs with ranged attacks now shoot once every 3 seconds. Believe it or not, this is actually slower than when they just kept trying to spam shooting.
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@@ -113,6 +113,8 @@
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var/projectiletype // The projectiles I shoot
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var/projectilesound // The sound I make when I do it
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var/casingtype // What to make the hugely laggy casings pile out of
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var/ranged_cooldown = 0 //What the starting cooldown is on ranged attacks
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var/ranged_cooldown_time = 30 //How long, in deciseconds, the cooldown of ranged attacks is
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//Mob melee settings
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var/melee_damage_lower = 2 // Lower bound of randomized melee damage
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@@ -1264,10 +1266,18 @@
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PunchTarget()
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return 1
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//Open fire!
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else if(ranged && (distance <= shoot_range))
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if(ranged && (distance <= shoot_range) && ranged_cooldown <= world.time)
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stop_automated_movement = 0
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ai_log("AttackTarget() ranged",3)
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ShootTarget(target_mob)
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return 1
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else if(ranged && !target_mob.canmove)
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LostTarget()
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ai_log("AttackTarget() resting, closing distance",3)
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handle_stance(STANCE_ATTACK)
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return 0
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//They ran away!
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else
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ai_log("AttackTarget() out of range!",3)
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@@ -1347,7 +1357,7 @@
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Shoot(target, src.loc, src)
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if(casingtype)
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new casingtype
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ranged_cooldown = world.time + ranged_cooldown_time
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return 1
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//Check firing lines for faction_friends (if we're not cooperative, we don't care)
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@@ -1754,3 +1764,6 @@
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/mob/living/simple_animal/get_nametag_desc(mob/user)
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return "<i>[tt_desc]</i>"
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