Full Auto Gun Mode Component (#24998)

* Full Auto Gun Mode Component

* Apply some refactoring

* spaces mhmm

* Some signal movement

* Apply DGamerL suggestions

* Unknown SIGNAL_HANDLER no more

* Fix runtime if uid is passed

* Why the hell you even care

* god you serious

---------

Co-authored-by: Gottfrei <zweisen@gmail.com>
This commit is contained in:
Mikhail Dzianishchyts
2024-04-22 21:32:49 +00:00
committed by GitHub
co-authored by Gottfrei
parent 00be61a811
commit 7fa44a31fb
49 changed files with 521 additions and 51 deletions
+1 -1
View File
@@ -61,7 +61,7 @@
/obj/structure/fence/CanPass(atom/movable/mover, turf/target)
if(istype(mover) && mover.checkpass(PASSFENCE))
return TRUE
if(istype(mover, /obj/item/projectile))
if(isprojectile(mover))
return TRUE
if(!density)
return TRUE
+1 -1
View File
@@ -410,7 +410,7 @@
if(istype(mover) && mover.checkpass(PASSGRILLE))
return prob(girderpasschance)
else
if(istype(mover, /obj/item/projectile))
if(isprojectile(mover))
return prob(girderpasschance)
else
return 0
+1 -1
View File
@@ -123,7 +123,7 @@
return TRUE
if(istype(mover) && mover.checkpass(PASSGRILLE))
return TRUE
if(istype(mover, /obj/item/projectile))
if(isprojectile(mover))
return (prob(30) || !density)
/obj/structure/grille/CanPathfindPass(obj/item/card/id/ID, dir, caller, no_id = FALSE)
+2 -2
View File
@@ -102,7 +102,7 @@
/obj/structure/railing/CanPass(atom/movable/mover, turf/target)
if(istype(mover) && mover.checkpass(PASSFENCE))
return TRUE
if(istype(mover, /obj/item/projectile))
if(isprojectile(mover))
return TRUE
if(ismob(mover))
var/mob/living/M = mover
@@ -130,7 +130,7 @@
var/mob/living/M = O
if(istype(O) && O.checkpass(PASSFENCE))
return TRUE
if(istype(O, /obj/item/projectile))
if(isprojectile(O))
return TRUE
if(istype(M))
if(M.flying || M.floating || (IS_HORIZONTAL(M) && HAS_TRAIT(M, TRAIT_CONTORTED_BODY)))