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
@@ -1448,8 +1448,7 @@ Eyes need to have significantly high darksight to shine unless the mob has the X
/mob/living/carbon/human/singularity_pull(S, current_size)
..()
if(current_size >= STAGE_THREE)
var/list/handlist = list(l_hand, r_hand)
for(var/obj/item/hand in handlist)
for(var/obj/item/hand in get_both_hands(src))
if(prob(current_size * 5) && hand.w_class >= ((11-current_size)/2) && unEquip(hand))
step_towards(hand, src)
to_chat(src, "<span class='warning'>\The [S] pulls \the [hand] from your grip!</span>")
@@ -605,7 +605,7 @@ Difficulty: Hard
return FALSE
if(mover == caster.pulledby)
return TRUE
if(istype(mover, /obj/item/projectile))
if(isprojectile(mover))
var/obj/item/projectile/P = mover
if(P.firer == caster)
return TRUE
@@ -181,7 +181,7 @@
if(!(M.mobility_flags & MOBILITY_MOVE))
return TRUE
return prob(80)
if(istype(mover, /obj/item/projectile))
if(isprojectile(mover))
return prob(20)
return ..()
+1 -1
View File
@@ -6,7 +6,7 @@
if(height==0)
return 1
if(istype(mover, /obj/item/projectile))
if(isprojectile(mover))
return projectile_hit_check(mover)
if(mover.throwing)
return (!density || horizontal || (mover.throwing.thrower == src))