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
@@ -524,7 +524,7 @@
/obj/machinery/disposal/CanPass(atom/movable/mover, turf/target, height=0)
if(isitem(mover) && mover.throwing)
var/obj/item/I = mover
if(istype(I, /obj/item/projectile))
if(isprojectile(I))
return
if(prob(75) || (istype(mover.throwing.thrower) && (HAS_TRAIT(mover.throwing.thrower, TRAIT_BADASS) || HAS_TRAIT(mover.throwing.thrower, TRAIT_NEVER_MISSES_DISPOSALS))))
I.forceMove(src)
+1 -1
View File
@@ -285,7 +285,7 @@
return
/obj/machinery/disposal/deliveryChute/Bumped(atom/movable/AM) //Go straight into the chute
if(istype(AM, /obj/item/projectile) || isAI(AM) || QDELETED(AM))
if(isprojectile(AM) || isAI(AM) || QDELETED(AM))
return
switch(dir)
if(NORTH)