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https://github.com/ParadiseSS13/Paradise.git
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Adds fire delay to all weapons (except automatics).
For most weapons it is only slightly bigger than clicking own delay, but still can see difference between revolver and SMG. Shotungs do not get special delay because they are slow as they are anyway. Biggest delays go to laser cannon (40 damage per shot) and pulse rifle, ~2 seconds for one shot.
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@@ -30,6 +30,15 @@
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var/tmp/told_cant_shoot = 0 //So that it doesn't spam them with the fact they cannot hit them.
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var/firerate = 1 // 0 for one bullet after tarrget moves and aim is lowered,
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//1 for keep shooting until aim is lowered
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var/fire_delay = 6
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var/last_fired = 0
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proc/ready_to_fire()
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if(world.time >= last_fired + fire_delay)
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last_fired = world.time
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return 1
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else
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return 0
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proc/load_into_chamber()
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return 0
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@@ -87,6 +96,11 @@
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if(!special_check(user))
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return
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if (!ready_to_fire())
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if (world.time % 3) //to prevent spam
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user << "<span class='warning'>[src] is not ready to fire again!"
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return
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if(!load_into_chamber()) //CHECK
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return click_empty(user)
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@@ -71,6 +71,8 @@ obj/item/weapon/gun/energy/laser/retro
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origin_tech = "combat=4;materials=3;powerstorage=3"
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projectile_type = "/obj/item/projectile/beam/heavylaser"
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fire_delay = 20
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isHandgun()
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return 0
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@@ -9,7 +9,7 @@
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projectile_type = "/obj/item/projectile/beam/pulse"
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cell_type = "/obj/item/weapon/cell/super"
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var/mode = 2
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fire_delay = 25
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attack_self(mob/living/user as mob)
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switch(mode)
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@@ -9,6 +9,8 @@
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ammo_type = "/obj/item/ammo_casing/c9mm"
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automatic = 1
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fire_delay = 0
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isHandgun()
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return 0
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