mirror of
https://github.com/PolarisSS13/Polaris.git
synced 2026-08-30 16:47:34 +01:00
@@ -212,7 +212,7 @@
|
||||
return
|
||||
if(auto_target)//If they already have one then update it
|
||||
auto_target.loc = get_turf(A)
|
||||
auto_target.delay_del = 1//And reset the del so its like they got a new one and doesnt instantly vanish
|
||||
auto_target.delay_del = 1//And reset the del so its like they got a new one and doesn't instantly vanish
|
||||
to_chat(user, "<span class='notice'>You ready \the [src]! Click and drag the target around to shoot.</span>")
|
||||
else//Otherwise just make a new one
|
||||
auto_target = new/obj/screen/auto_target(get_turf(A), src)
|
||||
@@ -325,7 +325,7 @@
|
||||
|
||||
var/shoot_time = (burst - 1)* burst_delay
|
||||
|
||||
//These should apparently be disabled to allow for the automatic system to function without causing near-permanant paralysis. Re-enabling them while we sort that out.
|
||||
//These should apparently be disabled to allow for the automatic system to function without causing near-permanent paralysis. Re-enabling them while we sort that out.
|
||||
user.setClickCooldown(shoot_time) //no clicking on things while shooting
|
||||
user.setMoveCooldown(shoot_time) //no moving while shooting either
|
||||
|
||||
@@ -343,7 +343,7 @@
|
||||
*/
|
||||
for(var/i in 1 to burst)
|
||||
/* // Commented out for quality control and testing.
|
||||
if(!reflex && automatic)//If we are shooting automatic then check our target, however if we are shooting reflex we dont use automatic
|
||||
if(!reflex && automatic)//If we are shooting automatic then check our target, however if we are shooting reflex we don't use automatic
|
||||
//extra sanity checking.
|
||||
if(user.incapacitated())
|
||||
return
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
/obj/item/gun/energy/laser
|
||||
name = "laser rifle"
|
||||
desc = "A Hephaestus Industries G40E rifle, designed to kill with concentrated energy blasts. This variant has the ability to \
|
||||
switch between standard fire and a more efficent but weaker 'suppressive' fire."
|
||||
switch between standard fire and a more efficient but weaker 'suppressive' fire."
|
||||
description_fluff = "The leading arms producer in the SCG, Hephaestus typically only uses its 'top level' branding for its military-grade equipment used by armed forces across human space."
|
||||
icon_state = "laser"
|
||||
item_state = "laser"
|
||||
@@ -31,7 +31,7 @@
|
||||
/obj/item/gun/energy/laser/mounted/augment
|
||||
name = "arm-laser"
|
||||
desc = "A cruel malformation of a Hephaestus Industries G40E rifle, designed to kill with concentrated energy blasts, all while being stowable in the arm. This variant has the ability to \
|
||||
switch between standard fire and a more efficent but weaker 'suppressive' fire."
|
||||
switch between standard fire and a more efficient but weaker 'suppressive' fire."
|
||||
use_external_power = FALSE
|
||||
use_organic_power = TRUE
|
||||
wielded_item_state = null
|
||||
|
||||
@@ -208,7 +208,7 @@
|
||||
|
||||
/obj/item/gun/projectile/automatic/l6_saw
|
||||
name = "light machine gun"
|
||||
desc = "A rather sturdily made L6 SAW with a reassuringly ergonomic pistol grip. 'Hephaestus Industries' is engraved on the reciever. Uses 5.45mm rounds. It's also compatible with magazines from STS-35 assault rifles."
|
||||
desc = "A rather sturdily made L6 SAW with a reassuringly ergonomic pistol grip. 'Hephaestus Industries' is engraved on the receiver. Uses 5.45mm rounds. It's also compatible with magazines from STS-35 assault rifles."
|
||||
description_fluff = "The leading arms producer in the SCG, Hephaestus typically only uses its 'top level' branding for its military-grade equipment used by professional armed forces across human space."
|
||||
icon_state = "l6closed100"
|
||||
item_state = "l6closed"
|
||||
|
||||
@@ -124,7 +124,7 @@
|
||||
|
||||
embed_chance = 0 //Base chance for a projectile to embed
|
||||
|
||||
var/fire_sound = 'sound/weapons/Gunshot_old.ogg' // Can be overriden in gun.dm's fire_sound var. It can also be null but I don't know why you'd ever want to do that. -Ace
|
||||
var/fire_sound = 'sound/weapons/Gunshot_old.ogg' // Can be overridden in gun.dm's fire_sound var. It can also be null but I don't know why you'd ever want to do that. -Ace
|
||||
|
||||
var/vacuum_traversal = TRUE //Determines if the projectile can exist in vacuum, if false, the projectile will be deleted if it enters vacuum.
|
||||
|
||||
@@ -147,7 +147,7 @@
|
||||
|
||||
/obj/item/projectile/proc/on_range() //if we want there to be effects when they reach the end of their range
|
||||
impact_sounds(loc)
|
||||
impact_visuals(loc) // So it does a little 'burst' effect, but not actually do anything (unless overrided).
|
||||
impact_visuals(loc) // So it does a little 'burst' effect, but not actually do anything (unless overridden).
|
||||
qdel(src)
|
||||
|
||||
/obj/item/projectile/proc/return_predicted_turf_after_moves(moves, forced_angle) //I say predicted because there's no telling that the projectile won't change direction/location in flight.
|
||||
@@ -684,7 +684,7 @@
|
||||
else
|
||||
var/volume = vol_by_damage()
|
||||
playsound(target_mob, hitsound, volume, 1, -1)
|
||||
// X has fired Y is now given by the guns so you cant tell who shot you if you could not see the shooter
|
||||
// X has fired Y is now given by the guns so you can't tell who shot you if you could not see the shooter
|
||||
target_mob.visible_message(
|
||||
span("danger", "\The [target_mob] was hit in the [impacted_organ] by \the [src]!"),
|
||||
span("critical", "You've been hit in the [impacted_organ] by \the [src]!")
|
||||
|
||||
Reference in New Issue
Block a user