diff --git a/code/modules/projectiles/gun.dm b/code/modules/projectiles/gun.dm
index 3f3c81cc62..187adc142e 100644
--- a/code/modules/projectiles/gun.dm
+++ b/code/modules/projectiles/gun.dm
@@ -180,6 +180,11 @@
user << "You refrain from firing your [src] as your intent is set to help."
return
+ else
+ Fire(A, user, params) //Otherwise, fire normally.
+ return
+
+/* //Commented out for quality control and testing
if(automatic == 1)//Are we are going to be using automatic shooting
//We check to make sure they can fire
if(!special_check(user))
@@ -195,6 +200,7 @@
to_chat(user, "You ready \the [src]! Click and drag the target around to shoot.")
return
Fire(A,user,params) //Otherwise, fire normally.
+*/
/obj/item/weapon/gun/attack(atom/A, mob/living/user, def_zone)
if (A == user && user.zone_sel.selecting == O_MOUTH && !mouthshoot)
@@ -294,8 +300,11 @@
return
var/shoot_time = (burst - 1)* burst_delay
- //user.setClickCooldown(shoot_time) //no clicking on things while shooting //These are currently disabled to allow for the automatic system to function without causing near-permanant paralysis.
- //user.setMoveCooldown(shoot_time) //no moving while shooting either
+
+ //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.
+ user.setClickCooldown(shoot_time) //no clicking on things while shooting
+ user.setMoveCooldown(shoot_time) //no moving while shooting either
+
next_fire_time = world.time + shoot_time
var/held_acc_mod = 0
@@ -307,14 +316,17 @@
//actually attempt to shoot
var/turf/targloc = get_turf(target) //cache this in case target gets deleted during shooting, e.g. if it was a securitron that got destroyed.
+
+/* // Commented out for quality control and testing.
shooting = 1
if(automatic == 1 && auto_target && auto_target.active)//When we are going to shoot and have an auto_target AND its active meaning we clicked on it we tell it to burstfire 1000 rounds
burst = 1000//Yes its not EXACTLY full auto but when are we shooting more than 1000 normally and it can easily be made higher
-
+*/
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
//extra sanity checking.
- if(user.paralysis >= 1)
+ if(user.incapacitated())
return
if(user.get_active_hand() != src)
break
@@ -324,6 +336,7 @@
//Lastly just update our dir if needed
if(user.dir != get_dir(user, auto_target))
user.face_atom(auto_target)
+ */
var/obj/projectile = consume_next_projectile(user)
if(!projectile)
handle_click_empty(user)
@@ -348,7 +361,10 @@
pointblank = 0
last_shot = world.time
+
+/* // Commented out for quality control and testing.
shooting = 0
+*/
// We do this down here, so we don't get the message if we fire an empty gun.
if(requires_two_hands)
if(user.item_is_in_hands(src) && user.hands_are_full())
diff --git a/code/modules/projectiles/guns/automagical.dm b/code/modules/projectiles/guns/automatic_fire.dm
similarity index 96%
rename from code/modules/projectiles/guns/automagical.dm
rename to code/modules/projectiles/guns/automatic_fire.dm
index e4b19092a7..25e1e3a461 100644
--- a/code/modules/projectiles/guns/automagical.dm
+++ b/code/modules/projectiles/guns/automatic_fire.dm
@@ -1,3 +1,6 @@
+//This entire file is unticked for quality control and testing
+
+
//True automagic gun modes. Dakka dakka.
//A significant portion of this code was donated by Mport from SS:CM
@@ -35,7 +38,7 @@
autodel()
return
if(gun.shooting == 0)
- del(src)
+ qdel(src)
else
autodel()//Yes in theory this could hit the inf loop
return
@@ -55,15 +58,15 @@
if(over_location != loc)//This updates the loc to our new location when we drag it to a new turf
loc = over_location
if((usr.get_active_hand() != gun))
- del(src)
+ qdel(src)
//This gets rid of us when they let go of the click, but only after they actually drag the target to a new turf which is why the below also has to exist
/obj/screen/auto_target/MouseDrop(over_object,src_location,over_location,src_control,over_control,params)
- del(src)
+ qdel(src)
return
//This is needed so if they just MouseDown and then let go it will stop shooting, otherwise we stick around till they run out of bullets
/obj/screen/auto_target/MouseUp(object,location,control,params)
- del(src)
+ qdel(src)
return
//This pseudo code is being left in place to serve as references to the modifications to gun.dm, the Fire() proc, and the afterattack() proc. -k22
diff --git a/code/modules/projectiles/guns/projectile/automatic.dm b/code/modules/projectiles/guns/projectile/automatic.dm
index 75f9213571..39bc6d7ae0 100644
--- a/code/modules/projectiles/guns/projectile/automatic.dm
+++ b/code/modules/projectiles/guns/projectile/automatic.dm
@@ -190,14 +190,22 @@
one_handed_penalty = 6
+ var/cover_open = 0
+
+/* Commented out for quality control and testing.
firemodes = list(
list(mode_name="semiauto", burst=1, fire_delay=0, move_delay=null, burst_accuracy=null, dispersion=null, automatic = 0),
list(mode_name="3-round bursts", burst=3, fire_delay=null, move_delay=4, burst_accuracy=list(0,-1,-1), dispersion=list(0.0, 0.6, 1.0), automatic = 0),
list(mode_name="short bursts", burst=5, move_delay=6, burst_accuracy = list(0,-1,-1,-2,-2), dispersion = list(0.6, 1.0, 1.0, 1.0, 1.2), automatic = 0),
list(mode_name="automatic", burst=1, fire_delay=-1, move_delay=null, burst_accuracy=null, dispersion=null, automatic = 1),
)
+*/
- var/cover_open = 0
+ firemodes = list(
+ list(mode_name="semiauto", burst=1, fire_delay=0, move_delay=null, burst_accuracy=null, dispersion=null),
+ list(mode_name="3-round bursts", burst=3, fire_delay=null, move_delay=4, burst_accuracy=list(0,-1,-1), dispersion=list(0.0, 0.6, 1.0)),
+ list(mode_name="short bursts", burst=5, move_delay=6, burst_accuracy = list(0,-1,-1,-2,-2), dispersion = list(0.6, 1.0, 1.0, 1.0, 1.2)),
+ )
/obj/item/weapon/gun/projectile/automatic/l6_saw/special_check(mob/user)
if(cover_open)
diff --git a/polaris.dme b/polaris.dme
index 2eb2b72825..81502edfc1 100644
--- a/polaris.dme
+++ b/polaris.dme
@@ -2060,7 +2060,6 @@
#include "code\modules\projectiles\ammunition\magazines.dm"
#include "code\modules\projectiles\ammunition\magnetic.dm"
#include "code\modules\projectiles\ammunition\rounds.dm"
-#include "code\modules\projectiles\guns\automagical.dm"
#include "code\modules\projectiles\guns\energy.dm"
#include "code\modules\projectiles\guns\launcher.dm"
#include "code\modules\projectiles\guns\modular_guns.dm"