Gets rid of sleep in Fire and Fire_userless (#17056)

* Gets rid of sleep in Fire and Fire_userless

* Better handling

Removes unneeded setMoveCooldown in Recursive, as you already get stuck in place due to some unknown process elsewhere while firing.
This commit is contained in:
Cameron Lennox
2025-02-05 14:06:06 -05:00
committed by GitHub
parent 9bf650610b
commit f9bcaaae6a
+84 -99
View File
@@ -361,83 +361,70 @@
user.setMoveCooldown(shoot_time) //no moving while shooting either
next_fire_time = world.time + shoot_time
handle_gunfire(target, user, clickparams, pointblank, reflex, 1, FALSE)
var/held_twohanded = (user.can_wield_item(src) && src.is_held_twohanded(user))
/obj/item/gun/proc/handle_gunfire(atom/target, mob/living/user, clickparams, pointblank=0, reflex=0, var/ticker, var/recursive = FALSE)
PRIVATE_PROC(TRUE)
SHOULD_NOT_OVERRIDE(TRUE)
if(ticker > burst)
return //we're done here
if(!ismob(loc)) //We've been dropped.
return
if(user.stat) //We've been KO'd or have died. No shooting while dead.
return
if(ticker >= 250) //If you go too far above this, your game will kick you and force you to reconnect. This is already EXTREMELY leninent.
return //In testing, I reached 937 bullets out of 1000 being fired with a delay of 0.1 before being kicked.
var/held_twohanded = (user.can_wield_item(src) && is_held_twohanded(user))
//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.incapacitated())
return
if(user.get_active_hand() != src)
break
if(!auto_target) break//Stopped shooting
else if(auto_target.loc)
target = auto_target.loc
//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)
break
if(i == 1) // So one burst only makes one message and not 3+ messages.
handle_firing_text(user, target, pointblank, reflex)
process_accuracy(projectile, user, target, i, held_twohanded)
if(pointblank)
process_point_blank(projectile, user, target)
if(process_projectile(projectile, user, target, user.zone_sel.selecting, clickparams))
handle_post_fire(user, target, pointblank, reflex)
update_icon()
if(i < burst)
sleep(burst_delay)
if(!(target && target.loc))
target = targloc
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(user.item_is_in_hands(src) && user.hands_are_full())
if(one_handed_penalty >= 20)
to_chat(user, span_warning("You struggle to keep \the [src] pointed at the correct position with just one hand!"))
//update timing
user.setClickCooldown(DEFAULT_QUICK_COOLDOWN)
user.setMoveCooldown(move_delay)
next_fire_time = world.time + fire_delay
if(recursive)
user.setClickCooldown(DEFAULT_QUICK_COOLDOWN)
next_fire_time = world.time + fire_delay
if(muzzle_flash)
if(gun_light)
set_light(light_brightness)
else
set_light(0)
accuracy = initial(accuracy) //Reset the gun's accuracy
if(ticker <= burst)
var/obj/projectile = consume_next_projectile(user)
if(!projectile) //click, out of bullets
handle_click_empty(user)
return
if(muzzle_flash)
//VOREStation Edit - Flashlights
if(gun_light)
set_light(light_brightness)
else
set_light(0)
//VOREStation Edit End
user.hud_used.update_ammo_hud(user, src)
if(ticker == 1) // So one burst only makes one message and not 3+ messages.
handle_firing_text(user, target, pointblank, reflex)
process_accuracy(projectile, user, target, ticker, held_twohanded)
if(pointblank)
process_point_blank(projectile, user, target)
if(process_projectile(projectile, user, target, user.zone_sel.selecting, clickparams))
handle_post_fire(user, target, pointblank, reflex)
update_icon()
// We do this down here, so we don't get the message if we fire an empty gun.
if(user.item_is_in_hands(src) && user.hands_are_full())
if(one_handed_penalty >= 20)
to_chat(user, span_warning("You struggle to keep \the [src] pointed at the correct position with just one hand!"))
accuracy = initial(accuracy) //Reset our accuracy
last_shot = world.time
user.hud_used.update_ammo_hud(user, src)
if(!(target && target.loc))
target = targloc
pointblank = 0
if(ticker < burst)
addtimer(CALLBACK(src, PROC_REF(handle_gunfire),target, user, clickparams, pointblank, reflex, ++ticker, TRUE), burst_delay, TIMER_DELETE_ME)
// Similar to the above proc, but does not require a user, which is ideal for things like turrets.
/obj/item/gun/proc/Fire_userless(atom/target)
@@ -449,19 +436,34 @@
var/shoot_time = (burst - 1)* burst_delay
next_fire_time = world.time + shoot_time
handle_userless_gunfire(target, 1, FALSE)
// This is horrible. I tried to keep the old way it had because if I try to use the fancy procs above like handle_post_fire, it expects a user.
// Which this doesn't have. It's ugly but whatever. This is used in literally one place (sawn off shotguns) and should honestly just be axed.
/obj/item/gun/proc/handle_userless_gunfire(atom/target, var/ticker, var/recursive = FALSE)
PRIVATE_PROC(TRUE)
SHOULD_NOT_OVERRIDE(TRUE)
if(ticker > burst)
return //we're done here
//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.
for(var/i in 1 to burst)
var/obj/projectile = consume_next_projectile()
if(!projectile)
//update timing
if(recursive)
next_fire_time = world.time + fire_delay
if(muzzle_flash)
set_light(0)
if(ticker <= burst)
var/obj/item/projectile/P = consume_next_projectile()
if(!P) //click, out of bullets
handle_click_empty()
break
return
if(istype(projectile, /obj/item/projectile))
var/obj/item/projectile/P = projectile
var/acc = burst_accuracy[min(i, burst_accuracy.len)]
var/disp = dispersion[min(i, dispersion.len)]
else
var/acc = burst_accuracy[min(ticker, burst_accuracy.len)]
var/disp = dispersion[min(ticker, dispersion.len)]
P.accuracy = accuracy + acc
P.dispersion = disp
@@ -472,6 +474,7 @@
P.old_style_target(target)
P.fire()
accuracy = initial(accuracy)
last_shot = world.time
play_fire_sound()
@@ -480,22 +483,11 @@
set_light(muzzle_flash)
update_icon()
//process_accuracy(projectile, user, target, acc, disp)
if(!(target && target.loc))
target = targloc
// if(pointblank)
// process_point_blank(projectile, user, target)
// if(process_projectile(projectile, null, target, user.zone_sel.selecting, clickparams))
// handle_post_fire(null, target, pointblank, reflex)
// update_icon()
if(i < burst)
sleep(burst_delay)
if(!(target && target.loc))
target = targloc
//pointblank = 0
if(ticker < burst)
addtimer(CALLBACK(src, PROC_REF(handle_gunfire),target, ++ticker, TRUE), burst_delay, TIMER_DELETE_ME)
var/target_for_log
if(ismob(target))
@@ -505,13 +497,6 @@
add_attack_logs("Unmanned",target_for_log,"Fired [src.name]")
//update timing
next_fire_time = world.time + fire_delay
accuracy = initial(accuracy) //Reset the gun's accuracy
if(muzzle_flash)
set_light(0)
//obtains the next projectile to fire
/obj/item/gun/proc/consume_next_projectile()