diff --git a/code/modules/projectiles/ammunition/_ammunition.dm b/code/modules/projectiles/ammunition/_ammunition.dm index ee6a25d8e4..6a73d9a366 100644 --- a/code/modules/projectiles/ammunition/_ammunition.dm +++ b/code/modules/projectiles/ammunition/_ammunition.dm @@ -16,7 +16,8 @@ var/variance = 0 //Variance for inaccuracy fundamental to the casing var/randomspread = 0 //Randomspread for automatics var/delay = 0 //Delay for energy weapons - var/click_cooldown_override = 0 //Override this to make your gun have a faster fire rate, in tenths of a second. 4 is the default gun cooldown. + /// Override this to make the gun check for a different cooldown rather than CLICK_CD_RANGE, which is 4 deciseconds. + var/click_cooldown_override var/firing_effect_type = /obj/effect/temp_visual/dir_setting/firing_effect //the visual effect appearing when the ammo is fired. var/heavy_metal = TRUE var/harmful = TRUE //pacifism check for boolet, set to FALSE if bullet is non-lethal diff --git a/code/modules/projectiles/ammunition/_firing.dm b/code/modules/projectiles/ammunition/_firing.dm index 06772bd099..0ef4c680aa 100644 --- a/code/modules/projectiles/ammunition/_firing.dm +++ b/code/modules/projectiles/ammunition/_firing.dm @@ -16,6 +16,7 @@ AddComponent(/datum/component/pellet_cloud, projectile_type, pellets) SEND_SIGNAL(src, COMSIG_PELLET_CLOUD_INIT, target, user, fired_from, randomspread, spread, zone_override, params, distro) + user.DelayNextAction(considered_action = TRUE, immediate = FALSE) user.newtonian_move(get_dir(target, user)) update_icon() return 1 diff --git a/code/modules/projectiles/gun.dm b/code/modules/projectiles/gun.dm index 1c0721a98f..43eae2db1b 100644 --- a/code/modules/projectiles/gun.dm +++ b/code/modules/projectiles/gun.dm @@ -169,7 +169,6 @@ . = ..() if(!CheckAttackCooldown(user, target)) return - user.DelayNextAction() process_afterattack(target, user, flag, params) /obj/item/gun/proc/process_afterattack(atom/target, mob/living/user, flag, params)