funny aim go brr
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@@ -159,6 +159,8 @@
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. = ..()
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if(slot == SLOT_GLASSES)
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user.visible_message("<span class='warning'>Circuitry from the eyepatch links itself to your brain as you put on the eyepatch.")
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if(HAS_TRAIT(user, TRAIT_POOR_AIM))
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user.visible_message("<span class='warning'>You hear a fizzing noise from the circuit. That can't be good.")
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ADD_TRAIT(user, TRAIT_INSANE_AIM, "SYNDICATE_EYEPATCH_AIM")
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ADD_TRAIT(src, TRAIT_NODROP, "SYNDICATE_EYEPATCH_NODROP")
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@@ -309,8 +309,6 @@
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randomized_gun_spread = rand(0, spread)
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else if(burst_size > 1 && burst_spread)
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randomized_gun_spread = rand(0, burst_spread)
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if(HAS_TRAIT(user, TRAIT_POOR_AIM)) //nice shootin' tex
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bonus_spread += 25
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var/randomized_bonus_spread = rand(0, bonus_spread)
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if(burst_size > 1)
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@@ -606,6 +604,12 @@
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base_inaccuracy /= 1.5
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if(stamloss > STAMINA_NEAR_SOFTCRIT) //This can null out the above bonus.
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base_inaccuracy *= 1 + (stamloss - STAMINA_NEAR_SOFTCRIT)/(STAMINA_NEAR_CRIT - STAMINA_NEAR_SOFTCRIT)*0.5
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if(HAS_TRAIT(user, TRAIT_POOR_AIM)) //nice shootin' tex
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if(!HAS_TRAIT(user, TRAIT_INSANE_AIM))
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bonus_spread += 25
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else
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//you have both poor aim and insane aim, why?
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bonus_spread += rand(0,50)
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var/mult = max((GUN_AIMING_TIME + aiming_delay + user.last_click_move - world.time)/GUN_AIMING_TIME, -0.5) //Yes, there is a bonus for taking time aiming.
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if(mult < 0) //accurate weapons should provide a proper bonus with negative inaccuracy. the opposite is true too.
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mult *= 1/inaccuracy_modifier
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