Forgot to undo some testing changes
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@@ -455,7 +455,6 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
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/obj/item/MouseDrop(atom/over, src_location, over_location, src_control, over_control, params) //Copypaste of /atom/MouseDrop() since this requires code in a very specific spot
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if(!usr || !over)
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return
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message_admins("[src], [usr], [over], [src_location], [over_location], [src_control], [over_control], [params]")
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if(SEND_SIGNAL(src, COMSIG_MOUSEDROP_ONTO, over, usr) & COMPONENT_NO_MOUSEDROP) //Whatever is receiving will verify themselves for adjacency.
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return
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if(over == src)
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@@ -148,8 +148,7 @@
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return TRUE
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/obj/item/gun/proc/shoot_with_empty_chamber(mob/living/user as mob|obj)
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if(user)
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to_chat(user, "<span class='danger'>*click*</span>")
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to_chat(user, "<span class='danger'>*click*</span>")
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playsound(src, "gun_dry_fire", 30, 1)
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/obj/item/gun/proc/shoot_live_shot(mob/living/user, pointblank = FALSE, mob/pbtarget, message = 1, stam_cost = 0)
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@@ -188,7 +187,7 @@
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/obj/item/gun/afterattack(atom/target, mob/living/user, flag, params)
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. = ..()
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if(user && !CheckAttackCooldown(user, target, TRUE))
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if(!CheckAttackCooldown(user, target, TRUE))
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return
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process_afterattack(target, user, flag, params)
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@@ -200,8 +199,6 @@
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return
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if(firing)
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return
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if(!user)
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return
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var/stamloss = user.getStaminaLoss()
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if(flag) //It's adjacent, is the user, or is on the user's person
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if(target in user.contents) //can't shoot stuff inside us.
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@@ -308,8 +305,7 @@
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return busy_action || firing || ((last_fire + fire_delay) > world.time)
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/obj/item/gun/proc/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0, stam_cost = 0)
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if(user)
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add_fingerprint(user)
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add_fingerprint(user)
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if(on_cooldown())
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return
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@@ -347,7 +343,7 @@
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shoot_with_empty_chamber(user)
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return
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else
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if(user && get_dist(user, target) <= 1) //Making sure whether the target is in vicinity for the pointblank shot
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if(get_dist(user, target) <= 1) //Making sure whether the target is in vicinity for the pointblank shot
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shoot_live_shot(user, 1, target, message, stam_cost)
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else
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shoot_live_shot(user, 0, target, message, stam_cost)
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@@ -361,29 +357,29 @@
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return TRUE
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/obj/item/gun/proc/do_burst_shot(mob/living/user, atom/target, message = TRUE, params=null, zone_override = "", sprd = 0, randomized_gun_spread = 0, randomized_bonus_spread = 0, rand_spr = 0, iteration = 0, stam_cost = 0)
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if(!firing)
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if(!user || !firing)
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firing = FALSE
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return FALSE
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if(user && !issilicon(user))
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if(!issilicon(user))
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if(iteration > 1 && !(user.is_holding(src))) //for burst firing
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firing = FALSE
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return FALSE
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if(chambered && chambered.BB)
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if(HAS_TRAIT(user, TRAIT_PACIFISM)) // If the user has the pacifist trait, then they won't be able to fire [src] if the round chambered inside of [src] is lethal.
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if(chambered.harmful) // Is the bullet chambered harmful?
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if(user)
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to_chat(user, "<span class='notice'> [src] is lethally chambered! You don't want to risk harming anyone...</span>")
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to_chat(user, "<span class='notice'> [src] is lethally chambered! You don't want to risk harming anyone...</span>")
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return
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if(randomspread)
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sprd = round((rand() - 0.5) * DUALWIELD_PENALTY_EXTRA_MULTIPLIER * (randomized_gun_spread + randomized_bonus_spread), 1)
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else //Smart spread
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sprd = round((((rand_spr/burst_size) * iteration) - (0.5 + (rand_spr * 0.25))) * (randomized_gun_spread + randomized_bonus_spread), 1)
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before_firing(target, user)
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before_firing(target,user)
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if(!chambered.fire_casing(target, user, params, ,suppressed, zone_override, sprd, src))
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shoot_with_empty_chamber(user)
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firing = FALSE
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return FALSE
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else
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if(user && get_dist(user, target) <= 1) //Making sure whether the target is in vicinity for the pointblank shot
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if(get_dist(user, target) <= 1) //Making sure whether the target is in vicinity for the pointblank shot
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shoot_live_shot(user, 1, target, message, stam_cost)
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else
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shoot_live_shot(user, 0, target, message, stam_cost)
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@@ -640,11 +636,3 @@
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. = recoil
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if(user && !user.has_gravity())
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. = recoil*5
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/obj/item/gun/DoRevenantThrowEffects(atom/target)
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var/picked_target
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var/list/possible_targets = range(3,src)
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picked_target = pick(possible_targets)
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if(picked_target)
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process_fire(null, picked_target)
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