More lenient soft stamina combat, decentralized gun inaccuracy from combat mode. (#12347)
* A more lenient soft stamina crit. * Yea, your shots are gonna go straight toh. * accuracy whacks (leaves the bow as is for now). * Fixing stam penalties calculations, spread the range. * aaaaaah * 1.4 seconds delay vs 1.2 * Thanks, linter. * Missed one.
This commit is contained in:
@@ -365,7 +365,7 @@
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can_unsuppress = TRUE
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can_suppress = TRUE
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w_class = WEIGHT_CLASS_NORMAL
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inaccuracy_modifier = 0
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inaccuracy_modifier = 0.5
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zoomable = TRUE
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zoom_amt = 10 //Long range, enough to see in front of you, but no tiles behind you.
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zoom_out_amt = 13
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@@ -130,7 +130,7 @@
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else
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qdel(src)
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/obj/item/gun/ballistic/minigun/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
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/obj/item/gun/ballistic/minigun/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0, stam_cost = 0)
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if(ammo_pack)
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if(ammo_pack.overheat < ammo_pack.overheat_max)
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ammo_pack.overheat += burst_size
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@@ -6,7 +6,7 @@
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name = "grenade launcher"
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icon_state = "dshotgun-sawn"
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item_state = "gun"
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inaccuracy_modifier = 0
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inaccuracy_modifier = 0.5
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mag_type = /obj/item/ammo_box/magazine/internal/grenadelauncher
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fire_sound = 'sound/weapons/grenadelaunch.ogg'
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w_class = WEIGHT_CLASS_NORMAL
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@@ -87,7 +87,7 @@
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pin = /obj/item/firing_pin/implant/pindicate
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burst_size = 1
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fire_delay = 0
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inaccuracy_modifier = 0
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inaccuracy_modifier = 0.25
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casing_ejector = FALSE
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weapon_weight = WEAPON_HEAVY
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magazine_wording = "rocket"
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@@ -14,7 +14,7 @@
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spread = 0
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recoil = 0.1
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casing_ejector = FALSE
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inaccuracy_modifier = 0
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inaccuracy_modifier = 0.15
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dualwield_spread_mult = 1.4
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weapon_weight = WEAPON_MEDIUM
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w_class = WEIGHT_CLASS_BULKY
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@@ -46,7 +46,7 @@
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return 0
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. = ..()
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/obj/item/gun/ballistic/automatic/magrifle/shoot_live_shot()
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/obj/item/gun/ballistic/automatic/magrifle/shoot_live_shot(mob/living/user, pointblank = FALSE, mob/pbtarget, message = 1, stam_cost = 0)
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var/obj/item/ammo_casing/caseless/magnetic/shot = chambered
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cell.use(shot.energy_cost)
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. = ..()
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@@ -102,7 +102,7 @@
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. = ..()
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safe_calibers = magazine.caliber
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/obj/item/gun/ballistic/revolver/detective/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
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/obj/item/gun/ballistic/revolver/detective/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0, stam_cost = 0)
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if(chambered && !(chambered.caliber in safe_calibers))
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if(prob(70 - (magazine.ammo_count() * 10))) //minimum probability of 10, maximum of 60
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playsound(user, fire_sound, 50, 1)
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@@ -242,7 +242,7 @@
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user.visible_message("<span class='danger'>*click*</span>")
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playsound(src, "gun_dry_fire", 30, 1)
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/obj/item/gun/ballistic/revolver/russian/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
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/obj/item/gun/ballistic/revolver/russian/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0, stam_cost = 0)
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add_fingerprint(user)
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playsound(src, "gun_dry_fire", 30, TRUE)
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user.visible_message("<span class='danger'>[user.name] tries to fire \the [src] at the same time, but only succeeds at looking like an idiot.</span>", "<span class='danger'>\The [src]'s anti-combat mechanism prevents you from firing it at the same time!</span>")
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@@ -116,7 +116,7 @@
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icon_state = "moistnugget"
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item_state = "moistnugget"
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slot_flags = 0 //no ITEM_SLOT_BACK sprite, alas
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inaccuracy_modifier = 0
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inaccuracy_modifier = 0.5
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mag_type = /obj/item/ammo_box/magazine/internal/boltaction
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var/bolt_open = FALSE
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can_bayonet = TRUE
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@@ -191,7 +191,7 @@
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/obj/item/gun/ballistic/shotgun/boltaction/enchanted/attack_self()
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return
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/obj/item/gun/ballistic/shotgun/boltaction/enchanted/shoot_live_shot(mob/living/user as mob|obj, pointblank = 0, mob/pbtarget = null, message = 1)
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/obj/item/gun/ballistic/shotgun/boltaction/enchanted/shoot_live_shot(mob/living/user, pointblank = FALSE, mob/pbtarget, message = 1, stam_cost = 0)
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..()
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if(guns_left)
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var/obj/item/gun/ballistic/shotgun/boltaction/enchanted/GUN = new gun_type
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@@ -205,7 +205,7 @@
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// Automatic Shotguns//
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/obj/item/gun/ballistic/shotgun/automatic/shoot_live_shot(mob/living/user as mob|obj)
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/obj/item/gun/ballistic/shotgun/automatic/shoot_live_shot(mob/living/user, pointblank = FALSE, mob/pbtarget, message = 1, stam_cost = 0)
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..()
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src.pump(user)
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@@ -127,12 +127,12 @@
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chambered = null //either way, released the prepared shot
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recharge_newshot() //try to charge a new shot
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/obj/item/gun/energy/do_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
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/obj/item/gun/energy/do_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0, stam_cost = 0)
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if(!chambered && can_shoot())
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process_chamber() // If the gun was drained and then recharged, load a new shot.
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return ..()
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/obj/item/gun/energy/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)
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/obj/item/gun/energy/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(!chambered && can_shoot())
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process_chamber() // Ditto.
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return ..()
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@@ -237,7 +237,7 @@
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return FALSE
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return TRUE
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/obj/item/gun/energy/dueling/process_fire(atom/target, mob/living/user, message, params, zone_override, bonus_spread)
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/obj/item/gun/energy/dueling/process_fire(atom/target, mob/living/user, message, params, zone_override, bonus_spread = 0, stam_cost = 0)
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if(duel.state == DUEL_READY)
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duel.confirmations[src] = TRUE
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to_chat(user,"<span class='notice'>You confirm your readiness.</span>")
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@@ -110,7 +110,7 @@
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fail_tick--
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..()
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/obj/item/gun/energy/e_gun/nuclear/shoot_live_shot()
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/obj/item/gun/energy/e_gun/nuclear/shoot_live_shot(mob/living/user, pointblank = FALSE, mob/pbtarget, message = 1, stam_cost = 0)
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failcheck()
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update_icon()
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..()
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@@ -60,6 +60,12 @@
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else
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cut_overlays()
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/obj/item/gun/energy/kinetic_accelerator/getinaccuracy(mob/living/user, bonus_spread, stamloss)
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var/old_fire_delay = fire_delay //It's pretty irrelevant tbh but whatever.
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fire_delay = overheat_time
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. = ..()
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fire_delay = old_fire_delay
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/obj/item/gun/energy/kinetic_accelerator/examine(mob/user)
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. = ..()
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if(max_mod_capacity)
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@@ -128,7 +134,7 @@
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if(!holds_charge)
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empty()
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/obj/item/gun/energy/kinetic_accelerator/shoot_live_shot()
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/obj/item/gun/energy/kinetic_accelerator/shoot_live_shot(mob/living/user, pointblank = FALSE, mob/pbtarget, message = 1, stam_cost = 0)
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. = ..()
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attempt_reload()
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@@ -207,6 +213,12 @@
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var/obj/item/gun/energy/kinetic_accelerator/KA = loc
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KA.modify_projectile(BB)
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/obj/item/gun/energy/kinetic_accelerator/getstamcost(mob/living/carbon/user)
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if(user && !lavaland_equipment_pressure_check(get_turf(user)))
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return 0
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else
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return ..()
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//Projectiles
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/obj/item/projectile/kinetic
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name = "kinetic force"
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@@ -62,7 +62,7 @@
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slot_flags = ITEM_SLOT_BACK
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w_class = WEIGHT_CLASS_BULKY
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weapon_weight = WEAPON_MEDIUM
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inaccuracy_modifier = 0.5
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inaccuracy_modifier = 0.7
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force = 10
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throwforce = 10
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cell_type = /obj/item/stock_parts/cell/lascarbine
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@@ -89,7 +89,7 @@
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suppressed = TRUE
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ammo_type = list(/obj/item/ammo_casing/energy/bolt)
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weapon_weight = WEAPON_LIGHT
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inaccuracy_modifier = 0
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inaccuracy_modifier = 0.25
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obj_flags = 0
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overheat_time = 20
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holds_charge = TRUE
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@@ -126,7 +126,7 @@
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attack_verb = list("attacked", "slashed", "cut", "sliced")
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force = 12
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sharpness = IS_SHARP
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inaccuracy_modifier = 0
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inaccuracy_modifier = 0.25
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can_charge = 0
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heat = 3800
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@@ -182,7 +182,7 @@
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item_state = null
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icon_state = "wormhole_projector"
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pin = null
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inaccuracy_modifier = 0
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inaccuracy_modifier = 0.25
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var/obj/effect/portal/p_blue
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var/obj/effect/portal/p_orange
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var/atmos_link = FALSE
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@@ -318,7 +318,7 @@
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icon_state = "emitter_carbine"
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force = 12
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w_class = WEIGHT_CLASS_SMALL
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inaccuracy_modifier = 0
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inaccuracy_modifier = 0.25
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cell_type = /obj/item/stock_parts/cell/super
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ammo_type = list(/obj/item/ammo_casing/energy/emitter)
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@@ -45,7 +45,7 @@
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/obj/item/projectile/magic/death, /obj/item/projectile/magic/teleport, /obj/item/projectile/magic/door, /obj/item/projectile/magic/aoe/fireball,
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/obj/item/projectile/magic/spellblade, /obj/item/projectile/magic/arcane_barrage, /obj/item/projectile/magic/locker)
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/obj/item/gun/magic/staff/chaos/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
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/obj/item/gun/magic/staff/chaos/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0, stam_cost = 0)
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chambered.projectile_type = pick(allowed_projectile_types)
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. = ..()
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@@ -9,7 +9,7 @@
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throw_speed = 3
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throw_range = 7
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force = 4
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inaccuracy_modifier = 0
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inaccuracy_modifier = 0.25
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custom_materials = list(/datum/material/iron=2000)
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clumsy_check = FALSE
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fire_sound = 'sound/items/syringeproj.ogg'
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@@ -31,7 +31,7 @@
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/obj/item/gun/grenadelauncher/can_shoot()
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return grenades.len
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/obj/item/gun/grenadelauncher/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
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/obj/item/gun/grenadelauncher/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0, stam_cost = 0)
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user.visible_message("<span class='danger'>[user] fired a grenade!</span>", \
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"<span class='danger'>You fire the grenade launcher!</span>")
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var/obj/item/grenade/F = grenades[1] //Now with less copypasta!
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@@ -41,7 +41,7 @@
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on_beam_release(current_target)
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current_target = null
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/obj/item/gun/medbeam/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
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/obj/item/gun/medbeam/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0, stam_cost = 0)
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if(isliving(user))
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add_fingerprint(user)
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@@ -7,7 +7,7 @@
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throw_speed = 3
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throw_range = 7
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force = 4
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inaccuracy_modifier = 0
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inaccuracy_modifier = 0.25
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custom_materials = list(/datum/material/iron=2000)
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clumsy_check = 0
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fire_sound = 'sound/items/syringeproj.ogg'
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@@ -160,7 +160,7 @@
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item_state = "blowgun"
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fire_sound = 'sound/items/syringeproj.ogg'
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/obj/item/gun/syringe/blowgun/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
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/obj/item/gun/syringe/blowgun/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0, stam_cost = 0)
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visible_message("<span class='danger'>[user] starts aiming with a blowgun!</span>")
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if(do_after(user, 25, target = src))
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user.adjustStaminaLoss(20)
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