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.
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@@ -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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