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:
Ghom
2020-06-02 15:22:06 -07:00
committed by GitHub
parent 0d7d2071ec
commit a41f40503d
38 changed files with 268 additions and 180 deletions
@@ -365,7 +365,7 @@
can_unsuppress = TRUE
can_suppress = TRUE
w_class = WEIGHT_CLASS_NORMAL
inaccuracy_modifier = 0
inaccuracy_modifier = 0.5
zoomable = TRUE
zoom_amt = 10 //Long range, enough to see in front of you, but no tiles behind you.
zoom_out_amt = 13
@@ -130,7 +130,7 @@
else
qdel(src)
/obj/item/gun/ballistic/minigun/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
/obj/item/gun/ballistic/minigun/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0, stam_cost = 0)
if(ammo_pack)
if(ammo_pack.overheat < ammo_pack.overheat_max)
ammo_pack.overheat += burst_size
@@ -6,7 +6,7 @@
name = "grenade launcher"
icon_state = "dshotgun-sawn"
item_state = "gun"
inaccuracy_modifier = 0
inaccuracy_modifier = 0.5
mag_type = /obj/item/ammo_box/magazine/internal/grenadelauncher
fire_sound = 'sound/weapons/grenadelaunch.ogg'
w_class = WEIGHT_CLASS_NORMAL
@@ -87,7 +87,7 @@
pin = /obj/item/firing_pin/implant/pindicate
burst_size = 1
fire_delay = 0
inaccuracy_modifier = 0
inaccuracy_modifier = 0.25
casing_ejector = FALSE
weapon_weight = WEAPON_HEAVY
magazine_wording = "rocket"
@@ -14,7 +14,7 @@
spread = 0
recoil = 0.1
casing_ejector = FALSE
inaccuracy_modifier = 0
inaccuracy_modifier = 0.15
dualwield_spread_mult = 1.4
weapon_weight = WEAPON_MEDIUM
w_class = WEIGHT_CLASS_BULKY
@@ -46,7 +46,7 @@
return 0
. = ..()
/obj/item/gun/ballistic/automatic/magrifle/shoot_live_shot()
/obj/item/gun/ballistic/automatic/magrifle/shoot_live_shot(mob/living/user, pointblank = FALSE, mob/pbtarget, message = 1, stam_cost = 0)
var/obj/item/ammo_casing/caseless/magnetic/shot = chambered
cell.use(shot.energy_cost)
. = ..()
@@ -102,7 +102,7 @@
. = ..()
safe_calibers = magazine.caliber
/obj/item/gun/ballistic/revolver/detective/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
/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)
if(chambered && !(chambered.caliber in safe_calibers))
if(prob(70 - (magazine.ammo_count() * 10))) //minimum probability of 10, maximum of 60
playsound(user, fire_sound, 50, 1)
@@ -242,7 +242,7 @@
user.visible_message("<span class='danger'>*click*</span>")
playsound(src, "gun_dry_fire", 30, 1)
/obj/item/gun/ballistic/revolver/russian/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
/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)
add_fingerprint(user)
playsound(src, "gun_dry_fire", 30, TRUE)
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>")
@@ -116,7 +116,7 @@
icon_state = "moistnugget"
item_state = "moistnugget"
slot_flags = 0 //no ITEM_SLOT_BACK sprite, alas
inaccuracy_modifier = 0
inaccuracy_modifier = 0.5
mag_type = /obj/item/ammo_box/magazine/internal/boltaction
var/bolt_open = FALSE
can_bayonet = TRUE
@@ -191,7 +191,7 @@
/obj/item/gun/ballistic/shotgun/boltaction/enchanted/attack_self()
return
/obj/item/gun/ballistic/shotgun/boltaction/enchanted/shoot_live_shot(mob/living/user as mob|obj, pointblank = 0, mob/pbtarget = null, message = 1)
/obj/item/gun/ballistic/shotgun/boltaction/enchanted/shoot_live_shot(mob/living/user, pointblank = FALSE, mob/pbtarget, message = 1, stam_cost = 0)
..()
if(guns_left)
var/obj/item/gun/ballistic/shotgun/boltaction/enchanted/GUN = new gun_type
@@ -205,7 +205,7 @@
// Automatic Shotguns//
/obj/item/gun/ballistic/shotgun/automatic/shoot_live_shot(mob/living/user as mob|obj)
/obj/item/gun/ballistic/shotgun/automatic/shoot_live_shot(mob/living/user, pointblank = FALSE, mob/pbtarget, message = 1, stam_cost = 0)
..()
src.pump(user)