Merge remote-tracking branch 'upstream/master' into robotic-limbs-PT2
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@@ -154,8 +154,8 @@
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shake_camera(user, recoil + 1, recoil)
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if(stam_cost) //CIT CHANGE - makes gun recoil cause staminaloss
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var/safe_cost = clamp(stam_cost, 0, STAMINA_NEAR_CRIT - user.getStaminaLoss())*(firing && burst_size >= 2 ? 1/burst_size : 1)
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user.adjustStaminaLossBuffered(safe_cost) //CIT CHANGE - ditto
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var/safe_cost = clamp(stam_cost, 0, user.stamina_buffer)*(firing && burst_size >= 2 ? 1/burst_size : 1)
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user.UseStaminaBuffer(safe_cost)
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if(suppressed)
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playsound(user, fire_sound, 10, 1)
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@@ -590,6 +590,9 @@
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update_icon()
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/obj/item/gun/proc/getinaccuracy(mob/living/user, bonus_spread, stamloss)
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return 0 // Replacement TBD: Exponential curved aim instability system.
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/*
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if(inaccuracy_modifier == 0)
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return bonus_spread
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var/base_inaccuracy = weapon_weight * 25 * inaccuracy_modifier
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@@ -612,6 +615,7 @@
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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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return max(bonus_spread + (base_inaccuracy * mult), 0) //no negative spread.
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*/
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/obj/item/gun/proc/getstamcost(mob/living/carbon/user)
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. = recoil
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@@ -44,10 +44,9 @@
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if(HAS_TRAIT(user, TRAIT_FAST_PUMP))
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recentpump = world.time + 2
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else
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if(!user.UseStaminaBuffer(2, warn = TRUE))
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return
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recentpump = world.time + 10
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if(istype(user))//CIT CHANGE - makes pumping shotguns cost a lil bit of stamina.
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user.adjustStaminaLossBuffered(2) //CIT CHANGE - DITTO. make this scale inversely to the strength stat when stats/skills are added
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return
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/obj/item/gun/ballistic/shotgun/blow_up(mob/user)
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. = 0
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@@ -233,7 +233,7 @@
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p_blue.link_portal(p_orange)
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/obj/item/gun/energy/wormhole_projector/proc/create_portal(obj/item/projectile/beam/wormhole/W, turf/target)
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var/obj/effect/portal/P = new /obj/effect/portal(target, src, 300, null, FALSE, null, atmos_link)
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var/obj/effect/portal/P = new /obj/effect/portal(target, 300, null, FALSE, null, atmos_link)
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if(istype(W, /obj/item/projectile/beam/wormhole/orange))
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qdel(p_orange)
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p_orange = P
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