Skip to content

Commit

Permalink
Fixes Klutz Mishaps Permanently Jamming Guns (#79)
Browse files Browse the repository at this point in the history
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

Addresses the bug listed in Issue #66. 

## About The Pull Request
Added a reset to a gun's currently_firing variable just before the klutz
fuckup return, allowing guns that are mishapped by klutzes to be fired
again without having any other impact on the way that guns work.


## Changelog
fix: Klutz mishaps no longer permanently break guns. 

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
  • Loading branch information
SigDoesCode authored Sep 3, 2024
1 parent f8ad787 commit 5eff439
Showing 1 changed file with 1 addition and 0 deletions.
1 change: 1 addition & 0 deletions code/modules/projectiles/gun.dm
Original file line number Diff line number Diff line change
Expand Up @@ -620,6 +620,7 @@ For the sake of consistency, I suggest always rounding up on even values when ap
user.drop_item()
else
handle_click_empty(user)
currently_firing = FALSE //Add this here or else people who have clumsy will permanently break guns and prevent them from firing if they fuck up with it.
return FALSE

currently_firing = FALSE
Expand Down

0 comments on commit 5eff439

Please sign in to comment.