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Tank nerf #745

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merged 7 commits into from
Dec 15, 2024
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5 changes: 5 additions & 0 deletions code/modules/vehicles/armored/__armored.dm
Original file line number Diff line number Diff line change
Expand Up @@ -605,6 +605,11 @@
/obj/vehicle/sealed/armored/proc/swivel_turret(atom/A, new_weapon_dir)
if(!new_weapon_dir)
new_weapon_dir = angle_to_cardinal_dir(Get_Angle(get_turf(src), get_turf(A)))
var/list/leftright = LeftAndRightOfDir(turret_overlay.dir)
var/left = leftright[1] - 1
var/right = leftright[2] + 1
if(left != (new_weapon_dir - 1) && right != (new_weapon_dir + 1))
return FALSE
if(turret_overlay.dir == new_weapon_dir)
return FALSE
if(TIMER_COOLDOWN_CHECK(src, COOLDOWN_TANK_SWIVEL)) //Slight cooldown to avoid spam
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4 changes: 2 additions & 2 deletions code/modules/vehicles/armored/_multitile.dm
Original file line number Diff line number Diff line change
Expand Up @@ -16,8 +16,8 @@
light_pixel_y= 32
pixel_x = -56
pixel_y = -48
max_integrity = 900
soft_armor = list(MELEE = 50, BULLET = 99 , LASER = 99, ENERGY = 60, BOMB = 60, BIO = 60, FIRE = 50, ACID = 50)
max_integrity = 700
soft_armor = list(MELEE = 40, BULLET = 99 , LASER = 99, ENERGY = 60, BOMB = 60, BIO = 60, FIRE = 50, ACID = 40)
hard_armor = list(MELEE = 0, BULLET = 20, LASER = 20, ENERGY = 20, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0)
permitted_mods = list(/obj/item/tank_module/overdrive, /obj/item/tank_module/ability/zoom)
permitted_weapons = list(/obj/item/armored_weapon, /obj/item/armored_weapon/ltaap, /obj/item/armored_weapon/secondary_weapon, /obj/item/armored_weapon/secondary_flamer)
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2 changes: 1 addition & 1 deletion code/modules/vehicles/armored/armored_weapons.dm
Original file line number Diff line number Diff line change
Expand Up @@ -32,7 +32,7 @@
///windup sound played during windup
var/windup_sound
///windup delay for this object
var/windup_delay = 0
var/windup_delay = 5
///scatter of this weapon. in degrees and modified by arm this is attached to
var/variance = 0
/// since mech guns only get one firemode this is for all types of shots
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