diff --git a/code/modules/projectiles/gun.dm b/code/modules/projectiles/gun.dm index 023f6212e06f..3d1a4e0789f2 100644 --- a/code/modules/projectiles/gun.dm +++ b/code/modules/projectiles/gun.dm @@ -207,6 +207,12 @@ ///this is how much deviation the gun recoil can have, recoil pushes the screen towards the reverse angle you shot + some deviation which this is the max. var/recoil_deviation = 22.5 + ///Used if the guns recoil is lower then the min, it clamps the highest recoil + var/min_recoil = 0 + + var/gunslinger_recoil_bonus = 0 + var/gunslinger_spread_bonus = 0 + /// how many shots per burst, Ex: most machine pistols, M90, some ARs are 3rnd burst, while others like the GAR and laser minigun are 2 round burst. var/burst_size = 3 ///The rate of fire when firing in a burst. Not the delay between bursts @@ -316,9 +322,6 @@ ///This prevents gun from firing until the coodown is done, affected by lag var/current_cooldown = 0 - var/gunslinger_recoil_bonus = 0 - var/gunslinger_spread_bonus = 0 - /obj/item/gun/Initialize() . = ..() RegisterSignal(src, COMSIG_TWOHANDED_WIELD, PROC_REF(on_wield)) @@ -808,7 +811,7 @@ /obj/item/gun/proc/calculate_recoil(mob/user, recoil_bonus = 0) if(HAS_TRAIT(user, TRAIT_GUNSLINGER)) recoil_bonus += gunslinger_recoil_bonus - return clamp(recoil_bonus, 0 , INFINITY) + return clamp(recoil_bonus, min_recoil , INFINITY) /obj/item/gun/proc/calculate_spread(mob/user, bonus_spread) var/final_spread = 0 diff --git a/code/modules/projectiles/guns/ballistic.dm b/code/modules/projectiles/guns/ballistic.dm index 1790ba25a858..8532691156ca 100644 --- a/code/modules/projectiles/guns/ballistic.dm +++ b/code/modules/projectiles/guns/ballistic.dm @@ -13,6 +13,8 @@ has_safety = TRUE safety = TRUE + min_recoil = 0.1 + valid_attachments = list( /obj/item/attachment/silencer, /obj/item/attachment/laser_sight,