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Revert "Update _ranged.dm"
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This reverts commit 06a7fa2.
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Kitsunemitsu committed Dec 5, 2024
1 parent 06a7fa2 commit 0787e68
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Showing 8 changed files with 10 additions and 83 deletions.
29 changes: 2 additions & 27 deletions ModularTegustation/ego_weapons/ranged/_ranged.dm
Original file line number Diff line number Diff line change
Expand Up @@ -65,10 +65,10 @@
var/fire_delay = 0 //rate of fire for burst firing and semi auto
var/firing_burst = 0 //Prevent the weapon from firing again while already firing
var/semicd = 0 //cooldown handler
var/dual_wield_spread = 10 //additional spread when dual wielding
var/dual_wield_spread = 24 //additional spread when dual wielding
var/forced_melee = FALSE //forced to melee attack. Currently only used for the ego_gun subtype

var/spread = 32 //Spread induced by the gun itself.
var/spread = 0 //Spread induced by the gun itself.
var/randomspread = 1 //Set to 0 for shotguns. This is used for weapons that don't fire all their bullets at once.

var/ammo_x_offset = 0 //used for positioning ammo count overlay on sprite
Expand All @@ -94,8 +94,6 @@

/obj/item/ego_weapon/ranged/Initialize()
. = ..()
if(pellets!=1)
randomspread = 0
if(pin)
pin = new pin(src)
build_zooming()
Expand Down Expand Up @@ -137,19 +135,6 @@
if(2.51 to INFINITY)
. += span_notice("This weapon has an extremely slow reload.")

switch(spread && pellets == 1)
if(0 to 20)
. += span_notice("This weapon is extremely accurate.") //Generally marksman rifles.
if(21 to 30)
. += span_notice("This weapon is accurate.") //Autorifles, Pistols.
if(31 to 35)
. += span_notice("This weapon is somewhat inaccurate.") //SMGs
else
. += span_notice("This weapon is inaccurate.") //Usually for special cases

if(pellets!=1)
. += span_notice("This weapon fires [pellets] pellets.")

switch(weapon_weight)
if(WEAPON_HEAVY)
. += span_notice("This weapon requires both hands to fire.")
Expand Down Expand Up @@ -332,8 +317,6 @@
if(weapon_weight == WEAPON_HEAVY && (user.get_inactive_held_item() || !other_hand))
to_chat(user, span_warning("You need two hands to fire [src]!"))
return


//DUAL (or more!) WIELDING
var/bonus_spread = 0
var/loop_counter = 0
Expand All @@ -347,14 +330,6 @@
loop_counter++
addtimer(CALLBACK(G, TYPE_PROC_REF(/obj/item/ego_weapon/ranged, process_fire), target, user, TRUE, params, null, bonus_spread), loop_counter)

//Get a small scatter increase for doubling with melee and gun. I am directly nerfing MY playstyle here.
if(user.get_inactive_held_item())
bonus_spread += spread*0.2

//And get a bonus to scatter up to about 40% less when you're at maximum prudence. Clerks get a scatter increase
var/scatter_reduction = min((get_attribute_level(user, PRUDENCE_ATTRIBUTE)-20)/110, 1)
bonus_spread -= scatter_reduction*0.7

return process_fire(target, user, TRUE, params, null, bonus_spread)

/obj/item/ego_weapon/ranged/can_trigger_gun(mob/living/user)
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -20,7 +20,6 @@
projectile.def_zone = user.zone_selected
projectile.suppressed = quiet

projectile.damage += projectile.damage*get_attribute_level(user, JUSTICE_ATTRIBUTE)/130*0.20 //Guns get a 20% bonus from justice
projectile.damage *= projectile_damage_multiplier
if(temporary_damage_multiplier)
projectile.damage *= temporary_damage_multiplier
Expand Down
7 changes: 3 additions & 4 deletions ModularTegustation/ego_weapons/ranged/aleph.dm
Original file line number Diff line number Diff line change
Expand Up @@ -15,6 +15,7 @@

projectile_path = /obj/projectile/ego_bullet/star
weapon_weight = WEAPON_HEAVY
spread = 5

autofire = 0.25 SECONDS
shotsleft = 333
Expand Down Expand Up @@ -57,7 +58,6 @@

force = 56
damtype = BLACK_DAMAGE
spread = 30

projectile_path = /obj/projectile/ego_bullet/adoration
weapon_weight = WEAPON_HEAVY
Expand Down Expand Up @@ -189,7 +189,6 @@
weapon_weight = WEAPON_HEAVY
fire_sound = 'sound/abnormalities/armyinblack/pink.ogg'
fire_delay = 9
spread = 5 //small amount
zoomable = TRUE
zoom_amt = 10
zoom_out_amt = 13
Expand Down Expand Up @@ -265,7 +264,7 @@
force = 56
projectile_path = /obj/projectile/ego_bullet/arcadia
weapon_weight = WEAPON_HEAVY
spread = 18
spread = 5
recoil = 1.5
fire_sound = 'sound/weapons/gun/rifle/shot_atelier.ogg'
vary_fire_sound = TRUE
Expand Down Expand Up @@ -304,7 +303,6 @@
recoil = 2
fire_sound_volume = 30
fire_delay = 12
spread = 32


shotsleft = 6 //Based off a colt Single Action Navy
Expand All @@ -320,6 +318,7 @@
damtype = PALE_DAMAGE
projectile_path = /obj/projectile/ego_bullet/ego_hookah
weapon_weight = WEAPON_HEAVY
spread = 20
fire_sound = 'sound/effects/smoke.ogg'
autofire = 0.04 SECONDS
fire_sound_volume = 5
Expand Down
12 changes: 1 addition & 11 deletions ModularTegustation/ego_weapons/ranged/he.dm
Original file line number Diff line number Diff line change
Expand Up @@ -10,7 +10,6 @@
weapon_weight = WEAPON_HEAVY
fire_delay = 5
shotsleft = 10
spread = 18
reloadtime = 1.4 SECONDS
fire_sound = 'sound/weapons/gun/rifle/shot_alt.ogg'
attribute_requirements = list(
Expand All @@ -31,7 +30,6 @@
vary_fire_sound = FALSE
weapon_weight = WEAPON_HEAVY
fire_sound_volume = 70
spread = 32 //It's really heavy
attribute_requirements = list(
FORTITUDE_ATTRIBUTE = 40
)
Expand All @@ -50,7 +48,6 @@
fire_sound = 'sound/magic/wand_teleport.ogg'
weapon_weight = WEAPON_MEDIUM
fire_sound_volume = 70
spread = 22
attribute_requirements = list(
TEMPERANCE_ATTRIBUTE = 40
)
Expand Down Expand Up @@ -88,7 +85,6 @@
vary_fire_sound = FALSE
weapon_weight = WEAPON_HEAVY
fire_sound_volume = 70
spread = 27
attribute_requirements = list(
TEMPERANCE_ATTRIBUTE = 40
)
Expand Down Expand Up @@ -163,7 +159,6 @@
fire_sound_volume = 70
shotsleft = 18
reloadtime = 1.6 SECONDS
spread = 18 //I'm not evil.

autofire = 0.35 SECONDS
attribute_requirements = list(
Expand All @@ -180,7 +175,6 @@
weapon_weight = WEAPON_HEAVY
fire_delay = 5
shotsleft = 10
spread = 18
reloadtime = 1.4 SECONDS
fire_sound = 'sound/weapons/gun/rifle/shot_alt.ogg'
attribute_requirements = list(
Expand All @@ -199,7 +193,7 @@
weapon_weight = WEAPON_MEDIUM
shotsleft = 32
reloadtime = 1.6 SECONDS
spread = 32
spread = 8
autofire = 0.15 SECONDS
attribute_requirements = list(
PRUDENCE_ATTRIBUTE = 40
Expand Down Expand Up @@ -231,7 +225,6 @@
icon_state = "screamingwedge"
inhand_icon_state = "screamingwedge"
force = 20
spread = 15
damtype = WHITE_DAMAGE
projectile_path = /obj/projectile/ego_bullet/ego_wedge
weapon_weight = WEAPON_HEAVY
Expand All @@ -256,7 +249,6 @@
weapon_weight = WEAPON_HEAVY
fire_delay = 5
shotsleft = 12
spread = 32
reloadtime = 1.5 SECONDS
fire_sound = 'sound/weapons/gun/pistol/shot.ogg'
attribute_requirements = list(
Expand Down Expand Up @@ -335,7 +327,6 @@
fire_delay = 10
shotsleft = 4
reloadtime = 2.1 SECONDS
spread = 18
attribute_requirements = list(
FORTITUDE_ATTRIBUTE = 40
)
Expand All @@ -351,7 +342,6 @@
fire_delay = 8
shotsleft = 6
reloadtime = 1.3 SECONDS
spread = 24
fire_sound = 'sound/weapons/gun/revolver/shot_alt.ogg'
vary_fire_sound = FALSE
var/list/ammotypes = list(
Expand Down
2 changes: 0 additions & 2 deletions ModularTegustation/ego_weapons/ranged/special.dm
Original file line number Diff line number Diff line change
Expand Up @@ -7,7 +7,6 @@
projectile_path = /obj/projectile/ego_bullet/ego_soda/rifle
weapon_weight = WEAPON_HEAVY
fire_delay = 3
spread = 18
fire_sound = 'sound/weapons/gun/rifle/shot.ogg'

/obj/item/ego_weapon/ranged/sodashotty
Expand All @@ -34,7 +33,6 @@
projectile_path = /obj/projectile/ego_bullet/ego_soda
weapon_weight = WEAPON_HEAVY
spread = 8
spread = 32
fire_sound = 'sound/weapons/gun/smg/shot.ogg'
autofire = 0.15 SECONDS

Expand Down
14 changes: 2 additions & 12 deletions ModularTegustation/ego_weapons/ranged/teth.dm
Original file line number Diff line number Diff line change
Expand Up @@ -15,7 +15,6 @@
weapon_weight = WEAPON_HEAVY
fire_delay = 15
shotsleft = 8
spread = 18 //It's a rocket launcher so it should be accurate
reloadtime = 2.2 SECONDS
fire_sound = 'sound/weapons/ego/cannon.ogg'

Expand All @@ -28,7 +27,7 @@
force = 14
projectile_path = /obj/projectile/ego_bullet/ego_beak
weapon_weight = WEAPON_MEDIUM
spread = 32
spread = 10
shotsleft = 30
reloadtime = 1.3 SECONDS
fire_sound = 'sound/weapons/gun/smg/mp7.ogg'
Expand All @@ -48,8 +47,7 @@
fire_sound = 'sound/weapons/gun/revolver/shot_alt.ogg'
vary_fire_sound = FALSE
fire_sound_volume = 70
dual_wield_spread = -20
spread = 18
dual_wield_spread = 0

/obj/item/ego_weapon/ranged/noise
name = "noise"
Expand Down Expand Up @@ -82,7 +80,6 @@
fire_sound = 'sound/weapons/gun/revolver/shot_light.ogg'
vary_fire_sound = FALSE
fire_sound_volume = 70
spread = 18

/obj/item/ego_weapon/ranged/pistol/shy
name = "todays expression"
Expand All @@ -98,7 +95,6 @@
shotsleft = 20
reloadtime = 1.2 SECONDS
autofire = 0.2 SECONDS
spread = 27 //little bit of a break

/obj/item/ego_weapon/ranged/dream
name = "engulfing dream"
Expand All @@ -111,7 +107,6 @@
weapon_weight = WEAPON_HEAVY
fire_sound = "dreamy_gun"
autofire = 0.25 SECONDS
spread = 32

/obj/item/ego_weapon/ranged/page
name = "page"
Expand All @@ -124,7 +119,6 @@
weapon_weight = WEAPON_HEAVY
fire_delay = 5
shotsleft = 10
spread = 18
reloadtime = 1.4 SECONDS
fire_sound = 'sound/weapons/gun/rifle/shot_alt.ogg'

Expand All @@ -139,7 +133,6 @@
projectile_path = /obj/projectile/beam/snapshot
weapon_weight = WEAPON_HEAVY
fire_delay = 10
spread = 18
fire_sound = 'sound/weapons/sonic_jackhammer.ogg'

/obj/item/ego_weapon/ranged/wishing_cairn
Expand All @@ -155,7 +148,6 @@
fire_delay = 3
burst_size = 2
fire_sound = 'sound/abnormalities/pagoda/throw.ogg'
spread = 26 //I guess throwing is inaccurate?
var/ammo2 = /obj/projectile/ego_bullet/ego_wishing2

/obj/item/ego_weapon/ranged/wishing_cairn/proc/Ammo_Change()
Expand All @@ -177,7 +169,6 @@
projectile_path = /obj/projectile/ego_bullet/ego_aspiration
weapon_weight = WEAPON_HEAVY
autofire = 0.5 SECONDS
spread = 18
fire_sound = 'sound/abnormalities/fragment/attack.ogg'

/obj/item/ego_weapon/ranged/aspiration/before_firing(atom/target,mob/user)
Expand Down Expand Up @@ -218,5 +209,4 @@
projectile_path = /obj/projectile/ego_bullet/ego_luckdraw
weapon_weight = WEAPON_HEAVY
autofire = 0.6 SECONDS
spread = 32
fire_sound = 'sound/items/handling/paper_pickup.ogg' //Mostly just using this for a lack of a better "card-flicking" noise
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