From af793f0f58fb6cf86ec9c532b0195d38112049d0 Mon Sep 17 00:00:00 2001 From: AmoryBlaine Date: Tue, 23 Jul 2024 15:49:47 -0400 Subject: [PATCH] Point blank re-added, and fixed (ty double) --- code/modules/projectiles/gun.dm | 2 +- code/modules/projectiles/guns/shotguns.dm | 14 +++++++------- 2 files changed, 8 insertions(+), 8 deletions(-) diff --git a/code/modules/projectiles/gun.dm b/code/modules/projectiles/gun.dm index 6ab143b8d8..0cdd72e520 100644 --- a/code/modules/projectiles/gun.dm +++ b/code/modules/projectiles/gun.dm @@ -1454,7 +1454,7 @@ and you're good to go. if(projectile_to_fire.ammo.bonus_projectiles_amount) var/obj/projectile/BP for(var/i in 1 to projectile_to_fire.ammo.bonus_projectiles_amount) - BP = new /obj/projectile(attacked_mob.loc, create_cause_data(initial(name), user)) + BP = new /obj/projectile(null, create_cause_data(initial(name), user)) BP.generate_bullet(GLOB.ammo_list[projectile_to_fire.ammo.bonus_projectiles_type], 0, NO_FLAGS) BP.accuracy = round(BP.accuracy * projectile_to_fire.accuracy/initial(projectile_to_fire.accuracy)) //Modifies accuracy of pellets per fire_bonus_projectiles. BP.damage *= damage_buff diff --git a/code/modules/projectiles/guns/shotguns.dm b/code/modules/projectiles/guns/shotguns.dm index 40c74f5d34..d82b25eb3c 100644 --- a/code/modules/projectiles/guns/shotguns.dm +++ b/code/modules/projectiles/guns/shotguns.dm @@ -13,7 +13,7 @@ can cause issues with ammo types getting mixed up during the burst. var/break_sound = 'sound/weapons/handling/gun_mou_open.ogg' var/seal_sound = 'sound/weapons/handling/gun_mou_close.ogg' accuracy_mult = 1.15 - flags_gun_features = GUN_INTERNAL_MAG + flags_gun_features = GUN_CAN_POINTBLANK|GUN_INTERNAL_MAG gun_category = GUN_CATEGORY_SHOTGUN aim_slowdown = SLOWDOWN_ADS_SHOTGUN wield_delay = WIELD_DELAY_NORMAL //Shotguns are as hard to pull up as a rifle. They're quite bulky afterall @@ -185,7 +185,7 @@ can cause issues with ammo types getting mixed up during the burst. /obj/item/attachable/compensator, ) - flags_gun_features = GUN_INTERNAL_MAG + flags_gun_features = GUN_CAN_POINTBLANK|GUN_INTERNAL_MAG /obj/item/weapon/gun/shotgun/merc/Initialize(mapload, spawn_empty) . = ..() @@ -330,7 +330,7 @@ can cause issues with ammo types getting mixed up during the burst. current_mag = /obj/item/ammo_magazine/internal/shotgun/marsoc flags_equip_slot = SLOT_WAIST|SLOT_BACK - flags_gun_features = GUN_INTERNAL_MAG + flags_gun_features = GUN_CAN_POINTBLANK|GUN_INTERNAL_MAG auto_retrieval_slot = WEAR_J_STORE start_automatic = TRUE @@ -520,7 +520,7 @@ can cause issues with ammo types getting mixed up during the burst. /obj/item/attachable/stock/double, ) - flags_gun_features = GUN_INTERNAL_MAG + flags_gun_features = GUN_CAN_POINTBLANK|GUN_INTERNAL_MAG burst_delay = 0 //So doubleshotty can doubleshot has_open_icon = TRUE civilian_usable_override = TRUE // Come on. It's THE survivor shotgun. @@ -658,7 +658,7 @@ can cause issues with ammo types getting mixed up during the burst. icon_state = "sshotgun" item_state = "sshotgun" flags_equip_slot = SLOT_WAIST - flags_gun_features = GUN_INTERNAL_MAG + flags_gun_features = GUN_CAN_POINTBLANK|GUN_INTERNAL_MAG /obj/item/weapon/gun/shotgun/double/sawn/set_gun_attachment_offsets() attachable_offset = list("muzzle_x" = 28, "muzzle_y" = 19, "rail_x" = 11, "rail_y" = 20, "under_x" = 15, "under_y" = 14, "stock_x" = 18, "stock_y" = 16) @@ -700,7 +700,7 @@ can cause issues with ammo types getting mixed up during the burst. seal_sound = 'sound/weapons/handling/pkd_close_chamber.ogg' attachable_allowed = list() - flags_gun_features = GUN_CAN_POINTBLANK|GUN_INTERNAL_MAG|GUN_TRIGGER_SAFETY|GUN_ONE_HAND_WIELDED|GUN_ANTIQUE|GUN_NO_DESCRIPTION|GUN_UNUSUAL_DESIGN +flags_gun_features = GUN_CAN_POINTBLANK|GUN_INTERNAL_MAG|GUN_TRIGGER_SAFETY|GUN_ONE_HAND_WIELDED|GUN_ANTIQUE|GUN_NO_DESCRIPTION|GUN_UNUSUAL_DESIGN flags_item = NO_FLAGS inherent_traits = list(TRAIT_GUN_SILENCED) @@ -770,7 +770,7 @@ can cause issues with ammo types getting mixed up during the burst. fire_sound = 'sound/weapons/gun_mou53.ogg' reload_sound = 'sound/weapons/handling/gun_mou_reload.ogg'//unique shell insert flags_equip_slot = SLOT_BACK - flags_gun_features = GUN_INTERNAL_MAG + flags_gun_features = GUN_CAN_POINTBLANK|GUN_INTERNAL_MAG current_mag = /obj/item/ammo_magazine/internal/shotgun/double/mou53 //Take care, she comes loaded! attachable_allowed = list( /obj/item/attachable/bayonet,