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GAU Buff - Shooting twice the bullet per bullet (#5065)
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# About the pull request

GAU historically has been a terrible option. Quad GAU being such a meme
that it's mostly a joke. What if we doubled the ROF of the GAU?

# Explain why it's good for the game

More options other than rockets/lasers please.


# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl:
balance: GAU RoF doubled
/:cl:

---------

Co-authored-by: Zonespace <[email protected]>
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blackdragonTOW and Zonespace27 committed Dec 12, 2023
1 parent 718acab commit 9e3cc67
Showing 1 changed file with 22 additions and 20 deletions.
42 changes: 22 additions & 20 deletions code/modules/cm_marines/dropship_ammo.dm
Original file line number Diff line number Diff line change
Expand Up @@ -166,28 +166,30 @@
turf_list += T
var/soundplaycooldown = 0
var/debriscooldown = 0

for(var/i = 1 to ammo_used_per_firing)
var/turf/impact_tile = pick(turf_list)
sleep(1)
var/datum/cause_data/cause_data = create_cause_data(initial(name), source_mob)
impact_tile.ex_act(EXPLOSION_THRESHOLD_VLOW, pick(GLOB.alldirs), cause_data)
create_shrapnel(impact_tile,1,0,0,shrapnel_type,cause_data,FALSE,100) //simulates a bullet
for(var/atom/movable/explosion_effect in impact_tile)
if(iscarbon(explosion_effect))
var/mob/living/carbon/bullet_effect = explosion_effect
explosion_effect.ex_act(EXPLOSION_THRESHOLD_VLOW, null, cause_data)
bullet_effect.apply_armoured_damage(directhit_damage,ARMOR_BULLET,BRUTE,null,penetration)
else
explosion_effect.ex_act(EXPLOSION_THRESHOLD_VLOW)
if(!soundplaycooldown) //so we don't play the same sound 20 times very fast.
playsound(impact_tile, 'sound/effects/gauimpact.ogg',40,1,20)
soundplaycooldown = 3
soundplaycooldown--
if(!debriscooldown)
impact_tile.ceiling_debris_check(1)
debriscooldown = 6
debriscooldown--
new /obj/effect/particle_effect/expl_particles(impact_tile)
for(var/j in 1 to 2) //rather than halving the sleep, were doubling the bullets shot "bang"
var/turf/impact_tile = pick(turf_list)
var/datum/cause_data/cause_data = create_cause_data(initial(name), source_mob)
impact_tile.ex_act(EXPLOSION_THRESHOLD_VLOW, pick(GLOB.alldirs), cause_data)
create_shrapnel(impact_tile,1,0,0,shrapnel_type,cause_data,FALSE,100) //simulates a bullet
for(var/atom/movable/explosion_effect in impact_tile)
if(iscarbon(explosion_effect))
var/mob/living/carbon/bullet_effect = explosion_effect
explosion_effect.ex_act(EXPLOSION_THRESHOLD_VLOW, null, cause_data)
bullet_effect.apply_armoured_damage(directhit_damage,ARMOR_BULLET,BRUTE,null,penetration)
else
explosion_effect.ex_act(EXPLOSION_THRESHOLD_VLOW)
new /obj/effect/particle_effect/expl_particles(impact_tile)
if(!soundplaycooldown) //so we don't play the same sound 20 times very fast.
playsound(impact_tile, 'sound/effects/gauimpact.ogg',40,1,20)
soundplaycooldown = 3
soundplaycooldown--
if(!debriscooldown)
impact_tile.ceiling_debris_check(1)
debriscooldown = 6
debriscooldown--
sleep(11) //speed of sound simulation
playsound(impact, 'sound/effects/gau.ogg',100,1,60)

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