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Fixes a lot of guns having burst that shouldn't (#4113)
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# About the pull request
Atomized outta the full auto PR for now

# Explain why it's good for the game
bugs bad

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

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# Changelog
:cl:
fix: A pile of guns no longer have burst fire (who weren't meant to)
/:cl:
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Zonespace27 authored Aug 10, 2023
1 parent eb2ef17 commit b35889b
Showing 1 changed file with 1 addition and 3 deletions.
4 changes: 1 addition & 3 deletions code/modules/projectiles/gun.dm
Original file line number Diff line number Diff line change
Expand Up @@ -314,7 +314,7 @@
accuracy_mult_unwielded = BASE_ACCURACY_MULT
scatter = SCATTER_AMOUNT_TIER_6
burst_scatter_mult = SCATTER_AMOUNT_TIER_7
set_burst_amount(BURST_AMOUNT_TIER_5)
set_burst_amount(BURST_AMOUNT_TIER_1)
scatter_unwielded = SCATTER_AMOUNT_TIER_6
damage_mult = BASE_BULLET_DAMAGE_MULT
damage_falloff_mult = DAMAGE_FALLOFF_TIER_10
Expand Down Expand Up @@ -1775,13 +1775,11 @@ not all weapons use normal magazines etc. load_into_chamber() itself is designed
/obj/item/weapon/gun/proc/set_burst_amount(value, mob/user)
burst_amount = value
SEND_SIGNAL(src, COMSIG_GUN_BURST_SHOTS_TO_FIRE_MODIFIED, burst_amount)
setup_firemodes()

/// adder for burst_amount
/obj/item/weapon/gun/proc/modify_burst_amount(value, mob/user)
burst_amount += value
SEND_SIGNAL(src, COMSIG_GUN_BURST_SHOTS_TO_FIRE_MODIFIED, burst_amount)
setup_firemodes()

/// Adder for burst_delay
/obj/item/weapon/gun/proc/modify_burst_delay(value, mob/user)
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