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Brings automatic weaponry to the marine and surv arsenal #4003

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merged 37 commits into from
Aug 23, 2023
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4db773c
automatic guns real????
johndoe2013 Jul 26, 2023
7ec7eb7
bugfix
johndoe2013 Jul 26, 2023
9e9fc38
nsg is apparently not FA
johndoe2013 Jul 26, 2023
d4a5545
runtime fix
johndoe2013 Jul 26, 2023
9e241b9
de-shittifies the sniper and dualtube
johndoe2013 Jul 26, 2023
083e854
runtime removal
johndoe2013 Jul 26, 2023
d338bf7
firemode fix
johndoe2013 Jul 26, 2023
c208faf
fix another long-standing bug
johndoe2013 Jul 26, 2023
35be4c3
nsg is apparently FA
johndoe2013 Jul 26, 2023
e11e2a7
burst fix
johndoe2013 Jul 27, 2023
ccc6fff
ammo economy rework
johndoe2013 Jul 30, 2023
6edc71f
enables HPR ammo restocking
johndoe2013 Aug 1, 2023
0c5e40e
forgot a change
johndoe2013 Aug 1, 2023
acc9ccc
mar50
johndoe2013 Aug 1, 2023
c30502a
Revert "ammo economy rework"
Zonespace27 Aug 5, 2023
350704e
only SMGs have autofire for now, fire rate increased to 100% of burst
Zonespace27 Aug 5, 2023
df8597a
m41a extendo back
Zonespace27 Aug 5, 2023
af9529a
Merge branch 'master' into cm-autoguns-2023
Zonespace27 Aug 5, 2023
9ddf74d
kiling m39 extended
Zonespace27 Aug 5, 2023
09f6335
Merge branch 'cm-autoguns-2023' of https://github.com/Zonespace27/cms…
Zonespace27 Aug 5, 2023
b127bb0
shh
Zonespace27 Aug 5, 2023
88acf0f
SMGs have improved FA spread
Zonespace27 Aug 9, 2023
1fd1eaf
HPR now auto
Zonespace27 Aug 11, 2023
1260df2
Souto Slinger Supremo Full Auto
Ben10083 Aug 13, 2023
d68422c
Souta Changes
Ben10083 Aug 13, 2023
3ae1aa2
Revert "kiling m39 extended"
Zonespace27 Aug 13, 2023
ff42c4f
automatic returns, no 20% fire reduction, tightening of spread by 2.5…
Zonespace27 Aug 13, 2023
c9b53ae
6 -> 6.5
Zonespace27 Aug 13, 2023
14a5dc0
Merge pull request #1 from Ben10083/cm-autoguns-2023
Zonespace27 Aug 13, 2023
7e674dd
tiny fixes
Zonespace27 Aug 13, 2023
d1f80d1
Merge branch 'cm-autoguns-2023' of https://github.com/Zonespace27/cms…
Zonespace27 Aug 13, 2023
9d9f7a3
UNDO LATER - DEBUG
Zonespace27 Aug 13, 2023
0c2ad13
aw goddamn it
Zonespace27 Aug 13, 2023
054ef53
dumbness fix
Zonespace27 Aug 13, 2023
1f52d4b
buffs the autoflamer
Zonespace27 Aug 16, 2023
db622ab
fixes dumb shitcode bug
Zonespace27 Aug 17, 2023
0db4e71
zonennote
Zonespace27 Aug 23, 2023
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4 changes: 3 additions & 1 deletion code/__DEFINES/conflict.dm
Original file line number Diff line number Diff line change
Expand Up @@ -68,7 +68,7 @@
#define GUN_ANTIQUE (1<<13)
/// Whether the gun has been fired by its current user (reset upon `dropped()`)
#define GUN_RECOIL_BUILDUP (1<<14)
/// support weapon, bipod will grant IFF
/// support weapon, bipod will grant autofire
#define GUN_SUPPORT_PLATFORM (1<<15)
/// No gun description, only base desc
#define GUN_NO_DESCRIPTION (1<<16)
Expand Down Expand Up @@ -99,6 +99,8 @@
#define AMMUNITION_HANDFUL_BOX (1<<2)
#define AMMUNITION_HIDE_AMMO (1<<3)
#define AMMUNITION_CANNOT_REMOVE_BULLETS (1<<4)
/// If this magazine can transfer to other magazines of the same type by slapping one with the other
#define AMMUNITION_SLAP_TRANSFER (1<<5)
//Slowdown from various armors.

/// How much shoes slow you down by default. Negative values speed you up
Expand Down
6 changes: 6 additions & 0 deletions code/__DEFINES/dcs/signals/atom/signals_item.dm
Original file line number Diff line number Diff line change
Expand Up @@ -54,3 +54,9 @@
#define COMSIG_GUN_AUTOFIREDELAY_MODIFIED "gun_autofiredelay_modified"
#define COMSIG_GUN_BURST_SHOTS_TO_FIRE_MODIFIED "gun_burst_shots_to_fire_modified"
#define COMSIG_GUN_BURST_SHOT_DELAY_MODIFIED "gun_burst_shot_delay_modified"

/// from /obj/item/weapon/gun/proc/recalculate_attachment_bonuses() : ()
#define COMSIG_GUN_RECALCULATE_ATTACHMENT_BONUSES "gun_recalculate_attachment_bonuses"

/// from /obj/item/weapon/gun/proc/load_into_chamber() : ()
#define COMSIG_GUN_INTERRUPT_FIRE "gun_interrupt_fire"
1 change: 1 addition & 0 deletions code/_globalvars/bitfields.dm
Original file line number Diff line number Diff line change
Expand Up @@ -128,6 +128,7 @@ DEFINE_BITFIELD(flags_magazine, list(
"AMMUNITION_HANDFUL_BOX" = AMMUNITION_HANDFUL_BOX,
"AMMUNITION_HIDE_AMMO" = AMMUNITION_HIDE_AMMO,
"AMMUNITION_CANNOT_REMOVE_BULLETS" = AMMUNITION_CANNOT_REMOVE_BULLETS,
"AMMUNITION_SLAP_TRANSFER" = AMMUNITION_SLAP_TRANSFER,
))

DEFINE_BITFIELD(flags_atom, list(
Expand Down
9 changes: 7 additions & 2 deletions code/datums/components/autofire/autofire.dm
Original file line number Diff line number Diff line change
Expand Up @@ -15,6 +15,8 @@
var/have_to_reset_at_burst_end = FALSE
///If we are in a burst
var/bursting = FALSE
/// The multiplier for how much slower the parent should fire in automatic mode. 1 is normal, 1.2 is 20% slower, 2 is 100% slower, etc.
var/automatic_delay_mult = 1
///Callback to set bursting mode on the parent
var/datum/callback/callback_bursting
///Callback to ask the parent to reset its firing vars
Expand All @@ -26,7 +28,7 @@
///Callback to set parent's fa_firing
var/datum/callback/callback_set_firing

/datum/component/automatedfire/autofire/Initialize(auto_fire_shot_delay = 0.3 SECONDS, burstfire_shot_delay, burst_shots_to_fire = 3, fire_mode = GUN_FIREMODE_SEMIAUTO, datum/callback/callback_bursting, datum/callback/callback_reset_fire, datum/callback/callback_fire, datum/callback/callback_display_ammo, datum/callback/callback_set_firing)
/datum/component/automatedfire/autofire/Initialize(auto_fire_shot_delay = 0.3 SECONDS, burstfire_shot_delay, burst_shots_to_fire = 3, fire_mode = GUN_FIREMODE_SEMIAUTO, automatic_delay_mult = 1, datum/callback/callback_bursting, datum/callback/callback_reset_fire, datum/callback/callback_fire, datum/callback/callback_display_ammo, datum/callback/callback_set_firing)
. = ..()

RegisterSignal(parent, COMSIG_GUN_FIRE_MODE_TOGGLE, PROC_REF(modify_fire_mode))
Expand All @@ -35,11 +37,13 @@
RegisterSignal(parent, COMSIG_GUN_BURST_SHOT_DELAY_MODIFIED, PROC_REF(modify_burstfire_shot_delay))
RegisterSignal(parent, COMSIG_GUN_FIRE, PROC_REF(initiate_shot))
RegisterSignal(parent, COMSIG_GUN_STOP_FIRE, PROC_REF(stop_firing))
RegisterSignal(parent, COMSIG_GUN_INTERRUPT_FIRE, PROC_REF(hard_reset))

src.auto_fire_shot_delay = auto_fire_shot_delay
src.burstfire_shot_delay = burstfire_shot_delay
src.burst_shots_to_fire = burst_shots_to_fire
src.fire_mode = fire_mode
src.automatic_delay_mult = automatic_delay_mult
src.callback_bursting = callback_bursting
src.callback_reset_fire = callback_reset_fire
src.callback_fire = callback_fire
Expand Down Expand Up @@ -96,6 +100,7 @@

///Hard reset the autofire, happens when the shooter fall/is thrown, at the end of a burst or when it runs out of ammunition
/datum/component/automatedfire/autofire/proc/hard_reset()
SIGNAL_HANDLER
callback_reset_fire.Invoke() //resets the gun
shots_fired = 0
have_to_reset_at_burst_end = FALSE
Expand Down Expand Up @@ -131,7 +136,7 @@
next_fire = world.time + burstfire_shot_delay
if(GUN_FIREMODE_AUTOMATIC)
callback_set_firing.Invoke(TRUE)
next_fire = world.time + auto_fire_shot_delay
next_fire = world.time + (auto_fire_shot_delay * automatic_delay_mult)
if(GUN_FIREMODE_SEMIAUTO)
return
schedule_shot()
10 changes: 0 additions & 10 deletions code/datums/supply_packs/ammo.dm
Original file line number Diff line number Diff line change
Expand Up @@ -122,16 +122,6 @@
containername = "\improper M39 AP magazines crate"
group = "Ammo"

/datum/supply_packs/ammo_smg_mag_box_ext
name = "Magazine box (M39, 10x extended mags)"
contains = list(
/obj/item/ammo_box/magazine/m39/ext,
)
cost = 30
containertype = /obj/structure/closet/crate/ammo
containername = "\improper M39 extended magazines crate"
group = "Ammo"

//------------------------For M4RA----------------

/datum/supply_packs/ammo_m4ra_mag_box
Expand Down
7 changes: 3 additions & 4 deletions code/datums/supply_packs/black_market.dm
Original file line number Diff line number Diff line change
Expand Up @@ -184,10 +184,9 @@ Non-USCM items, from CLF, UPP, colonies, etc. Mostly combat-related.
new /obj/item/ammo_magazine/rifle/mar40/extended(src)
new /obj/item/ammo_magazine/rifle/mar40(src)
else
new /obj/item/weapon/gun/rifle/m41aMK1/tactical(src)
new /obj/item/ammo_magazine/rifle/m41aMK1/ap(src)
new /obj/item/ammo_magazine/rifle/m41aMK1(src)
new /obj/item/ammo_magazine/rifle/m41aMK1(src)
new /obj/item/weapon/gun/rifle/mar40/lmg(src)
new /obj/item/ammo_magazine/rifle/mar40/lmg(src)
new /obj/item/ammo_magazine/rifle/mar40/lmg(src)

/* Misc. Individual Guns */

Expand Down
4 changes: 2 additions & 2 deletions code/modules/clothing/shoes/miscellaneous.dm
Original file line number Diff line number Diff line change
Expand Up @@ -159,8 +159,8 @@
max_heat_protection_temperature = SHOE_MAX_HEAT_PROT

/obj/item/clothing/shoes/souto
name = "\improper Souto Man's boots. Harder than the kick of Souto Red."
desc = "Souto Man boots"
name = "Souto Man boots"
desc = "\improper Souto Man's boots. Harder than the kick of Souto Red"
icon_state = "souto_man"
item_state = "souto_man"
flags_inventory = CANTSTRIP|NOSLIPPING
Expand Down
11 changes: 7 additions & 4 deletions code/modules/projectiles/ammunition.dm
Original file line number Diff line number Diff line change
Expand Up @@ -116,14 +116,17 @@ They're all essentially identical when it comes to getting the job done.
/obj/item/ammo_magazine/attackby(obj/item/I, mob/living/user, bypass_hold_check = 0)
if(istype(I, /obj/item/ammo_magazine))
var/obj/item/ammo_magazine/MG = I
if(MG.flags_magazine & AMMUNITION_HANDFUL) //got a handful of bullets
if((MG.flags_magazine & AMMUNITION_HANDFUL) || (MG.flags_magazine & AMMUNITION_SLAP_TRANSFER)) //got a handful of bullets
if(flags_magazine & AMMUNITION_REFILLABLE) //and a refillable magazine
var/obj/item/ammo_magazine/handful/transfer_from = I
if(src == user.get_inactive_hand() || bypass_hold_check) //It has to be held.
if(default_ammo == transfer_from.default_ammo)
transfer_ammo(transfer_from,user,transfer_from.current_rounds) // This takes care of the rest.
else to_chat(user, "Those aren't the same rounds. Better not mix them up.")
else to_chat(user, "Try holding [src] before you attempt to restock it.")
if(transfer_ammo(transfer_from,user,transfer_from.current_rounds)) // This takes care of the rest.
to_chat(user, SPAN_NOTICE("You transfer rounds to [src] from [transfer_from]."))
else
to_chat(user, SPAN_NOTICE("Those aren't the same rounds. Better not mix them up."))
else
to_chat(user, SPAN_NOTICE("Try holding [src] before you attempt to restock it."))

//Generic proc to transfer ammo between ammo mags. Can work for anything, mags, handfuls, etc.
/obj/item/ammo_magazine/proc/transfer_ammo(obj/item/ammo_magazine/source, mob/user, transfer_amount = 1)
Expand Down
27 changes: 17 additions & 10 deletions code/modules/projectiles/gun.dm
Original file line number Diff line number Diff line change
Expand Up @@ -127,7 +127,7 @@
///How many full-auto shots to get to max scatter?
var/fa_scatter_peak = 4
///How bad does the scatter get on full auto?
var/fa_max_scatter = 8.5
var/fa_max_scatter = 6.5
///Click parameters to use when firing full-auto
var/fa_params = null

Expand Down Expand Up @@ -228,6 +228,8 @@
VAR_PROTECTED/start_semiauto = TRUE
/// If this gun should spawn with automatic fire. Protected due to it never needing to be edited.
VAR_PROTECTED/start_automatic = FALSE
/// The multiplier for how much slower this should fire in automatic mode. 1 is normal, 1.2 is 20% slower, 2 is 100% slower, etc. Protected due to it never needing to be edited.
VAR_PROTECTED/autofire_slow_mult = 1


/**
Expand Down Expand Up @@ -274,7 +276,7 @@
AddElement(/datum/element/drop_retrieval/gun, auto_retrieval_slot)
update_icon() //for things like magazine overlays
gun_firemode = gun_firemode_list[1] || GUN_FIREMODE_SEMIAUTO
AddComponent(/datum/component/automatedfire/autofire, fire_delay, burst_delay, burst_amount, gun_firemode, CALLBACK(src, PROC_REF(set_bursting)), CALLBACK(src, PROC_REF(reset_fire)), CALLBACK(src, PROC_REF(fire_wrapper)), CALLBACK(src, PROC_REF(display_ammo)), CALLBACK(src, PROC_REF(set_auto_firing))) //This should go after handle_starting_attachment() and setup_firemodes() to get the proper values set.
AddComponent(/datum/component/automatedfire/autofire, fire_delay, burst_delay, burst_amount, gun_firemode, autofire_slow_mult, CALLBACK(src, PROC_REF(set_bursting)), CALLBACK(src, PROC_REF(reset_fire)), CALLBACK(src, PROC_REF(fire_wrapper)), CALLBACK(src, PROC_REF(display_ammo)), CALLBACK(src, PROC_REF(set_auto_firing))) //This should go after handle_starting_attachment() and setup_firemodes() to get the proper values set.

/obj/item/weapon/gun/proc/set_gun_attachment_offsets()
attachable_offset = null
Expand Down Expand Up @@ -314,7 +316,7 @@
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 @@ -425,6 +427,10 @@
else if(M.r_hand == src)
M.update_inv_r_hand()

setup_firemodes()

SEND_SIGNAL(src, COMSIG_GUN_RECALCULATE_ATTACHMENT_BONUSES)

/obj/item/weapon/gun/proc/handle_random_attachments()
var/attachmentchoice

Expand Down Expand Up @@ -939,6 +945,10 @@ and you're good to go.

//Let's check on the active attachable. It loads ammo on the go, so it never chambers anything
if(active_attachable)
if(shots_fired >= 1) // This is what you'll want to remove if you want automatic underbarrel guns in the future
SEND_SIGNAL(src, COMSIG_GUN_INTERRUPT_FIRE)
return

if(active_attachable.current_rounds > 0) //If it's still got ammo and stuff.
active_attachable.current_rounds--
var/obj/item/projectile/bullet = create_bullet(active_attachable.ammo, initial(name))
Expand Down Expand Up @@ -1073,10 +1083,10 @@ and you're good to go.
This is where the grenade launcher and flame thrower function as attachments.
This is also a general check to see if the attachment can fire in the first place.
*/
var/check_for_attachment_fire = 0
var/check_for_attachment_fire = FALSE

if(active_attachable?.flags_attach_features & ATTACH_WEAPON) //Attachment activated and is a weapon.
check_for_attachment_fire = 1
check_for_attachment_fire = TRUE
if(!(active_attachable.flags_attach_features & ATTACH_PROJECTILE)) //If it's unique projectile, this is where we fire it.
if((active_attachable.current_rounds <= 0) && !(active_attachable.flags_attach_features & ATTACH_IGNORE_EMPTY))
click_empty(user) //If it's empty, let them know.
Expand Down Expand Up @@ -1202,8 +1212,7 @@ and you're good to go.

shots_fired++

else // This happens in very rare circumstances when you're moving a lot while burst firing, so I'm going to toss it up to guns jamming.
clear_jam(projectile_to_fire,user)
else
return TRUE

//>>POST PROCESSING AND CLEANUP BEGIN HERE.<<
Expand Down Expand Up @@ -1775,13 +1784,11 @@ 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)
Expand Down Expand Up @@ -1894,7 +1901,7 @@ not all weapons use normal magazines etc. load_into_chamber() itself is designed
if(!target)
target = src.target
if(!user)
user = src.gun_user
user = gun_user
return Fire(target, user, params, reflex, dual_wield)

/// Setter proc for fa_firing
Expand Down
30 changes: 28 additions & 2 deletions code/modules/projectiles/gun_attachables.dm
Original file line number Diff line number Diff line change
Expand Up @@ -851,6 +851,28 @@ Defined in conflicts.dm of the #defines folder.
delay_scoped_nerf = FIRE_DELAY_TIER_9 //to compensate initial debuff. We want "high_fire_delay"
damage_falloff_scoped_buff = -0.4 //has to be negative

/obj/item/attachable/scope/Attach(obj/item/weapon/gun/gun)
. = ..()
RegisterSignal(gun, COMSIG_GUN_RECALCULATE_ATTACHMENT_BONUSES, PROC_REF(handle_attachment_recalc))

/obj/item/attachable/scope/Detach(mob/user, obj/item/weapon/gun/detaching_gub)
. = ..()
UnregisterSignal(detaching_gub, COMSIG_GUN_RECALCULATE_ATTACHMENT_BONUSES)


/// Due to the bipod's interesting way of handling stat modifications, this is necessary to prevent exploits.
/obj/item/attachable/scope/proc/handle_attachment_recalc(obj/item/weapon/gun/source)
SIGNAL_HANDLER

if(!source.zoom)
return

if(using_scope)
source.accuracy_mult += accuracy_scoped_buff
source.modify_fire_delay(delay_scoped_nerf)
source.damage_falloff_mult += damage_falloff_scoped_buff


/obj/item/attachable/scope/proc/apply_scoped_buff(obj/item/weapon/gun/G, mob/living/carbon/user)
if(G.zoom)
G.accuracy_mult += accuracy_scoped_buff
Expand Down Expand Up @@ -1975,6 +1997,8 @@ Defined in conflicts.dm of the #defines folder.
G.damage_mult = 1
icon_state += "-on"

SEND_SIGNAL(G, COMSIG_GUN_INTERRUPT_FIRE)

for(var/X in G.actions)
var/datum/action/A = X
A.update_button_icon()
Expand Down Expand Up @@ -2656,13 +2680,14 @@ Defined in conflicts.dm of the #defines folder.
burst_scatter_mod = 0
delay_mod = FIRE_DELAY_TIER_10
G.recalculate_attachment_bonuses()
G.stop_fire()
var/mob/living/user
if(isliving(G.loc))
user = G.loc
UnregisterSignal(user, COMSIG_MOB_MOVE_OR_LOOK)

if(G.flags_gun_features & GUN_SUPPORT_PLATFORM)
G.remove_bullet_trait("iff")
G.remove_firemode(GUN_FIREMODE_AUTOMATIC)

if(!QDELETED(G))
playsound(user,'sound/items/m56dauto_rotate.ogg', 55, 1)
Expand Down Expand Up @@ -2693,12 +2718,13 @@ Defined in conflicts.dm of the #defines folder.
else
delay_mod = -FIRE_DELAY_TIER_10
G.recalculate_attachment_bonuses()
G.stop_fire()

initial_mob_dir = user.dir
RegisterSignal(user, COMSIG_MOB_MOVE_OR_LOOK, PROC_REF(handle_mob_move_or_look))

if(G.flags_gun_features & GUN_SUPPORT_PLATFORM)
G.add_bullet_trait(BULLET_TRAIT_ENTRY_ID("iff", /datum/element/bullet_trait_iff))
G.add_firemode(GUN_FIREMODE_AUTOMATIC)

else
to_chat(user, SPAN_NOTICE("You retract [src]."))
Expand Down
9 changes: 9 additions & 0 deletions code/modules/projectiles/gun_helpers.dm
Original file line number Diff line number Diff line change
Expand Up @@ -700,6 +700,9 @@ DEFINES in setup.dm, referenced here.
CRASH("add_firemode called with a resulting gun_firemode_list length of [length(gun_firemode_list)].")

/obj/item/weapon/gun/proc/remove_firemode(removed_firemode, mob/user)
if(!(removed_firemode in gun_firemode_list))
return

if(!length(gun_firemode_list) || (length(gun_firemode_list) == 1))
CRASH("remove_firemode called with gun_firemode_list length [length(gun_firemode_list)].")

Expand All @@ -710,7 +713,9 @@ DEFINES in setup.dm, referenced here.
do_toggle_firemode(user, gun_firemode)

/obj/item/weapon/gun/proc/setup_firemodes()
var/old_firemode = gun_firemode
gun_firemode_list.len = 0

if(start_semiauto)
gun_firemode_list |= GUN_FIREMODE_SEMIAUTO

Expand All @@ -722,6 +727,10 @@ DEFINES in setup.dm, referenced here.

if(!length(gun_firemode_list))
CRASH("[src] called setup_firemodes() with an empty gun_firemode_list")

else if(old_firemode in gun_firemode_list)
gun_firemode = old_firemode

else
gun_firemode = gun_firemode_list[1]

Expand Down
2 changes: 2 additions & 0 deletions code/modules/projectiles/guns/energy.dm
Original file line number Diff line number Diff line change
Expand Up @@ -181,6 +181,7 @@
fire_sound = 'sound/weapons/Laser4.ogg'
has_charge_meter = FALSE
charge_icon = "+laz_uzi_empty"
start_automatic = TRUE

/obj/item/weapon/gun/energy/laz_uzi/set_gun_config_values()
..()
Expand All @@ -194,6 +195,7 @@
scatter_unwielded = SCATTER_AMOUNT_TIER_6
damage_mult = BASE_BULLET_DAMAGE_MULT
recoil_unwielded = RECOIL_AMOUNT_TIER_5
fa_scatter_peak = SCATTER_AMOUNT_TIER_8

//############################ Taser ##################
// Lots of bits for it so splitting off an area
Expand Down
2 changes: 1 addition & 1 deletion code/modules/projectiles/guns/flamer/flamer.dm
Original file line number Diff line number Diff line change
Expand Up @@ -370,7 +370,7 @@

/obj/item/weapon/gun/flamer/M240T/auto/set_gun_config_values()
. = ..()
set_fire_delay(FIRE_DELAY_TIER_3)
set_fire_delay(FIRE_DELAY_TIER_7)

GLOBAL_LIST_EMPTY(flamer_particles)
/particles/flamer_fire
Expand Down
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