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GAU Buff - Shooting twice the bullet per bullet #5065

Merged
merged 9 commits into from
Dec 12, 2023
64 changes: 33 additions & 31 deletions code/modules/cm_marines/dropship_ammo.dm
Original file line number Diff line number Diff line change
Expand Up @@ -141,7 +141,7 @@
ammo_count = 400
max_ammo_count = 400
transferable_ammo = TRUE
ammo_used_per_firing = 40
ammo_used_per_firing = 80
point_cost = 275
fire_mission_delay = 2
var/bullet_spread_range = 4 //how far from the real impact turf can bullets land
Expand All @@ -160,36 +160,38 @@
return "It's loaded with an empty [name]."

/obj/structure/ship_ammo/heavygun/detonate_on(turf/impact)
set waitfor = 0
var/list/turf_list = list()
for(var/turf/T in range(bullet_spread_range, impact))
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)
sleep(11) //speed of sound simulation
playsound(impact, 'sound/effects/gau.ogg',100,1,60)
set waitfor = 0
var/list/turf_list = list()
for(var/turf/T in range(bullet_spread_range, impact))
turf_list += T
var/soundplaycooldown = 0
var/debriscooldown = 0
for(var/i = 1 to ammo_used_per_firing)
sleep(1)
for(var/j = 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(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)


/obj/structure/ship_ammo/heavygun/antitank
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