Skip to content
Open
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
7 changes: 2 additions & 5 deletions code/modules/projectiles/gun.dm
Original file line number Diff line number Diff line change
Expand Up @@ -341,7 +341,7 @@
pointblank = 0

//update timing
var/delay = max(fire_delay, burst_delay + 1, DEFAULT_QUICK_COOLDOWN)
var/delay = max(fire_delay, burst_delay + 1, (DEFAULT_QUICK_COOLDOWN)*!autofire_enabled) // Bosniation12 override
if(delay && istype(user))
user.setClickCooldown(delay)
next_fire_time = world.time + delay
Expand Down Expand Up @@ -480,10 +480,7 @@
if(isliving(firer))
var/mob/living/user = firer
//Not keeping gun active will throw off aim (for non-Masters)
if(user.skill_check(SKILL_WEAPONS, SKILL_PROF))
stood_still = min(user.l_move_time, last_handled)
else
stood_still = max(user.l_move_time, last_handled)
stood_still = max(user.l_move_time, last_handled) /// Bosniation12 override

stood_still = max(0,round((world.time - stood_still)/10) - 1)
if(stood_still)
Expand Down
4 changes: 4 additions & 0 deletions mods/content/bosniation/_bosniation.dm
Original file line number Diff line number Diff line change
@@ -0,0 +1,4 @@
// others are DME but that's just clerical afaik ~10sc.

#include "screen_health.dm"
#include "tacticool_reload.dm"
2 changes: 2 additions & 0 deletions mods/content/bosniation/hitscan_ballistics.dm
Original file line number Diff line number Diff line change
@@ -0,0 +1,2 @@
/obj/item/projectile/bullet
hitscan = TRUE
57 changes: 57 additions & 0 deletions mods/content/bosniation/screen_health.dm
Original file line number Diff line number Diff line change
@@ -0,0 +1,57 @@
// This override adds body damage overlays to the health doll.
/obj/screen/health/organs/on_update_icon()

var/mob/living/human/owner = owner_ref?.resolve()
if(!istype(owner))
return

cut_overlays()

// We don't check can_feel_pain() here, otherwise FBP don't get variable health indicators.
if(owner.has_chemical_effect(CE_PAINKILLER, 100))
icon_state = "health_numb"
compile_overlays()
return

icon_state = "blank"

// Generate a by-limb health display.
var/no_damage = 1
var/trauma_val = 0 // Used in calculating softcrit/hardcrit indicators.

var/decl/species/my_species = owner.get_species()
var/decl/bodytype/body = owner.get_bodytype()
trauma_val = max(owner.shock_stage, owner.get_shock())/ (my_species.total_health-100)

for(var/obj/item/organ/external/E in owner.get_external_organs())
if(no_damage && (E.brute_dam || E.burn_dam))
no_damage = 0
var/damage_image = E.get_damage_hud_image()
if(damage_image)
add_overlay(damage_image)
if(E.damage_state == "00")
continue
var/icon/doll_wounds = new /icon(body.get_damage_overlays(src), E.damage_state)
doll_wounds.Blend(get_limb_mask_for(E), ICON_MULTIPLY)
doll_wounds.Blend((BP_IS_ROBOTIC(E) ? SYNTH_BLOOD_COLOR : owner.get_blood_color(src)), ICON_MULTIPLY)
add_overlay(doll_wounds)
add_overlay(image(body.bandages_icon, "[E.icon_state][E.bandage_level()]"))

// Apply a fire overlay if we're burning.
var/crit_markers = get_ui_icon(owner.client?.prefs?.UI_style, HUD_CRIT_MARKER)
if(crit_markers)
if(owner.is_on_fire())
add_overlay(image(crit_markers, "burning"))
// Show a general pain/crit indicator if needed.
if(owner.is_asystole())
add_overlay(image(crit_markers, "hardcrit"))
else if(trauma_val)
if(trauma_val > 0.7)
add_overlay(image(crit_markers, "softcrit"))
if(trauma_val >= 1)
add_overlay(image(crit_markers, "hardcrit"))
else if(no_damage)
add_overlay(image(crit_markers, "fullhealth"))


compile_overlays()
8 changes: 8 additions & 0 deletions mods/content/bosniation/tacticool_reload.dm
Original file line number Diff line number Diff line change
@@ -0,0 +1,8 @@
/obj/item/ammo_magazine/bash(obj/item/used_item, mob/user)
//Masters can reload one-handed guns one-handed.
if (istype(used_item, /obj/item/gun/projectile) && (used_item.loc == user || used_item.loc.loc == user)) //Get around bags, webbing, etc
var/obj/item/gun/projectile/held_gun = used_item
if (user.skill_check(SKILL_WEAPONS, SKILL_PROF))
if (held_gun.one_hand_penalty < 3)
held_gun.load_ammo(src, user)
. = ..()
Loading