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Vehicle enhancements #12237
Vehicle enhancements #12237
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Conflicts: src/damage.cpp src/player.cpp src/vehicle.cpp
Nice PR dude loving your work :) |
@@ -5624,7 +5551,7 @@ bool vehicle::automatic_fire_turret( int p, const itype &gun, const itype &ammo, | |||
// Drain a ton of power | |||
tmp_ups.charges = drain( fuel_type_battery, 1000 ); | |||
tmp.worn.insert( tmp.worn.end(), tmp_ups ); | |||
tmp.fire_gun( xtarg, ytarg, burst ); | |||
tmp.fire_gun( targ, abs( parts[p].mode ) ); |
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Is the behavior change intended? The original code had abs(mode)>1
, this here is abs(mode)>0
.
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Oops, a typo
EDIT: Wait no, this is using the second overload which has burst size as a second argument. It doesn't actually limit the burst size yet, just checks it for >1.
If it's confusing, I could change it to be like the 2d one or at least change its name.
Striking a blow for common sense! Nice work, @Coolthulhu! |
I /liked/ the music CDs. :\ Nice immersion detail. |
I liked the CDs myself. I imagine thumping over bodies listening to some 80s hair metal. |
I removed them because they are an ugly placeholder with a bad implementation. If someone wrote a proper one that doesn't eat CDs, can keep the CD while not playing and works nicely in vehicles with stereo started in some other way than player using it (mapgen or remote control), it could be a nice addition. |
I got an idea for CDs then. :-) |
ammo_effects
(could also be useful for NPCs, not just vehicles). Also cleaned upammo_effects
and added a 3point argument.