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Fixes the Detective Revolver shooting .357 by default #36503
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According to my gun expert Irradiation a .357 revolver could fire .38 rounds just fine but a .38 revolver could NOT do the same. It's also weird and dumb to have the ability in the first place for any detective to get their own traitor revolver roundstart considering:
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ten year old bug, finally fixed... the sec metaclub will remember this... |
return 1 | ||
if(istype(AC, /obj/item/ammo_casing/a357) && !perfect && prob(70 - (getAmmo() * 10))) //minimum probability of 10, maximum of 60 | ||
if(istype(AC, /obj/item/ammo_casing/a357) && (caliber[POINT357] == 1) && !perfect && prob(70 - (getAmmo() * 10))) //minimum probability of 10, maximum of 60 |
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I'd rewrite this proc so that it goes through the easiest returns first, since this is combat-live and should process ASAP. Example
/obj/item/weapon/gun/projectile/detective/special_check(var/mob/living/carbon/human/M)
if(perfect) //perfectly modified gun always fires correctly
return 1
var/dakka = getAmmo() //run the semi expensive proc once
if(!dakka) //out of dakka
return 0
if(!istype(loaded[1], /obj/item/ammo_casing/a357)) //only 357 explodes
return 1
if(!caliber[POINT357]) //Gun has 357 from above somehow but isn't modified at all
return 0 //or, explosion! if explosion, combine with below if statement with OR
if(prob(70 - (dakka * 10))) /10% explode with 6 bullets, 60% with 1 (i don't like this balance but that's what it was supposed to be despite never working)
boom code
else //passed all checks! fire dangerous gun!!!
return 1
And tbh, 20 burn damage (*edit: to a random part of your body, vs your hand) and a silent qdel sucks. There's no light explosion, nor any boom noise. special_check triggers before the gun firing sound. Perhaps add a boom noise here, or even a light explosion?
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Additionally, caliber is the variable used to determine what ammo a gun is allowed to load. A modified revolver is still supposed to be able to load and fire 38. Due to the terrible old code, it's no longer able to.
Bad idea!
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detective having a lethal that isn't just the sec go to option of the shotgun is cool |
I think this is bad logic. It's currently completely useless because it doesn't do anything. If suddenly it was useful, then maybe people would buy it.
Shotguns are worse than .357 magnum rounds. The revolver with .357 can kill you practically instantly. There's a reason that, as a traitor weapon, it costs the majority of your telecrystals, and is still--to this day--the go-to option for murderbone. It is objectively better than any other lethal option Sec has.
You can just say this. You don't have to pretend you have reasons beyond "I like it" That being said, I think that the conversion kit should be removed and we should just let Detectives screwdriver their gun, because it's cool. |
This is an ancient bug that has existed for eons and the only reason it wasn't fixed, in my opinion, is because it was abused by det players. |
what % chance of exploding does it have? |
>Security has such a wide variety of weapons and an infinite ammo generator already that one additional lethal weapon is a drop in the bucket. The balance is supposed to be the IC and OOC rules that govern restraint in using it. People claim a lot that detective is supposed to be a roleplay role, moreso than the rest of security, and I fail to see how encouraging people to make their gun lethal (even one bullet has a high chance to inflict IB and kill you) makes it roleplay more. The normal detective gun stuns people just fine and is PRETTY MUCH THE SAME IN SINGLE COMBAT AS THE 357, the major difference being that it gives people time to talk and you get the chance to go over and capture (or laser/toolbox). With a 357 you're encouraged to just kill people instead of capturing them (I've personally been magdumped three times in the last few weeks), and that's not something a real detective player should want. With a group of enemies the 357 is grotesque and stronger than even the lawgiver since it's supposed to be a traitor weapon. |
pretty much what bomber said |
Live ServerExplosion ChanceIf there are 6 bullets (of any type) in the gun, firing 357 illegally will have a 10% to explode, dealing 20 burn to a random organ. The gun is qdel'd in the process. Unmodified revolvers
Modified revolvers (any)
PR changesExplosion odds remain the same Unmodified revolvers
Screwdriver modified revolvers
Tator tot kit modified revolvers
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That explosion % chance is silly. May as well remove the ability to modify it with a screwdriver all together. All I can see now is someone like Joey slipping the detective and qdel'ing the revolver every round (which should be something the clown can/should do). |
Oh, like you can do to the HoS' Lawgiver at the cost of a hand? |
That'd only happen if the detective was chronically filling his revolver with 357 anyway, which is bad detective behavior. If you want to take the risk do it when it counts. |
this should be merged for the sole purpose of it being an explicit (ancient/legacy/oldcoder) bugfix |
My initial thoughts on this PR are that the current live behavior has been like this for a decade without any further balance changes, so simply reimplementing ten year old intended code as a bugfix is probably a bad idea without actually strongly considering the impact of this thing. For example, the up-to-60% to have your gun explode when firing a bullet is an extreme change, and for people who have played over a hundred rounds of detective and miss the changelog? It's gonna be a funny time when their gun starts exploding. My thoughts on issues brought up. These are unsorted. Expect to find one to support your own side of this big whole argument:
I'm currently on the stance of just merging this PR, though with the change that the modified revolver can still fire 38s. |
This PR makes me crave new ammunition types for most of our firearms. |
Strong argument to fix an old exploit. |
As the owner of a .357 IRL you absolutely can shoot .38 out of it lol |
What this does
Prevents the detective revolver from accepting and shooting .357 rounds without consequence. This restores the intended functionality of requiring you to either use a screwdriver on the revolver for a chance to explode in your hands while using .357 rounds or to use the conversion kit with no risk of exploding.
Why it's good
Closes #34628.
Changelog
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