Take into consideration reactivation time for non repeatable modules

like the assault DC and MJD when calculating their 'actual'
cycle time.
This commit is contained in:
Neugeniko
2018-03-17 11:44:29 +11:00
parent 1513b07071
commit 65ec8cf4ee

View File

@@ -713,7 +713,7 @@ class Module(HandledItem, HandledCharge, ItemAttrShortcut, ChargeAttrShortcut):
# Module can only fire one shot at a time, think bomb launchers or defender launchers
if self.disallowRepeatingAction:
if numShots > 1:
if numShots > 0:
"""
The actual mechanics behind this is complex. Behavior will be (for 3 ammo):
fire, reactivation delay, fire, reactivation delay, fire, max(reactivation delay, reload)
@@ -729,6 +729,7 @@ class Module(HandledItem, HandledCharge, ItemAttrShortcut, ChargeAttrShortcut):
Applies to MJD/MJFG
"""
effective_reload_time = max(raw_reload_time, self.reactivationDelay, 0)
speed = speed + effective_reload_time
else:
"""
Currently no other modules would have a reactivation delay, so for sanities sake don't try and account for it.