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