Gunfixes, improved conversion code. No mutiny.

No mutinies at all.  Rest in peace.
Reduces handgun weightclass back to 3.  Pulse rifle firedelay dropped to
8 from 25.  Fires comparably to laser cannon.  Cult conversion resist
added.
This commit is contained in:
Duck-
2014-08-09 13:20:03 -04:00
parent 6495722383
commit 76a9f12de7
3 changed files with 30 additions and 9 deletions
@@ -199,7 +199,7 @@ modules/mob/living/carbon/human/life.dm if you die, you will be zoomed out.
w_class = 4
slot_flags = SLOT_BACK //Just realized... Going to need A LOT more on-back sprites now... FECK...
var/mode = 2
fire_delay_wielded = 25
fire_delay_wielded = 8
fire_delay_unwielded = 75
// attack_self(mob/living/user as mob)
@@ -16,6 +16,7 @@
desc = "A modified version of the basic laser gun, this one fires less concentrated energy bolts designed for target practice."
projectile_type = "/obj/item/projectile/beam/practice"
clumsy_check = 0
w_class = 3
isHandgun()
return 1
@@ -24,6 +25,7 @@ obj/item/weapon/gun/energy/laser/retro
name ="retro laser"
icon_state = "retro"
desc = "An older model of the basic lasergun, no longer used by Nanotrasen's security or military forces. Nevertheless, it is still quite deadly and easy to maintain, making it a favorite amongst pirates and other outlaws."
w_class = 3
isHandgun()
return 1
@@ -34,6 +36,7 @@ obj/item/weapon/gun/energy/laser/retro
force = 10
origin_tech = null
var/charge_tick = 0
w_class = 3
isHandgun()
return 1
@@ -104,7 +107,7 @@ obj/item/weapon/gun/energy/laser/retro
origin_tech = "combat=5;materials=3;magnets=2;syndicate=2"
projectile_type = "/obj/item/projectile/beam/xray"
charge_cost = 50
w_class = 3
////////Laser Tag////////////////////
@@ -116,6 +119,7 @@ obj/item/weapon/gun/energy/laser/retro
origin_tech = "combat=1;magnets=2"
clumsy_check = 0
var/charge_tick = 0
w_class = 3
special_check(var/mob/living/carbon/human/M)
if(ishuman(M))
@@ -153,6 +157,7 @@ obj/item/weapon/gun/energy/laser/retro
origin_tech = "combat=1;magnets=2"
clumsy_check = 0
var/charge_tick = 0
w_class = 3
special_check(var/mob/living/carbon/human/M)
if(ishuman(M))