mirror of
https://github.com/Aurorastation/Aurora-Old.git
synced 2026-08-29 07:36:18 +01:00
Initial Commit
This commit is contained in:
@@ -0,0 +1,13 @@
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/obj/item/projectile/animate
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name = "bolt of animation"
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icon_state = "ice_1"
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damage = 0
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damage_type = BURN
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nodamage = 1
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flag = "energy"
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/obj/item/projectile/animate/Bump(var/atom/change)
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if((istype(change, /obj/item) || istype(change, /obj/structure)) && !is_type_in_list(change, protected_objects))
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var/obj/O = change
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new /mob/living/simple_animal/hostile/mimic/copy(O.loc, O, firer)
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..()
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@@ -0,0 +1,171 @@
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var/list/beam_master = list()
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//Use: Caches beam state images and holds turfs that had these images overlaid.
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//Structure:
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//beam_master
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// icon_states/dirs of beams
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// image for that beam
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// references for fired beams
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// icon_states/dirs for each placed beam image
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// turfs that have that icon_state/dir
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/obj/item/projectile/beam
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name = "laser"
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icon_state = "laser"
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pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
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damage = 40
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damage_type = BURN
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flag = "laser"
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eyeblur = 4
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var/frequency = 1
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process()
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var/reference = "\ref[src]" //So we do not have to recalculate it a ton
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var/first = 1 //So we don't make the overlay in the same tile as the firer
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spawn while(src) //Move until we hit something
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if((!( current ) || loc == current)) //If we pass our target
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current = locate(min(max(x + xo, 1), world.maxx), min(max(y + yo, 1), world.maxy), z)
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if((x == 1 || x == world.maxx || y == 1 || y == world.maxy))
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del(src) //Delete if it passes the world edge
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return
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step_towards(src, current) //Move~
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if(kill_count < 1)
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del(src)
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kill_count--
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if(!bumped && !isturf(original))
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if(loc == get_turf(original))
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if(!(original in permutated))
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Bump(original)
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if(!first) //Add the overlay as we pass over tiles
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var/target_dir = get_dir(src, current) //So we don't call this too much
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//If the icon has not been added yet
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if( !("[icon_state][target_dir]" in beam_master) )
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var/image/I = image(icon,icon_state,10,target_dir) //Generate it.
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beam_master["[icon_state][target_dir]"] = I //And cache it!
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//Finally add the overlay
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src.loc.overlays += beam_master["[icon_state][target_dir]"]
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//Add the turf to a list in the beam master so they can be cleaned up easily.
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if(reference in beam_master)
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var/list/turf_master = beam_master[reference]
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if("[icon_state][target_dir]" in turf_master)
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var/list/turfs = turf_master["[icon_state][target_dir]"]
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turfs += loc
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else
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turf_master["[icon_state][target_dir]"] = list(loc)
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else
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var/list/turfs = list()
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turfs["[icon_state][target_dir]"] = list(loc)
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beam_master[reference] = turfs
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else
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first = 0
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cleanup(reference)
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return
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Del()
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cleanup("\ref[src]")
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..()
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proc/cleanup(reference) //Waits .3 seconds then removes the overlay.
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src = null //we're getting deleted! this will keep the code running
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spawn(3)
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var/list/turf_master = beam_master[reference]
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for(var/laser_state in turf_master)
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var/list/turfs = turf_master[laser_state]
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for(var/turf/T in turfs)
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T.overlays -= beam_master[laser_state]
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return
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/obj/item/projectile/beam/practice
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name = "laser"
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icon_state = "laser"
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pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
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damage = 0
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damage_type = BURN
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flag = "laser"
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eyeblur = 2
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/obj/item/projectile/beam/heavylaser
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name = "heavy laser"
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icon_state = "heavylaser"
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damage = 40
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/obj/item/projectile/beam/xray
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name = "xray beam"
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icon_state = "xray"
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damage = 30
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/obj/item/projectile/beam/pulse
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name = "pulse"
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icon_state = "u_laser"
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damage = 50
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/obj/item/projectile/beam/deathlaser
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name = "death laser"
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icon_state = "heavylaser"
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damage = 60
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/obj/item/projectile/beam/emitter
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name = "emitter beam"
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icon_state = "emitter"
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damage = 30
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/obj/item/projectile/beam/lastertag/blue
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name = "lasertag beam"
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icon_state = "bluelaser"
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pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
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damage = 0
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damage_type = BURN
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flag = "laser"
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on_hit(var/atom/target, var/blocked = 0)
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if(istype(target, /mob/living/carbon/human))
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var/mob/living/carbon/human/M = target
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if(istype(M.wear_suit, /obj/item/clothing/suit/redtag))
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M.Weaken(5)
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return 1
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/obj/item/projectile/beam/lastertag/red
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name = "lasertag beam"
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icon_state = "laser"
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pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
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damage = 0
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damage_type = BURN
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flag = "laser"
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on_hit(var/atom/target, var/blocked = 0)
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if(istype(target, /mob/living/carbon/human))
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var/mob/living/carbon/human/M = target
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if(istype(M.wear_suit, /obj/item/clothing/suit/bluetag))
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M.Weaken(5)
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return 1
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/obj/item/projectile/beam/lastertag/omni//A laser tag bolt that stuns EVERYONE
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name = "lasertag beam"
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icon_state = "omnilaser"
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pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
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damage = 0
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damage_type = BURN
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flag = "laser"
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on_hit(var/atom/target, var/blocked = 0)
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if(istype(target, /mob/living/carbon/human))
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var/mob/living/carbon/human/M = target
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if((istype(M.wear_suit, /obj/item/clothing/suit/bluetag))||(istype(M.wear_suit, /obj/item/clothing/suit/redtag)))
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M.Weaken(5)
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return 1
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/obj/item/projectile/beam/sniper
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name = "sniper beam"
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icon_state = "xray"
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damage = 60
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stun = 5
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weaken = 5
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stutter = 5
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@@ -0,0 +1,56 @@
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/obj/item/projectile/bullet
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name = "bullet"
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icon_state = "bullet"
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damage = 60
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damage_type = BRUTE
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nodamage = 0
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flag = "bullet"
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embed = 1
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on_hit(var/atom/target, var/blocked = 0)
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if (..(target, blocked))
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var/mob/living/L = target
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shake_camera(L, 3, 2)
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/obj/item/projectile/bullet/weakbullet // "rubber" bullets
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damage = 10
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stun = 5
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weaken = 5
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embed = 0
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/obj/item/projectile/bullet/midbullet
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damage = 20
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stun = 5
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weaken = 5
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/obj/item/projectile/bullet/midbullet2
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damage = 25
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/obj/item/projectile/bullet/suffocationbullet//How does this even work?
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name = "co bullet"
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damage = 20
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damage_type = OXY
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/obj/item/projectile/bullet/cyanideround
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name = "poison bullet"
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damage = 40
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damage_type = TOX
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/obj/item/projectile/bullet/burstbullet//I think this one needs something for the on hit
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name = "exploding bullet"
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damage = 20
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/obj/item/projectile/bullet/stunshot
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name = "stunshot"
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damage = 5
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stun = 10
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weaken = 10
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stutter = 10
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embed = 0
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/obj/item/projectile/bullet/a762
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damage = 25
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@@ -0,0 +1,96 @@
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/obj/item/projectile/change
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name = "bolt of change"
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icon_state = "ice_1"
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damage = 0
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damage_type = BURN
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nodamage = 1
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flag = "energy"
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on_hit(var/atom/change)
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wabbajack(change)
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/obj/item/projectile/change/proc/wabbajack (mob/M as mob in living_mob_list)
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if(istype(M, /mob/living) && M.stat != DEAD)
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if(M.monkeyizing) return
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if(M.has_brain_worms()) return //Borer stuff - RR
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M.monkeyizing = 1
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M.canmove = 0
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M.icon = null
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M.overlays.Cut()
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M.invisibility = 101
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if(istype(M, /mob/living/silicon/robot))
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var/mob/living/silicon/robot/Robot = M
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if(Robot.mmi) del(Robot.mmi)
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else
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for(var/obj/item/W in M)
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if(istype(W, /obj/item/weapon/implant)) //TODO: Carn. give implants a dropped() or something
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del(W)
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continue
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W.layer = initial(W.layer)
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W.loc = M.loc
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W.dropped(M)
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var/mob/living/new_mob
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var/randomize = pick("monkey","robot","slime","xeno","human")
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switch(randomize)
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if("monkey")
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new_mob = new /mob/living/carbon/monkey(M.loc)
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new_mob.universal_speak = 1
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if("robot")
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new_mob = new /mob/living/silicon/robot(M.loc)
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new_mob.gender = M.gender
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new_mob.invisibility = 0
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new_mob.job = "Cyborg"
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var/mob/living/silicon/robot/Robot = new_mob
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Robot.mmi = new /obj/item/device/mmi(new_mob)
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Robot.mmi.transfer_identity(M) //Does not transfer key/client.
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if("slime")
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if(prob(50)) new_mob = new /mob/living/carbon/slime/adult(M.loc)
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else new_mob = new /mob/living/carbon/slime(M.loc)
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new_mob.universal_speak = 1
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if("xeno")
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var/alien_caste = pick("Hunter","Sentinel","Drone","Larva")
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switch(alien_caste)
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if("Hunter") new_mob = new /mob/living/carbon/alien/humanoid/hunter(M.loc)
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if("Sentinel") new_mob = new /mob/living/carbon/alien/humanoid/sentinel(M.loc)
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if("Drone") new_mob = new /mob/living/carbon/alien/humanoid/drone(M.loc)
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else new_mob = new /mob/living/carbon/alien/larva(M.loc)
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new_mob.universal_speak = 1
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if("human")
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new_mob = new /mob/living/carbon/human(M.loc)
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if(M.gender == MALE)
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new_mob.gender = MALE
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new_mob.name = pick(first_names_male)
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else
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new_mob.gender = FEMALE
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new_mob.name = pick(first_names_female)
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new_mob.name += " [pick(last_names)]"
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new_mob.real_name = new_mob.name
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var/datum/preferences/A = new() //Randomize appearance for the human
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A.randomize_appearance_for(new_mob)
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var/mob/living/carbon/human/H = new_mob
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var/newspecies = pick(all_species)
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H.set_species(newspecies)
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else
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return
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for (var/obj/effect/proc_holder/spell/S in M.spell_list)
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new_mob.spell_list += new S.type
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new_mob.a_intent = "hurt"
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if(M.mind)
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M.mind.transfer_to(new_mob)
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else
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new_mob.key = M.key
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new_mob << "<B>Your form morphs into that of a [randomize].</B>"
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del(M)
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return new_mob
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@@ -0,0 +1,87 @@
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/obj/item/projectile/energy
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name = "energy"
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icon_state = "spark"
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damage = 0
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damage_type = BURN
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flag = "energy"
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/obj/item/projectile/energy/electrode
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name = "electrode"
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icon_state = "spark"
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nodamage = 1
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/*
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stun = 10
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weaken = 10
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stutter = 10
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*/
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agony = 50
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damage_type = HALLOSS
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//Damage will be handled on the MOB side, to prevent window shattering.
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/obj/item/projectile/energy/declone
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name = "declone"
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icon_state = "declone"
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nodamage = 1
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damage_type = CLONE
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irradiate = 40
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/obj/item/projectile/energy/dart
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name = "dart"
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icon_state = "toxin"
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damage = 5
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damage_type = TOX
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weaken = 5
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|
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/obj/item/projectile/energy/bolt
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name = "bolt"
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icon_state = "cbbolt"
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damage = 10
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damage_type = TOX
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nodamage = 0
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weaken = 10
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stutter = 10
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|
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/obj/item/projectile/energy/bolt/large
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name = "largebolt"
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damage = 20
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|
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/obj/item/projectile/energy/neurotoxin
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name = "neuro"
|
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icon_state = "neurotoxin"
|
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damage = 5
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damage_type = TOX
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weaken = 5
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/obj/item/projectile/energy/plasma
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name = "plasma bolt"
|
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icon_state = "energy"
|
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damage = 20
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damage_type = TOX
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irradiate = 20
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|
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/obj/item/projectile/energy/electrode/instant
|
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name = "electrode"
|
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icon_state = "spark"
|
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nodamage = 1
|
||||
stun = 10
|
||||
weaken = 10
|
||||
stutter = 10
|
||||
|
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/obj/item/projectile/energy/electrode/high
|
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name = "electrode"
|
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icon_state = "spark"
|
||||
nodamage = 1
|
||||
/*
|
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stun = 10
|
||||
weaken = 10
|
||||
stutter = 10
|
||||
*/
|
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agony = 70
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damage_type = HALLOSS
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@@ -0,0 +1,30 @@
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/obj/item/projectile/forcebolt
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name = "force bolt"
|
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icon = 'icons/obj/projectiles.dmi'
|
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icon_state = "ice_1"
|
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damage = 20
|
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flag = "energy"
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embed = 1
|
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|
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/obj/item/projectile/forcebolt/strong
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name = "force bolt"
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/obj/item/projectile/forcebolt/on_hit(var/atom/target, var/blocked = 0)
|
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|
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var/obj/T = target
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var/throwdir = get_dir(firer,target)
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T.throw_at(get_edge_target_turf(target, throwdir),10,10)
|
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return 1
|
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|
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/*
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/obj/item/projectile/forcebolt/strong/on_hit(var/atom/target, var/blocked = 0)
|
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|
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// NONE OF THIS WORKS. DO NOT USE.
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||||
var/throwdir = null
|
||||
|
||||
for(var/mob/M in hearers(2, src))
|
||||
if(M.loc != src.loc)
|
||||
throwdir = get_dir(src,target)
|
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M.throw_at(get_edge_target_turf(M, throwdir),15,1)
|
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return ..()
|
||||
*/
|
||||
@@ -0,0 +1,140 @@
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||||
/obj/item/projectile/ion
|
||||
name = "ion bolt"
|
||||
icon_state = "ion"
|
||||
damage = 0
|
||||
damage_type = BURN
|
||||
nodamage = 1
|
||||
flag = "energy"
|
||||
|
||||
|
||||
on_hit(var/atom/target, var/blocked = 0)
|
||||
empulse(target, 1, 1)
|
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return 1
|
||||
|
||||
|
||||
/obj/item/projectile/bullet/gyro
|
||||
name ="explosive bolt"
|
||||
icon_state= "bolter"
|
||||
damage = 50
|
||||
flag = "bullet"
|
||||
|
||||
|
||||
on_hit(var/atom/target, var/blocked = 0)
|
||||
explosion(target, -1, 0, 2)
|
||||
return 1
|
||||
|
||||
/obj/item/projectile/temp
|
||||
name = "freeze beam"
|
||||
icon_state = "ice_2"
|
||||
damage = 0
|
||||
damage_type = BURN
|
||||
nodamage = 1
|
||||
flag = "energy"
|
||||
var/temperature = 300
|
||||
|
||||
|
||||
on_hit(var/atom/target, var/blocked = 0)//These two could likely check temp protection on the mob
|
||||
if(istype(target, /mob/living))
|
||||
var/mob/M = target
|
||||
M.bodytemperature = temperature
|
||||
return 1
|
||||
|
||||
/obj/item/projectile/meteor
|
||||
name = "meteor"
|
||||
icon = 'icons/obj/meteor.dmi'
|
||||
icon_state = "smallf"
|
||||
damage = 0
|
||||
damage_type = BRUTE
|
||||
nodamage = 1
|
||||
flag = "bullet"
|
||||
|
||||
Bump(atom/A as mob|obj|turf|area)
|
||||
if(A == firer)
|
||||
loc = A.loc
|
||||
return
|
||||
|
||||
sleep(-1) //Might not be important enough for a sleep(-1) but the sleep/spawn itself is necessary thanks to explosions and metoerhits
|
||||
|
||||
if(src)//Do not add to this if() statement, otherwise the meteor won't delete them
|
||||
if(A)
|
||||
|
||||
A.meteorhit(src)
|
||||
playsound(src.loc, 'sound/effects/meteorimpact.ogg', 40, 1)
|
||||
|
||||
for(var/mob/M in range(10, src))
|
||||
if(!M.stat && !istype(M, /mob/living/silicon/ai))\
|
||||
shake_camera(M, 3, 1)
|
||||
del(src)
|
||||
return 1
|
||||
else
|
||||
return 0
|
||||
|
||||
/obj/item/projectile/energy/floramut
|
||||
name = "alpha somatoray"
|
||||
icon_state = "energy"
|
||||
damage = 0
|
||||
damage_type = TOX
|
||||
nodamage = 1
|
||||
flag = "energy"
|
||||
|
||||
on_hit(var/atom/target, var/blocked = 0)
|
||||
var/mob/living/M = target
|
||||
// if(ishuman(target) && M.dna && M.dna.mutantrace == "plant") //Plantmen possibly get mutated and damaged by the rays.
|
||||
if(ishuman(target))
|
||||
var/mob/living/carbon/human/H = M
|
||||
if((H.species.flags & IS_PLANT) && (M.nutrition < 500))
|
||||
if(prob(15))
|
||||
M.apply_effect((rand(30,80)),IRRADIATE)
|
||||
M.Weaken(5)
|
||||
for (var/mob/V in viewers(src))
|
||||
V.show_message("\red [M] writhes in pain as \his vacuoles boil.", 3, "\red You hear the crunching of leaves.", 2)
|
||||
if(prob(35))
|
||||
// for (var/mob/V in viewers(src)) //Public messages commented out to prevent possible metaish genetics experimentation and stuff. - Cheridan
|
||||
// V.show_message("\red [M] is mutated by the radiation beam.", 3, "\red You hear the snapping of twigs.", 2)
|
||||
if(prob(80))
|
||||
randmutb(M)
|
||||
domutcheck(M,null)
|
||||
else
|
||||
randmutg(M)
|
||||
domutcheck(M,null)
|
||||
else
|
||||
M.adjustFireLoss(rand(5,15))
|
||||
M.show_message("\red The radiation beam singes you!")
|
||||
// for (var/mob/V in viewers(src))
|
||||
// V.show_message("\red [M] is singed by the radiation beam.", 3, "\red You hear the crackle of burning leaves.", 2)
|
||||
else if(istype(target, /mob/living/carbon/))
|
||||
// for (var/mob/V in viewers(src))
|
||||
// V.show_message("The radiation beam dissipates harmlessly through [M]", 3)
|
||||
M.show_message("\blue The radiation beam dissipates harmlessly through your body.")
|
||||
else
|
||||
return 1
|
||||
|
||||
/obj/item/projectile/energy/florayield
|
||||
name = "beta somatoray"
|
||||
icon_state = "energy2"
|
||||
damage = 0
|
||||
damage_type = TOX
|
||||
nodamage = 1
|
||||
flag = "energy"
|
||||
|
||||
on_hit(var/atom/target, var/blocked = 0)
|
||||
var/mob/M = target
|
||||
// if(ishuman(target) && M.dna && M.dna.mutantrace == "plant") //These rays make plantmen fat.
|
||||
if(ishuman(target)) //These rays make plantmen fat.
|
||||
var/mob/living/carbon/human/H = M
|
||||
if((H.species.flags & IS_PLANT) && (M.nutrition < 500))
|
||||
M.nutrition += 30
|
||||
else if (istype(target, /mob/living/carbon/))
|
||||
M.show_message("\blue The radiation beam dissipates harmlessly through your body.")
|
||||
else
|
||||
return 1
|
||||
|
||||
|
||||
/obj/item/projectile/beam/mindflayer
|
||||
name = "flayer ray"
|
||||
|
||||
on_hit(var/atom/target, var/blocked = 0)
|
||||
if(ishuman(target))
|
||||
var/mob/living/carbon/human/M = target
|
||||
M.adjustBrainLoss(20)
|
||||
M.hallucination += 20
|
||||
Reference in New Issue
Block a user