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Burstfire part two
Burst toggles added. Added a burstfire x-ray laser that's only marginally deadlier than the normal laser. But. It is cool.
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@@ -1219,6 +1219,7 @@
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#include "code\modules\projectiles\guns\alien.dm"
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#include "code\modules\projectiles\guns\energy.dm"
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#include "code\modules\projectiles\guns\projectile.dm"
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#include "code\modules\projectiles\guns\energy\burst.dm"
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#include "code\modules\projectiles\guns\energy\erifles.dm"
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#include "code\modules\projectiles\guns\energy\laser.dm"
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#include "code\modules\projectiles\guns\energy\nuclear.dm"
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@@ -0,0 +1,54 @@
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/obj/item/weapon/gun/energy/automatic/
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name = "you shouldnt have spawned this"
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desc = "this gun only exists to hold variables in the code. please delete."
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icon_state = "xray"
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fire_sound = 'sound/weapons/laser3.ogg'
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origin_tech = "combat=5;materials=3;magnets=2"
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projectile_type = "/obj/item/projectile/beam/xray/burst"
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w_class = 3
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fire_delay = 2
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projectiles_per_shot = 3 //more than three and adminlogs will cry
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fire_cooldown = 2
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/*
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/obj/item/weapon/gun/energy/automatic/verb/toggle_burst()
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set name = "Toggle Burst"
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set category = "Object"
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if (projectiles_per_shot == 3)
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loc << "\red [src.name] is now set to single shot.."
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projectiles_per_shot = 1
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fire_cooldown = 0
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else
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loc << "\red [src.name] is now set to fire in bursts."
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projectiles_per_shot = 3
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fire_cooldown = 2
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update_icon()
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*/
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/obj/item/weapon/gun/energy/automatic/rapidlaser
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name = "rapid laser gun"
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desc = "A high-power laser gun capable of expelling rapid bursts of concentrated xray blasts."
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icon_state = "xray"
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fire_sound = 'sound/weapons/laser3.ogg'
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origin_tech = "combat=5;materials=3;magnets=2"
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projectile_type = "/obj/item/projectile/beam/xray/burst"
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charge_cost = 33
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w_class = 3
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/obj/item/weapon/gun/energy/automatic/destroyer
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name = "pulse destroyer"
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desc = "A heavy-duty, pulse-based energy weapon."
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cell_type = "/obj/item/weapon/cell/infinite"
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projectile_type = "/obj/item/projectile/beam/pulse"
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fire_sound = 'sound/weapons/pulse.ogg'
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icon_state = "pulse"
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item_state = null
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w_class = 4
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slot_flags = SLOT_BACK
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force = 666
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charge_cost = 0
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projectiles_per_shot = 10
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fire_cooldown = 0
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fire_delay = 0
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attack_self(mob/living/user as mob)
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user << "\red [src.name] has three settings, and they are all DESTROY."
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@@ -9,8 +9,22 @@
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ammo_type = "/obj/item/ammo_casing/c9mm"
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automatic = 1
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fire_delay = 0
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projectiles_per_shot = 3
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fire_cooldown = 1
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projectiles_per_shot = 1
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/obj/item/weapon/gun/projectile/automatic/verb/toggle_burst()
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set name = "Toggle Burst"
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set category = "Object"
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if (projectiles_per_shot == 3)
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loc << "\red [src.name] is now set to single shot.."
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projectiles_per_shot = 1
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fire_cooldown = 0
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else
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loc << "\red [src.name] is now set to fire in bursts."
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projectiles_per_shot = 3
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fire_cooldown = 2
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update_icon()
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// isHandgun()
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@@ -100,6 +100,12 @@ var/list/beam_master = list()
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icon_state = "xray"
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damage = 30
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/obj/item/projectile/beam/xray/burst
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name = "xray beam"
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icon_state = "xray"
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// damage = 15 this makes rapidlasers kill almost exactly as fast as the rifle, but since they do a tripleburst, armor is much more effective. plus. rng miss.
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damage = 20 //hence 20 damage. slight advantage over regular lasers. half-capacity for damage. use for coolness. use laser cannons for powergame.
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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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