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.
This commit is contained in:
Duck-
2014-08-14 22:57:18 -04:00
parent 452d3177fc
commit b880c5fa50
4 changed files with 76 additions and 1 deletions
+1
View File
@@ -1219,6 +1219,7 @@
#include "code\modules\projectiles\guns\alien.dm"
#include "code\modules\projectiles\guns\energy.dm"
#include "code\modules\projectiles\guns\projectile.dm"
#include "code\modules\projectiles\guns\energy\burst.dm"
#include "code\modules\projectiles\guns\energy\erifles.dm"
#include "code\modules\projectiles\guns\energy\laser.dm"
#include "code\modules\projectiles\guns\energy\nuclear.dm"
@@ -0,0 +1,54 @@
/obj/item/weapon/gun/energy/automatic/
name = "you shouldnt have spawned this"
desc = "this gun only exists to hold variables in the code. please delete."
icon_state = "xray"
fire_sound = 'sound/weapons/laser3.ogg'
origin_tech = "combat=5;materials=3;magnets=2"
projectile_type = "/obj/item/projectile/beam/xray/burst"
w_class = 3
fire_delay = 2
projectiles_per_shot = 3 //more than three and adminlogs will cry
fire_cooldown = 2
/*
/obj/item/weapon/gun/energy/automatic/verb/toggle_burst()
set name = "Toggle Burst"
set category = "Object"
if (projectiles_per_shot == 3)
loc << "\red [src.name] is now set to single shot.."
projectiles_per_shot = 1
fire_cooldown = 0
else
loc << "\red [src.name] is now set to fire in bursts."
projectiles_per_shot = 3
fire_cooldown = 2
update_icon()
*/
/obj/item/weapon/gun/energy/automatic/rapidlaser
name = "rapid laser gun"
desc = "A high-power laser gun capable of expelling rapid bursts of concentrated xray blasts."
icon_state = "xray"
fire_sound = 'sound/weapons/laser3.ogg'
origin_tech = "combat=5;materials=3;magnets=2"
projectile_type = "/obj/item/projectile/beam/xray/burst"
charge_cost = 33
w_class = 3
/obj/item/weapon/gun/energy/automatic/destroyer
name = "pulse destroyer"
desc = "A heavy-duty, pulse-based energy weapon."
cell_type = "/obj/item/weapon/cell/infinite"
projectile_type = "/obj/item/projectile/beam/pulse"
fire_sound = 'sound/weapons/pulse.ogg'
icon_state = "pulse"
item_state = null
w_class = 4
slot_flags = SLOT_BACK
force = 666
charge_cost = 0
projectiles_per_shot = 10
fire_cooldown = 0
fire_delay = 0
attack_self(mob/living/user as mob)
user << "\red [src.name] has three settings, and they are all DESTROY."
@@ -9,8 +9,22 @@
ammo_type = "/obj/item/ammo_casing/c9mm"
automatic = 1
fire_delay = 0
projectiles_per_shot = 3
fire_cooldown = 1
projectiles_per_shot = 1
/obj/item/weapon/gun/projectile/automatic/verb/toggle_burst()
set name = "Toggle Burst"
set category = "Object"
if (projectiles_per_shot == 3)
loc << "\red [src.name] is now set to single shot.."
projectiles_per_shot = 1
fire_cooldown = 0
else
loc << "\red [src.name] is now set to fire in bursts."
projectiles_per_shot = 3
fire_cooldown = 2
update_icon()
// isHandgun()
@@ -100,6 +100,12 @@ var/list/beam_master = list()
icon_state = "xray"
damage = 30
/obj/item/projectile/beam/xray/burst
name = "xray beam"
icon_state = "xray"
// 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.
damage = 20 //hence 20 damage. slight advantage over regular lasers. half-capacity for damage. use for coolness. use laser cannons for powergame.
/obj/item/projectile/beam/pulse
name = "pulse"
icon_state = "u_laser"