mirror of
https://github.com/Aurorastation/Aurora-Old.git
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bb5de59a6e
Vamps: Hypnotize now a free power, cooldown increased. Space bats nerfed, but ability now summons two as before since they don't kill each other anymore. Vampjaunt brought back down to thirty. Holy water ignites and burns vamps. Laserpointer permablinding severely nerfed. Bad idea in retrospect. Added things to custom gear prefs. All energy weapons made more accurate, to compare with bulletweapons being generally way more deadly. Snipers/modulasers accuracy buffed, to account for aiming at a distance being broken. Isocubes. They're done but need a sprite. Pocket dimension that you suck highly dangerous criminals into. Spell edits were mostly to contain wizards and vamps from poofing out, which would cause them to be permastunned since only getting ejected removes the permastun.
49 lines
1.2 KiB
Plaintext
49 lines
1.2 KiB
Plaintext
/obj/item/weapon/gun/energy
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icon_state = "energy"
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name = "energy gun"
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desc = "A basic energy-based gun."
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fire_sound = 'sound/weapons/Taser.ogg'
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var/obj/item/weapon/cell/power_supply //What type of power cell this uses
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var/charge_cost = 100 //How much energy is needed to fire.
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var/cell_type = "/obj/item/weapon/cell"
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var/projectile_type = "/obj/item/projectile/beam/practice"
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var/modifystate
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rangedrop = -5 // energy weapons more accurate than bulletweapons.
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isHandgun()
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return 0
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emp_act(severity)
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power_supply.use(round(power_supply.maxcharge / severity))
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update_icon()
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..()
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New()
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..()
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if(cell_type)
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power_supply = new cell_type(src)
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else
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power_supply = new(src)
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power_supply.give(power_supply.maxcharge)
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return
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load_into_chamber()
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if(in_chamber) return 1
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if(!power_supply) return 0
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if(!power_supply.use(charge_cost)) return 0
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if(!projectile_type) return 0
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in_chamber = new projectile_type(src)
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return 1
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update_icon()
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var/ratio = power_supply.charge / power_supply.maxcharge
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ratio = round(ratio, 0.25) * 100
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if(modifystate)
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icon_state = "[modifystate][ratio]"
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else
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icon_state = "[initial(icon_state)][ratio]"
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