mirror of
https://github.com/Aurorastation/Aurora-Old.git
synced 2026-07-15 17:52:49 +01:00
b4f00eeae8
secgun-- three types of rounds. lethal, lessthanlethal, flash. lethal is midbullet2. ltl is weakbullet. flash is 5 brute and does not stun, but it makes people who get hit by it and people within two tiles of the tile hit get eyeflashed. the eyeflash is minor unless you score a direct hit, but still disorienting i guess. radiation fix: you once again pass out when you get completely irradiated. the radiation burns damage and cloneloss that very rarely happens with extremely heavy radiation poisoning was given a significant buff. as in you'll actually notice it now. you'll notice it a lot. made it so vamps don't have to breathe. intend to do some fixes. intend to maybe give vamps a maybe 'pretend to be alive' verb that turns their heart on and off. maybe. or maybe they'll just lose their heartbeat. nobreathing is a first step maybe mutagen fix. no more telekinetic pink braces. bumped accuracy up a bit.
126 lines
2.8 KiB
Plaintext
126 lines
2.8 KiB
Plaintext
/obj/item/projectile/bullet
|
|
name = "bullet"
|
|
icon_state = "bullet"
|
|
damage = 60
|
|
damage_type = BRUTE
|
|
nodamage = 0
|
|
flag = "bullet"
|
|
embed = 1
|
|
sharp = 1
|
|
|
|
on_hit(var/atom/target, var/blocked = 0)
|
|
if (..(target, blocked))
|
|
var/mob/living/L = target
|
|
shake_camera(L, 3, 2)
|
|
|
|
/obj/item/projectile/bullet/weakbullet // "rubber" bullets
|
|
damage = 10
|
|
agony = 60
|
|
/* stun = 5
|
|
weaken = 5*/
|
|
embed = 0
|
|
sharp = 0
|
|
|
|
/obj/item/projectile/bullet/weakbullet/beanbag //because beanbags are not bullets
|
|
name = "beanbag"
|
|
|
|
/obj/item/projectile/bullet/weakbullet/rubber
|
|
name = "rubber bullet"
|
|
|
|
/obj/item/projectile/bullet/midbullet
|
|
damage = 20
|
|
stun = 5
|
|
weaken = 5
|
|
|
|
/obj/item/projectile/bullet/midbullet2
|
|
damage = 25
|
|
|
|
/obj/item/projectile/bullet/incendiary
|
|
icon_state= "fireball"
|
|
|
|
/obj/item/projectile/bullet/incendiary/on_hit(var/atom/target, var/blocked = 0)
|
|
if(istype(target, /mob/living/carbon))
|
|
var/mob/living/carbon/M = target
|
|
M.adjust_fire_stacks(1)
|
|
M.IgniteMob()
|
|
else if(istype(target, /mob/living/silicon/robot))
|
|
var/mob/living/silicon/robot/M = target
|
|
M.adjust_fire_stacks(1)
|
|
M.IgniteMob()
|
|
/obj/item/projectile/bullet/incendiary/shell
|
|
name = "incendiary shell"
|
|
damage_type = BURN
|
|
damage = 20
|
|
embed = 0
|
|
sharp = 0
|
|
|
|
/obj/item/projectile/bullet/suffocationbullet//How does this even work?
|
|
name = "co bullet"
|
|
damage = 20
|
|
damage_type = OXY
|
|
|
|
|
|
/obj/item/projectile/bullet/cyanideround
|
|
name = "poison bullet"
|
|
damage = 40
|
|
damage_type = TOX
|
|
|
|
|
|
/obj/item/projectile/bullet/burstbullet//I think this one needs something for the on hit
|
|
name = "exploding bullet"
|
|
damage = 20
|
|
embed = 0
|
|
edge = 1
|
|
|
|
|
|
/obj/item/projectile/bullet/stunshot
|
|
name = "stunshot"
|
|
damage = 5
|
|
stun = 10
|
|
weaken = 10
|
|
stutter = 10
|
|
embed = 0
|
|
sharp = 0
|
|
|
|
/obj/item/projectile/bullet/a762
|
|
damage = 25
|
|
|
|
/obj/item/projectile/bullet/chameleon
|
|
damage = 1 // stop trying to murderbone with a fake gun dumbass!!!
|
|
embed = 0 // nope
|
|
|
|
/obj/item/projectile/bullet/weakbullet/flash
|
|
name = "flash round"
|
|
damage = 5
|
|
agony = 0
|
|
/obj/item/projectile/bullet/weakbullet/flash/on_hit(var/atom/target, var/blocked = 0)
|
|
playsound(src.loc, 'sound/weapons/flash.ogg', 100, 1)
|
|
|
|
if(ishuman(target))
|
|
var/mob/living/carbon/human/H = target
|
|
if(!H.eyecheck() > 0)
|
|
if(!H.blinded)
|
|
flick("e_flash", H:flash)
|
|
H << "\red The flash round blinds you!"
|
|
sleep (10)
|
|
flick("e_flash", H:flash)
|
|
sleep (10)
|
|
flick("e_flash", H:flash)
|
|
H << "\red nooooooo"
|
|
|
|
for(var/mob/living/carbon/human/M in oviewers(2, target))
|
|
if(!M.eyecheck() > 0)
|
|
if(!M.blinded)
|
|
flick("flash", M:flash)
|
|
M << "\red The flash round blinds you!"
|
|
/* sleep (5)
|
|
flick("e_flash", M:flash)
|
|
sleep (8)
|
|
flick("e_flash", M:flash)
|
|
sleep (10)
|
|
flick("e_flash", M:flash)
|
|
sleep (15)
|
|
flick("e_flash", M:flash)
|
|
sleep (20)
|
|
flick("e_flash", M:flash)
|
|
M << "\red nooooooo!"*/ |