mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-01-03 22:12:38 +00:00
Merge branch 'dev' into ofClicksAndCooldowns
Conflicts: code/_onclick/click.dm code/_onclick/telekinesis.dm code/game/machinery/deployable.dm code/game/objects/items.dm code/game/objects/structures/grille.dm code/modules/mob/living/simple_animal/simple_animal.dm code/setup.dm
This commit is contained in:
@@ -51,7 +51,7 @@
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/obj/item/ammo_magazine/mc9mm
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name = "magazine (9mm)"
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icon_state = "9x19p"
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origin_tech = "combat=2"
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origin_tech = list(TECH_COMBAT = 2)
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mag_type = MAGAZINE
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matter = list(DEFAULT_WALL_MATERIAL = 600)
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caliber = "9mm"
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@@ -67,9 +67,9 @@
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/obj/item/ammo_magazine/c9mm
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name = "ammunition Box (9mm)"
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icon_state = "9mm"
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origin_tech = "combat=2"
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matter = list(DEFAULT_WALL_MATERIAL = 1800)
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icon_state = "9mm"
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origin_tech = list(TECH_COMBAT = 2)
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matter = list(DEFAULT_WALL_MATERIAL = 1800)
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caliber = "9mm"
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ammo_type = /obj/item/ammo_casing/c9mm
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max_ammo = 30
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@@ -101,7 +101,7 @@
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/obj/item/ammo_magazine/c45
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name = "ammunition Box (.45)"
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icon_state = "9mm"
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origin_tech = "combat=2"
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origin_tech = list(TECH_COMBAT = 2)
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caliber = ".45"
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matter = list(DEFAULT_WALL_MATERIAL = 2250)
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ammo_type = /obj/item/ammo_casing/c45
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@@ -113,7 +113,7 @@
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/obj/item/ammo_magazine/a12mm
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name = "magazine (12mm)"
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icon_state = "12mm"
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origin_tech = "combat=2"
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origin_tech = list(TECH_COMBAT = 2)
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mag_type = MAGAZINE
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caliber = "12mm"
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matter = list(DEFAULT_WALL_MATERIAL = 1500)
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@@ -127,7 +127,7 @@
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/obj/item/ammo_magazine/a556
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name = "magazine (5.56mm)"
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icon_state = "5.56"
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origin_tech = "combat=2"
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origin_tech = list(TECH_COMBAT = 2)
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mag_type = MAGAZINE
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caliber = "a556"
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matter = list(DEFAULT_WALL_MATERIAL = 1800)
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@@ -145,7 +145,7 @@
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/obj/item/ammo_magazine/a50
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name = "magazine (.50)"
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icon_state = "50ae"
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origin_tech = "combat=2"
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origin_tech = list(TECH_COMBAT = 2)
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mag_type = MAGAZINE
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caliber = ".50"
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matter = list(DEFAULT_WALL_MATERIAL = 1260)
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@@ -171,7 +171,7 @@
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/obj/item/ammo_magazine/a762
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name = "magazine box (7.62mm)"
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icon_state = "a762"
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origin_tech = "combat=2"
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origin_tech = list(TECH_COMBAT = 2)
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mag_type = MAGAZINE
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caliber = "a762"
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matter = list(DEFAULT_WALL_MATERIAL = 4500)
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@@ -192,33 +192,3 @@
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max_ammo = 20
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multiple_sprites = 1
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/obj/item/ammo_magazine/chameleon
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name = "magazine (.45)"
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icon_state = "45"
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mag_type = MAGAZINE
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caliber = ".45"
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ammo_type = /obj/item/ammo_casing/chameleon
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max_ammo = 7
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multiple_sprites = 1
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matter = list()
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/obj/item/ammo_magazine/chameleon/empty
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initial_ammo = 0
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/*
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//unused garbage
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/obj/item/ammo_magazine/a418
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name = "ammo box (.418)"
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icon_state = "418"
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ammo_type = "/obj/item/ammo_casing/a418"
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max_ammo = 7
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multiple_sprites = 1
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/obj/item/ammo_magazine/a666
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name = "ammo box (.666)"
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icon_state = "666"
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ammo_type = "/obj/item/ammo_casing/a666"
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max_ammo = 4
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multiple_sprites = 1
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*/
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@@ -158,21 +158,3 @@
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icon_state = "rocketshell"
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projectile_type = /obj/item/missile
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caliber = "rocket"
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/obj/item/ammo_casing/chameleon
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name = "chameleon bullets"
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desc = "A set of bullets for the Chameleon Gun."
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projectile_type = /obj/item/projectile/bullet/chameleon
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caliber = ".45"
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/*
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/obj/item/ammo_casing/a418
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desc = "A .418 bullet casing."
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caliber = "357"
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projectile_type = /obj/item/projectile/bullet/suffocationbullet
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/obj/item/ammo_casing/a666
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desc = "A .666 bullet casing."
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caliber = "357"
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projectile_type = /obj/item/projectile/bullet/cyanideround
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*/
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@@ -47,7 +47,7 @@
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throw_speed = 4
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throw_range = 5
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force = 5
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origin_tech = "combat=1"
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origin_tech = list(TECH_COMBAT = 1)
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attack_verb = list("struck", "hit", "bashed")
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zoomdevicename = "scope"
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@@ -206,6 +206,9 @@
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if(user.client) user.client.move_delay = world.time + _move_delay
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next_fire_time = world.time + _fire_delay
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if(muzzle_flash)
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set_light(0)
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//obtains the next projectile to fire
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/obj/item/weapon/gun/proc/consume_next_projectile()
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return null
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@@ -247,10 +250,7 @@
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)
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if(muzzle_flash)
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var/turf/T_user = get_turf(user)
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var/turf/T_target = get_turf(target)
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var/obj/effect/effect/smoke/illumination/I = new /obj/effect/effect/smoke/illumination(get_step(T_user, get_dir(T_user,T_target)), brightness=muzzle_flash, lifetime=8)
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I.alpha = 0
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set_light(muzzle_flash)
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if(recoil)
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spawn()
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@@ -36,7 +36,6 @@
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fire_sound = isnull(current_mode.fire_sound)? initial(fire_sound) : current_mode.fire_sound
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update_icon()
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update_held_icon()
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/obj/item/weapon/gun/energy/emp_act(severity)
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..()
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@@ -78,7 +77,7 @@
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/obj/item/weapon/gun/energy/consume_next_projectile()
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if(!power_supply) return null
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if(!ispath(projectile_type)) return null
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if(!power_supply.use(charge_cost)) return null
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if(!power_supply.checked_use(charge_cost)) return null
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return new projectile_type(src)
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/obj/item/weapon/gun/energy/proc/get_external_power_supply()
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@@ -115,4 +114,4 @@
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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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update_held_icon()
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@@ -7,8 +7,8 @@
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slot_flags = SLOT_BELT|SLOT_BACK
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w_class = 3
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force = 10
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matter = list(DEFAULT_WALL_MATERIAL = 2000)
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origin_tech = "combat=3;magnets=2"
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origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 2)
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matter = list(DEFAULT_WALL_MATERIAL = 2000)
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projectile_type = /obj/item/projectile/beam
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fire_delay = 1 //rapid fire
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@@ -52,7 +52,7 @@ obj/item/weapon/gun/energy/retro
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icon_state = "lasercannon"
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item_state = null
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fire_sound = 'sound/weapons/lasercannonfire.ogg'
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origin_tech = "combat=4;materials=3;powerstorage=3"
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origin_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 3, TECH_POWER = 3)
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slot_flags = SLOT_BELT|SLOT_BACK
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projectile_type = /obj/item/projectile/beam/heavylaser
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charge_cost = 400
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@@ -71,7 +71,7 @@ obj/item/weapon/gun/energy/retro
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icon_state = "xray"
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item_state = "xray"
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fire_sound = 'sound/weapons/laser3.ogg'
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origin_tech = "combat=5;materials=3;magnets=2;syndicate=2"
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origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 3, TECH_MAGNET = 2, TECH_ILLEGAL = 2)
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projectile_type = /obj/item/projectile/beam/xray
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charge_cost = 100
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max_shots = 20
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@@ -83,7 +83,7 @@ obj/item/weapon/gun/energy/retro
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icon_state = "sniper"
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item_state = "laser"
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fire_sound = 'sound/weapons/marauder.ogg'
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origin_tech = "combat=6;materials=5;powerstorage=4"
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origin_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 5, TECH_POWER = 4)
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projectile_type = /obj/item/projectile/beam/sniper
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slot_flags = SLOT_BACK
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charge_cost = 400
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@@ -107,7 +107,7 @@ obj/item/weapon/gun/energy/retro
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name = "laser tag gun"
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item_state = "laser"
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desc = "Standard issue weapon of the Imperial Guard"
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origin_tech = "combat=1;magnets=2"
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origin_tech = list(TECH_COMBAT = 1, TECH_MAGNET = 2)
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self_recharge = 1
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matter = list(DEFAULT_WALL_MATERIAL = 2000)
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fire_sound = 'sound/weapons/Laser.ogg'
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@@ -7,7 +7,7 @@
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max_shots = 10
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projectile_type = /obj/item/projectile/beam/stun
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origin_tech = "combat=3;magnets=2"
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origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 2)
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modifystate = "energystun"
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firemodes = list(
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@@ -24,7 +24,7 @@
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name = "advanced energy gun"
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desc = "An energy gun with an experimental miniaturized reactor."
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icon_state = "nucgun"
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origin_tech = "combat=3;materials=5;powerstorage=3"
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origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 5, TECH_POWER = 3)
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slot_flags = SLOT_BELT
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force = 8 //looks heavier than a pistol
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self_recharge = 1
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@@ -44,46 +44,16 @@
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charge_tick = 0
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if(!power_supply) return 0
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if((power_supply.charge / power_supply.maxcharge) != 1)
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if(!failcheck()) return 0
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power_supply.give(charge_cost)
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update_icon()
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return 1
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/obj/item/weapon/gun/energy/gun/nuclear/proc/failcheck()
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lightfail = 0
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if (prob(src.reliability)) return 1 //No failure
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if (prob(src.reliability))
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for (var/mob/living/M in range(0,src)) //Only a minor failure, enjoy your radiation if you're in the same tile or carrying it
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if (src in M.contents)
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M << "<span class='warning'>Your gun feels pleasantly warm for a moment.</span>"
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else
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M << "<span class='warning'>You feel a warm sensation.</span>"
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M.apply_effect(rand(3,120), IRRADIATE)
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lightfail = 1
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else
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for (var/mob/living/M in range(rand(1,4),src)) //Big failure, TIME FOR RADIATION BITCHES
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if (src in M.contents)
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M << "<span class='danger'>Your gun's reactor overloads!</span>"
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M << "<span class='warning'>You feel a wave of heat wash over you.</span>"
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M.apply_effect(300, IRRADIATE)
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crit_fail = 1 //break the gun so it stops recharging
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processing_objects.Remove(src)
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update_icon()
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return 0
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/obj/item/weapon/gun/energy/gun/nuclear/proc/update_charge()
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if (crit_fail)
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overlays += "nucgun-whee"
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return
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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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overlays += "nucgun-[ratio]"
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/obj/item/weapon/gun/energy/gun/nuclear/proc/update_reactor()
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if(crit_fail)
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overlays += "nucgun-crit"
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return
|
||||
if(lightfail)
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overlays += "nucgun-medium"
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else if ((power_supply.charge/power_supply.maxcharge) <= 0.5)
|
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@@ -97,10 +67,6 @@
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if("stun") overlays += "nucgun-stun"
|
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if("lethal") overlays += "nucgun-kill"
|
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|
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/obj/item/weapon/gun/energy/gun/nuclear/emp_act(severity)
|
||||
..()
|
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reliability -= round(15/severity)
|
||||
|
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/obj/item/weapon/gun/energy/gun/nuclear/update_icon()
|
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overlays.Cut()
|
||||
update_charge()
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
icon_state = "ionrifle"
|
||||
item_state = "ionrifle"
|
||||
fire_sound = 'sound/weapons/Laser.ogg'
|
||||
origin_tech = "combat=2;magnets=4"
|
||||
origin_tech = list(TECH_COMBAT = 2, TECH_MAGNET = 4)
|
||||
w_class = 4
|
||||
force = 10
|
||||
flags = CONDUCT
|
||||
@@ -28,9 +28,9 @@
|
||||
desc = "A gun that discharges high amounts of controlled radiation to slowly break a target into component elements."
|
||||
icon_state = "decloner"
|
||||
item_state = "decloner"
|
||||
fire_sound = 'sound/weapons/pulse3.ogg'
|
||||
origin_tech = "combat=5;materials=4;powerstorage=3"
|
||||
max_shots = 10
|
||||
fire_sound = 'sound/weapons/pulse3.ogg'
|
||||
origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 4, TECH_POWER = 3)
|
||||
max_shots = 10
|
||||
projectile_type = /obj/item/projectile/energy/declone
|
||||
|
||||
/obj/item/weapon/gun/energy/floragun
|
||||
@@ -42,7 +42,7 @@
|
||||
charge_cost = 100
|
||||
max_shots = 10
|
||||
projectile_type = /obj/item/projectile/energy/floramut
|
||||
origin_tech = "materials=2;biotech=3;powerstorage=3"
|
||||
origin_tech = list(TECH_MATERIAL = 2, TECH_BIO = 3, TECH_POWER = 3)
|
||||
modifystate = "floramut"
|
||||
self_recharge = 1
|
||||
|
||||
@@ -95,7 +95,7 @@
|
||||
icon_state = "toxgun"
|
||||
fire_sound = 'sound/effects/stealthoff.ogg'
|
||||
w_class = 3.0
|
||||
origin_tech = "combat=5;phorontech=4"
|
||||
origin_tech = list(TECH_COMBAT = 5, TECH_PHORON = 4)
|
||||
projectile_type = /obj/item/projectile/energy/phoron
|
||||
|
||||
/* Staves */
|
||||
@@ -117,6 +117,13 @@
|
||||
self_recharge = 1
|
||||
charge_meter = 0
|
||||
|
||||
/obj/item/weapon/gun/energy/staff/special_check(var/mob/user)
|
||||
if((user.mind && !wizards.is_antagonist(user.mind)))
|
||||
usr << "<span class='warning'>You focus your mind on \the [src], but nothing happens!</span>"
|
||||
return 0
|
||||
|
||||
return ..()
|
||||
|
||||
/obj/item/weapon/gun/energy/staff/handle_click_empty(mob/user = null)
|
||||
if (user)
|
||||
user.visible_message("*fizzle*", "<span class='danger'>*fizzle*</span>")
|
||||
|
||||
@@ -23,8 +23,8 @@
|
||||
desc = "A high-tech revolver that fires stun cartridges. The stun cartridges can be recharged using a conventional energy weapon recharger."
|
||||
icon_state = "stunrevolver"
|
||||
item_state = "stunrevolver"
|
||||
fire_sound = 'sound/weapons/Gunshot.ogg'
|
||||
origin_tech = "combat=3;materials=3;powerstorage=2"
|
||||
fire_sound = 'sound/weapons/Gunshot.ogg'
|
||||
origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3, TECH_POWER = 2)
|
||||
projectile_type = /obj/item/projectile/energy/electrode/stunshot
|
||||
max_shots = 8
|
||||
|
||||
@@ -35,8 +35,8 @@
|
||||
icon_state = "crossbow"
|
||||
w_class = 2.0
|
||||
item_state = "crossbow"
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 2000)
|
||||
origin_tech = "combat=2;magnets=2;syndicate=5"
|
||||
origin_tech = list(TECH_COMBAT = 2, TECH_MAGNET = 2, TECH_ILLEGAL = 5)
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 2000)
|
||||
slot_flags = SLOT_BELT
|
||||
silenced = 1
|
||||
fire_sound = 'sound/weapons/Genhit.ogg'
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
var/temperature = T20C
|
||||
var/current_temperature = T20C
|
||||
charge_cost = 100
|
||||
origin_tech = "combat=3;materials=4;powerstorage=3;magnets=2"
|
||||
origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 4, TECH_POWER = 3, TECH_MAGNET = 2)
|
||||
slot_flags = SLOT_BELT|SLOT_BACK
|
||||
|
||||
projectile_type = /obj/item/projectile/temp
|
||||
|
||||
@@ -41,7 +41,7 @@
|
||||
/obj/item/weapon/arrow/rod/removed(mob/user)
|
||||
if(throwforce == 15) // The rod has been superheated - we don't want it to be useable when removed from the bow.
|
||||
user << "[src] shatters into a scattering of overstressed metal shards as it leaves the crossbow."
|
||||
var/obj/item/weapon/shard/shrapnel/S = new()
|
||||
var/obj/item/weapon/material/shard/shrapnel/S = new()
|
||||
S.loc = get_turf(src)
|
||||
qdel(src)
|
||||
|
||||
@@ -254,9 +254,9 @@
|
||||
else
|
||||
user << "<span class='notice'>You need at least five segments of cable coil to complete this task.</span>"
|
||||
return
|
||||
else if(istype(W,/obj/item/stack/sheet/mineral/plastic))
|
||||
else if(istype(W,/obj/item/stack/material/plastic))
|
||||
if(buildstate == 3)
|
||||
var/obj/item/stack/sheet/mineral/plastic/P = W
|
||||
var/obj/item/stack/material/plastic/P = W
|
||||
if(P.use(3))
|
||||
user << "<span class='notice'>You assemble and install a heavy plastic lath onto the crossbow.</span>"
|
||||
buildstate++
|
||||
|
||||
@@ -167,9 +167,9 @@
|
||||
buildstate++
|
||||
update_icon()
|
||||
return
|
||||
else if(istype(W,/obj/item/stack/sheet/metal))
|
||||
else if(istype(W,/obj/item/stack/material/steel))
|
||||
if(buildstate == 2)
|
||||
var/obj/item/stack/sheet/metal/M = W
|
||||
var/obj/item/stack/material/steel/M = W
|
||||
if(M.use(5))
|
||||
user << "<span class='notice'>You assemble a chassis around the cannon frame.</span>"
|
||||
buildstate++
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
force = 5.0
|
||||
flags = CONDUCT
|
||||
slot_flags = 0
|
||||
origin_tech = "combat=8;materials=5"
|
||||
origin_tech = list(TECH_COMBAT = 8, TECH_MATERIAL = 5)
|
||||
fire_sound = 'sound/effects/bang.ogg'
|
||||
|
||||
release_force = 15
|
||||
|
||||
@@ -50,9 +50,11 @@
|
||||
if(speed >= 10 && isliving(hit_atom))
|
||||
var/mob/living/L = hit_atom
|
||||
//unfortuately we don't know where the dart will actually hit, since that's done by the parent.
|
||||
if(L.can_inject())
|
||||
if(syringe.reagents)
|
||||
syringe.reagents.trans_to_mob(L, 15, CHEM_BLOOD)
|
||||
if(L.can_inject() && syringe.reagents)
|
||||
var/reagent_log = syringe.reagents.get_reagents()
|
||||
syringe.reagents.trans_to_mob(L, 15, CHEM_BLOOD)
|
||||
admin_inject_log(thrower, L, src, reagent_log, 15, violent=1)
|
||||
|
||||
syringe.break_syringe(iscarbon(hit_atom)? hit_atom : null)
|
||||
syringe.update_icon()
|
||||
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
name = "gun"
|
||||
desc = "A gun that fires bullets."
|
||||
icon_state = "revolver"
|
||||
origin_tech = "combat=2;materials=2"
|
||||
origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2)
|
||||
w_class = 3
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 1000)
|
||||
recoil = 1
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
load_method = SPEEDLOADER //yup. until someone sprites a magazine for it.
|
||||
max_shells = 22
|
||||
caliber = "9mm"
|
||||
origin_tech = "combat=4;materials=2"
|
||||
origin_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 2)
|
||||
slot_flags = SLOT_BELT
|
||||
ammo_type = /obj/item/ammo_casing/c9mm
|
||||
multi_aim = 1
|
||||
@@ -25,7 +25,7 @@
|
||||
load_method = SPEEDLOADER //yup. until someone sprites a magazine for it.
|
||||
max_shells = 15
|
||||
caliber = ".45"
|
||||
origin_tech = "combat=5;materials=2;syndicate=8"
|
||||
origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 2, TECH_ILLEGAL = 8)
|
||||
ammo_type = /obj/item/ammo_casing/c45
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/c20r
|
||||
@@ -36,7 +36,7 @@
|
||||
w_class = 3
|
||||
force = 10
|
||||
caliber = "12mm"
|
||||
origin_tech = "combat=5;materials=2;syndicate=8"
|
||||
origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 2, TECH_ILLEGAL = 8)
|
||||
slot_flags = SLOT_BELT|SLOT_BACK
|
||||
fire_sound = 'sound/weapons/Gunshot_smg.ogg'
|
||||
load_method = MAGAZINE
|
||||
@@ -60,7 +60,7 @@
|
||||
w_class = 4
|
||||
force = 10
|
||||
caliber = "a762"
|
||||
origin_tech = "combat=6;materials=1;syndicate=4"
|
||||
origin_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 1, TECH_ILLEGAL = 4)
|
||||
slot_flags = SLOT_BACK
|
||||
load_method = MAGAZINE
|
||||
magazine_type = /obj/item/ammo_magazine/c762
|
||||
@@ -83,7 +83,7 @@
|
||||
item_state = "wt550"
|
||||
w_class = 3
|
||||
caliber = "9mm"
|
||||
origin_tech = "combat=5;materials=2"
|
||||
origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 2)
|
||||
slot_flags = SLOT_BELT
|
||||
ammo_type = "/obj/item/ammo_casing/c9mmr"
|
||||
fire_sound = 'sound/weapons/Gunshot_smg.ogg'
|
||||
@@ -109,7 +109,7 @@
|
||||
w_class = 4
|
||||
force = 10
|
||||
caliber = "a556"
|
||||
origin_tech = "combat=8;materials=3"
|
||||
origin_tech = list(TECH_COMBAT = 8, TECH_MATERIAL = 3)
|
||||
ammo_type = "/obj/item/ammo_casing/a556"
|
||||
fire_sound = 'sound/weapons/Gunshot.ogg'
|
||||
slot_flags = SLOT_BACK
|
||||
@@ -179,7 +179,7 @@
|
||||
slot_flags = 0
|
||||
max_shells = 50
|
||||
caliber = "a762"
|
||||
origin_tech = "combat=6;materials=1;syndicate=2"
|
||||
origin_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 1, TECH_ILLEGAL = 2)
|
||||
slot_flags = SLOT_BACK
|
||||
ammo_type = "/obj/item/ammo_casing/a762"
|
||||
fire_sound = 'sound/weapons/Gunshot_smg.ogg'
|
||||
|
||||
@@ -34,7 +34,7 @@
|
||||
desc = "A rack of hollow darts."
|
||||
icon_state = "darts"
|
||||
item_state = "rcdammo"
|
||||
origin_tech = "materials=2"
|
||||
origin_tech = list(TECH_MATERIAL = 2)
|
||||
mag_type = MAGAZINE
|
||||
caliber = "dart"
|
||||
ammo_type = /obj/item/ammo_casing/chemdart
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
magazine_type = /obj/item/ammo_magazine/c45m
|
||||
icon_state = "colt"
|
||||
caliber = ".45"
|
||||
origin_tech = "combat=2;materials=2"
|
||||
origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2)
|
||||
load_method = MAGAZINE
|
||||
|
||||
/obj/item/weapon/gun/projectile/colt/detective
|
||||
@@ -35,7 +35,7 @@
|
||||
icon_state = "secguncomp"
|
||||
magazine_type = /obj/item/ammo_magazine/c45m/rubber
|
||||
caliber = ".45"
|
||||
origin_tech = "combat=2;materials=2"
|
||||
origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2)
|
||||
load_method = MAGAZINE
|
||||
|
||||
/obj/item/weapon/gun/projectile/sec/flash
|
||||
@@ -54,7 +54,7 @@
|
||||
w_class = 3
|
||||
caliber = ".45"
|
||||
silenced = 1
|
||||
origin_tech = "combat=2;materials=2;syndicate=8"
|
||||
origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2, TECH_ILLEGAL = 8)
|
||||
load_method = MAGAZINE
|
||||
magazine_type = /obj/item/ammo_magazine/c45m
|
||||
|
||||
@@ -89,7 +89,7 @@
|
||||
max_shells = 8
|
||||
caliber = "75"
|
||||
fire_sound = 'sound/effects/Explosion1.ogg'
|
||||
origin_tech = "combat=3"
|
||||
origin_tech = list(TECH_COMBAT = 3)
|
||||
ammo_type = "/obj/item/ammo_casing/a75"
|
||||
load_method = MAGAZINE
|
||||
magazine_type = /obj/item/ammo_magazine/a75
|
||||
@@ -111,7 +111,7 @@
|
||||
w_class = 2
|
||||
caliber = "9mm"
|
||||
silenced = 0
|
||||
origin_tech = "combat=2;materials=2;syndicate=2"
|
||||
origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2, TECH_ILLEGAL = 2)
|
||||
load_method = MAGAZINE
|
||||
magazine_type = /obj/item/ammo_magazine/mc9mm
|
||||
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
icon_state = "revolver"
|
||||
item_state = "revolver"
|
||||
caliber = "357"
|
||||
origin_tech = "combat=2;materials=2"
|
||||
origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2)
|
||||
handle_casings = CYCLE_CASINGS
|
||||
max_shells = 7
|
||||
ammo_type = /obj/item/ammo_casing/a357
|
||||
@@ -13,7 +13,7 @@
|
||||
name = "mateba"
|
||||
desc = "When you absolutely, positively need a 10mm hole in the other guy. Uses .357 ammo." //>10mm hole >.357
|
||||
icon_state = "mateba"
|
||||
origin_tech = "combat=2;materials=2"
|
||||
origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2)
|
||||
|
||||
/obj/item/weapon/gun/projectile/revolver/detective
|
||||
name = "revolver"
|
||||
@@ -21,7 +21,7 @@
|
||||
icon_state = "detective"
|
||||
max_shells = 6
|
||||
caliber = "38"
|
||||
origin_tech = "combat=2;materials=2"
|
||||
origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2)
|
||||
ammo_type = /obj/item/ammo_casing/c38
|
||||
|
||||
/obj/item/weapon/gun/projectile/revolver/detective/verb/rename_gun()
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
flags = CONDUCT
|
||||
slot_flags = SLOT_BACK
|
||||
caliber = "shotgun"
|
||||
origin_tech = "combat=4;materials=2"
|
||||
origin_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 2)
|
||||
load_method = SINGLE_CASING
|
||||
ammo_type = /obj/item/ammo_casing/shotgun/beanbag
|
||||
handle_casings = HOLD_CASINGS
|
||||
@@ -43,7 +43,7 @@
|
||||
name = "combat shotgun"
|
||||
icon_state = "cshotgun"
|
||||
item_state = "cshotgun"
|
||||
origin_tech = "combat=5;materials=2"
|
||||
origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 2)
|
||||
max_shells = 7 //match the ammo box capacity, also it can hold a round in the chamber anyways, for a total of 8.
|
||||
ammo_type = /obj/item/ammo_casing/shotgun
|
||||
|
||||
@@ -63,7 +63,7 @@
|
||||
flags = CONDUCT
|
||||
slot_flags = SLOT_BACK
|
||||
caliber = "shotgun"
|
||||
origin_tech = "combat=3;materials=1"
|
||||
origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 1)
|
||||
ammo_type = /obj/item/ammo_casing/shotgun/beanbag
|
||||
|
||||
burst_delay = 0
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
w_class = 4
|
||||
force = 10
|
||||
slot_flags = SLOT_BACK
|
||||
origin_tech = "combat=8;materials=2;syndicate=8"
|
||||
origin_tech = list(TECH_COMBAT = 8, TECH_MATERIAL = 2, TECH_ILLEGAL = 8)
|
||||
caliber = "14.5mm"
|
||||
recoil = 2 //extra kickback
|
||||
//fire_sound = 'sound/weapons/sniper.ogg'
|
||||
|
||||
@@ -182,10 +182,6 @@
|
||||
damage = 1
|
||||
embed = 0
|
||||
|
||||
/obj/item/projectile/bullet/chameleon
|
||||
damage = 1 // stop trying to murderbone with a fake gun dumbass!!!
|
||||
embed = 0 // nope
|
||||
|
||||
/* Practice */
|
||||
|
||||
/obj/item/projectile/bullet/pistol/practice
|
||||
|
||||
@@ -150,3 +150,12 @@
|
||||
spawn
|
||||
qdel(src)
|
||||
return
|
||||
|
||||
/obj/item/projectile/chameleon
|
||||
name = "bullet"
|
||||
icon_state = "bullet"
|
||||
damage = 1 // stop trying to murderbone with a fake gun dumbass!!!
|
||||
embed = 0 // nope
|
||||
nodamage = 1
|
||||
damage_type = HALLOSS
|
||||
muzzle_type = /obj/effect/projectile/bullet/muzzle
|
||||
|
||||
Reference in New Issue
Block a user