mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-07-19 03:49:10 +01:00
Returning the old laser rifles, energy pistols, carbines and much more (#860)
In this update: Returning old e-rifles from old code. Changing regular energy gun to energy carbine Adding back the energy pistol Buffing a bit the heavy asset protection suit, and fixing more loadout related issues with the nt and syndicate assault teams Reworked a bit the syndicate commando and deathsquad loadouts Returning shotgun boxes, that works like speed loaders, from old code, now with unique sprites Stun batons now emit light
This commit is contained in:
@@ -70,7 +70,7 @@
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desc = "A heavy suit worn by the highest level of Nanotrasen Asset Protection, don't mess with the person wearing this. Armoured and space ready."
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suit_type = "heavy asset protection"
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icon_state = "asset_protection_rig"
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armor = list(melee = 60, bullet = 50, laser = 50,energy = 40, bomb = 40, bio = 100, rad = 100)
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armor = list(melee = 60, bullet = 60, laser = 60,energy = 40, bomb = 50, bio = 100, rad = 100)
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initial_modules = list(
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/obj/item/rig_module/ai_container,
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@@ -78,8 +78,8 @@
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/obj/item/rig_module/grenade_launcher,
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/obj/item/rig_module/vision/multi,
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/obj/item/rig_module/mounted/egun,
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/obj/item/rig_module/chem_dispenser/injector,
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/obj/item/rig_module/chem_dispenser/combat,
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/obj/item/rig_module/device/plasmacutter,
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/obj/item/rig_module/device/rcd,
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/obj/item/rig_module/datajack
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)
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)
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@@ -239,7 +239,7 @@
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/obj/item/ammo_magazine/c45uzi/empty
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initial_ammo = 0
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/obj/item/ammo_magazine/tommymag
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name = "tommygun magazine (.45)"
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icon_state = "tommy-mag"
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@@ -262,20 +262,40 @@
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caliber = ".45"
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max_ammo = 50
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/*
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//unused garbage
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//shotguns boxes things from old code
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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/shotgun
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name = "ammunition box (slug)"
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icon_state = "lethalshellshot_box"
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origin_tech = "combat=2"
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ammo_type = /obj/item/ammo_casing/shotgun
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max_ammo = 8
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caliber = "shotgun"
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matter = list("metal" = 2880)
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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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/obj/item/ammo_magazine/shotgun/shell
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name = "ammunition box (shell)"
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icon_state = "llethalslug_box"
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ammo_type = /obj/item/ammo_casing/shotgun/pellet
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max_ammo = 8
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/obj/item/ammo_magazine/shotgun/stun
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name = "ammunition box (stun shells)"
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icon_state = "stunshot_box"
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ammo_type = /obj/item/ammo_casing/shotgun/stunshell
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max_ammo = 8
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matter = list(DEFAULT_WALL_MATERIAL = 2880, "glass" = 5760)
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/obj/item/ammo_magazine/shotgun/beanbag
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name = "ammunition box (beanbag shells)"
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icon_state = "beanshot_box"
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ammo_type = /obj/item/ammo_casing/shotgun/beanbag
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max_ammo = 8
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matter = list(DEFAULT_WALL_MATERIAL = 1440)
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/obj/item/ammo_magazine/shotgun/incendiary
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name = "ammunition box (incendiary shells)"
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icon_state = "incendiaryshot_box"
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ammo_type = /obj/item/ammo_casing/shotgun/incendiary
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max_ammo = 8
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matter = list(DEFAULT_WALL_MATERIAL = 3600)
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@@ -79,6 +79,7 @@
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name = "shotgun slug"
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desc = "A 12 gauge slug."
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icon_state = "slshell"
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spent_icon = "slshell-spent"
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caliber = "shotgun"
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projectile_type = /obj/item/projectile/bullet/shotgun
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matter = list(DEFAULT_WALL_MATERIAL = 360)
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@@ -87,6 +88,7 @@
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name = "shotgun shell"
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desc = "A 12 gauge shell."
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icon_state = "gshell"
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spent_icon = "gshell-spent"
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projectile_type = /obj/item/projectile/bullet/pellet/shotgun
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matter = list(DEFAULT_WALL_MATERIAL = 360)
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@@ -94,6 +96,7 @@
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name = "shotgun shell"
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desc = "A blank shell."
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icon_state = "blshell"
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spent_icon = "blshell-spent"
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projectile_type = /obj/item/projectile/bullet/blank
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matter = list(DEFAULT_WALL_MATERIAL = 90)
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@@ -108,6 +111,7 @@
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name = "beanbag shell"
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desc = "A beanbag shell."
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icon_state = "bshell"
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spent_icon = "bshell-spent"
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projectile_type = /obj/item/projectile/bullet/shotgun/beanbag
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matter = list(DEFAULT_WALL_MATERIAL = 180)
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@@ -133,6 +137,14 @@
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projectile_type = /obj/item/projectile/energy/flash/flare
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matter = list(DEFAULT_WALL_MATERIAL = 90, "glass" = 90)
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/obj/item/ammo_casing/shotgun/incendiary
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name = "incendiary shell"
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desc = "A 12 gauge incendiary shell."
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icon_state = "ishell"
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spent_icon = "ishell-spent"
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projectile_type = /obj/item/projectile/bullet/shotgun/incendiary
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matter = list(DEFAULT_WALL_MATERIAL = 450)
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/obj/item/ammo_casing/a762
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desc = "A 7.62mm bullet casing."
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caliber = "a762"
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@@ -1,9 +1,10 @@
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/obj/item/weapon/gun/energy/gun
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name = "energy gun"
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desc = "An energy-based gun with two settings: Stun and kill."
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name = "energy carbine"
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desc = "An energy-based carbine with two settings: Stun and kill."
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icon_state = "energystun100"
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item_state = null //so the human update icon uses the icon_state instead.
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fire_sound = 'sound/weapons/Taser.ogg'
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slot_flags = SLOT_BELT
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max_shots = 10
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projectile_type = /obj/item/projectile/beam/stun
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@@ -24,17 +25,17 @@
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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 = "combat=3;materials=5;powerstorage=3"
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slot_flags = SLOT_BELT
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force = 8 //looks heavier than a pistol
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force = 8 //looks heavier than a pistol
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self_recharge = 1
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modifystate = null
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firemodes = list(
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list(name="stun", projectile_type=/obj/item/projectile/beam/stun, fire_sound='sound/weapons/Taser.ogg'),
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list(name="lethal", projectile_type=/obj/item/projectile/beam, fire_sound='sound/weapons/Laser.ogg'),
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)
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var/lightfail = 0
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//override for failcheck behaviour
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@@ -106,3 +107,22 @@
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update_charge()
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update_reactor()
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update_mode()
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/obj/item/weapon/gun/energy/pistol
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name = "energy pistol"
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desc = "A basic energy-based pistol gun with two settings: Stun and kill."
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icon_state = "epistolstun100"
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item_state = null //so the human update icon uses the icon_state instead.
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fire_sound = 'sound/weapons/Taser.ogg'
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slot_flags = SLOT_BELT|SLOT_HOLSTER
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max_shots = 5
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fire_delay = 2
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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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modifystate = "epistolstun"
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firemodes = list(
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list(name="stun", projectile_type=/obj/item/projectile/beam/stun, modifystate="epistolstun", fire_sound='sound/weapons/Taser.ogg'),
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list(name="lethal", projectile_type=/obj/item/projectile/beam, modifystate="epistolkill", fire_sound='sound/weapons/Laser.ogg'),
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)
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@@ -1,31 +1,32 @@
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/obj/item/weapon/gun/energy/rifle
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name = "energy rifle"
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desc = "An energy-based rifle with two settings: stun and kill."
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icon_state = "eriflestun100"
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item_state = null
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fire_sound = 'sound/weapons/Taser.ogg'
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slot_flags = SLOT_BACK
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w_class = 4
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force = 10
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max_shots = 10
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fire_delay = 6
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accuracy = -2
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name = "energy rifle"
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desc = "An energy-based rifle with two settings: stun and kill."
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icon_state = "eriflestun100"
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item_state = "laser" //placeholder for now
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fire_sound = 'sound/weapons/Taser.ogg'
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slot_flags = SLOT_BACK
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w_class = 4
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force = 10
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max_shots = 20
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fire_delay = 6
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accuracy = -2
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fire_delay_wielded = 1
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accuracy_wielded = 0
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fire_delay_wielded = 1
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accuracy_wielded = 0
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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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modifystate = "eriflestun"
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projectile_type = /obj/item/projectile/beam/stun
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matter = list(DEFAULT_WALL_MATERIAL = 2000)
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origin_tech = "combat=3;magnets=2"
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modifystate = "eriflestun"
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firemodes = list(
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list(name="stun", projectile_type=/obj/item/projectile/beam/stun, modifystate="eriflestun", fire_sound='sound/weapons/Taser.ogg'),
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list(name="lethal", projectile_type=/obj/item/projectile/beam, modifystate="eriflekill", fire_sound='sound/weapons/Laser.ogg'),
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)
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firemodes = list(
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list(name="stun", projectile_type=/obj/item/projectile/beam/stun, modifystate="eriflestun", fire_sound='sound/weapons/Taser.ogg'),
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list(name="lethal", projectile_type=/obj/item/projectile/beam, modifystate="eriflekill", fire_sound='sound/weapons/Laser.ogg'),
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)
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//action button for wielding
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icon_action_button = "action_blank"
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action_button_name = "Wield rifle"
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icon_action_button = "action_blank"
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action_button_name = "Wield rifle"
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/obj/item/weapon/gun/energy/rifle/can_wield()
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return 1
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@@ -42,43 +43,46 @@
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toggle_wield(usr)
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/obj/item/weapon/gun/energy/rifle/laser
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name = "laser rifle"
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desc = "A common laser weapon, designed to kill with concentrated energy blasts."
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icon_state = "laser rifle"
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item_state = "laser rifle"
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fire_sound = 'sound/weapons/Laser.ogg'
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projectile_type = /obj/item/projectile/beam
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name = "laser rifle"
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desc = "A common laser weapon, designed to kill with concentrated energy blasts."
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icon_state = "laser_rifle"
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item_state = "laser_rifle"
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fire_sound = 'sound/weapons/Laser.ogg'
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matter = list(DEFAULT_WALL_MATERIAL = 2000)
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origin_tech = "combat=3;magnets=2"
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projectile_type = /obj/item/projectile/beam
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firemodes = list()
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modifystate = null
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firemodes = list()
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modifystate = null
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/obj/item/weapon/gun/energy/rifle/laser/heavy
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name = "heavy laser rifle"
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desc = "With the laser cannon, the lasing medium is enclosed in a tube lined with uranium-235 and subjected to high neutron flux in a nuclear reactor core. This incredible technology may help YOU achieve high excitation rates with small laser volumes!"
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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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projectile_type = /obj/item/projectile/beam/heavylaser
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charge_cost = 400
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max_shots = 5
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fire_delay = 40
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accuracy = -2
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name = "laser cannon"
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desc = "With the laser cannon, the lasing medium is enclosed in a tube lined with uranium-235 and subjected to high neutron flux in a nuclear reactor core. This incredible technology may help YOU achieve high excitation rates with small laser volumes!"
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icon_state = "lasercannon"
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item_state = "lasercannon"
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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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projectile_type = /obj/item/projectile/beam/heavylaser
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charge_cost = 400
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max_shots = 5
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fire_delay = 40
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accuracy = -2
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fire_delay_wielded = 20
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fire_delay_wielded = 20
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/obj/item/weapon/gun/energy/rifle/pulse
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name = "pulse rifle"
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desc = "A weapon that uses advanced pulse-based beam generation technology to emit powerful laser blasts. Because of its complexity and cost, it is rarely seen in use except by specialists."
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icon_state = "pulse"
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fire_sound = 'sound/weapons/Laser.ogg'
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projectile_type = /obj/item/projectile/beam
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sel_mode = 2
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name = "pulse rifle"
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desc = "A weapon that uses advanced pulse-based beam generation technology to emit powerful laser blasts. Because of its complexity and cost, it is rarely seen in use except by specialists."
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icon_state = "pulse"
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item_state = "pulse"
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fire_sound = 'sound/weapons/Laser.ogg'
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projectile_type = /obj/item/projectile/beam
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sel_mode = 2
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modifystate = null
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modifystate = null
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firemodes = list(
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firemodes = list(
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list(name="stun", projectile_type=/obj/item/projectile/beam/stun, fire_sound='sound/weapons/Taser.ogg'),
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list(name="lethal", projectile_type=/obj/item/projectile/beam, fire_sound='sound/weapons/Laser.ogg'),
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list(name="DESTROY", projectile_type=/obj/item/projectile/beam/pulse, fire_sound='sound/weapons/pulse.ogg', fire_delay=25, charge_cost=400),
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list(name="DESTROY", projectile_type=/obj/item/projectile/beam/pulse, fire_sound='sound/weapons/pulse.ogg', fire_delay=15, charge_cost=400),
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)
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@@ -7,6 +7,7 @@
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fire_sound = 'sound/weapons/rifleshot.ogg'
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slot_flags = SLOT_BACK
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load_method = SINGLE_CASING|SPEEDLOADER
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handle_casings = HOLD_CASINGS
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caliber = "a762"
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ammo_type = /obj/item/ammo_casing/a762
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max_shells = 5
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@@ -10,7 +10,7 @@
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slot_flags = SLOT_BACK
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caliber = "shotgun"
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origin_tech = "combat=4;materials=2"
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load_method = SINGLE_CASING
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load_method = SINGLE_CASING|SPEEDLOADER
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ammo_type = /obj/item/ammo_casing/shotgun/beanbag
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handle_casings = HOLD_CASINGS
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var/recentpump = 0 // to prevent spammage
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@@ -1322,7 +1322,7 @@ datum/design/item/weapon/lasercannon
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id = "lasercannon"
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req_tech = list("combat" = 4, "materials" = 3, "powerstorage" = 3)
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materials = list("$metal" = 10000, "$glass" = 1000, "$diamond" = 2000)
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build_path = /obj/item/weapon/gun/energy/lasercannon
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build_path = /obj/item/weapon/gun/energy/rifle/laser/heavy
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locked = 1
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datum/design/item/weapon/decloner
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Reference in New Issue
Block a user