Adds a couple of new gun sprites (#11113)

This commit is contained in:
Alberyk
2021-02-23 19:43:39 -03:00
committed by GitHub
parent de8d560353
commit 14ee223eb3
30 changed files with 42 additions and 47 deletions

View File

@@ -6,8 +6,8 @@
in your hand. To recharge this weapon, use a weapon recharger."
desc_fluff = "The NT EC-4 is an energy carbine developed and produced by Nanotrasen. Compact, light and durable, used by security forces and law enforcement for its ability to fire stun or lethal beams, depending on selection. It is widely sold and distributed across the galaxy."
icon = 'icons/obj/guns/ecarbine.dmi'
icon_state = "energystun100"
item_state = "energystun100"
icon_state = "energystun"
item_state = "energystun"
fire_sound = 'sound/weapons/Taser.ogg'
slot_flags = SLOT_BELT
accuracy = 1
@@ -27,6 +27,8 @@
list(mode_name="lethal", projectile_type=/obj/item/projectile/beam, modifystate="energykill", fire_sound='sound/weapons/laser1.ogg')
)
has_item_ratio = FALSE
var/crit_fail = 0 //Added crit_fail as a local variable
/obj/item/gun/energy/gun/mounted

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@@ -165,3 +165,35 @@
toggle_scope(2.0, usr)
else
to_chat(usr, "<span class='warning'>You can't look through the scope without stabilizing the rifle!</span>")
/obj/item/gun/energy/rifle/ionrifle
name = "ion rifle"
desc = "The NT Mk70 EW Halicon is a man portable anti-armor weapon designed to disable mechanical threats, produced by Nanotrasen."
icon = 'icons/obj/guns/ionrifle.dmi'
icon_state = "ionrifle"
item_state = "ionrifle"
has_item_ratio = FALSE
modifystate = null
projectile_type = /obj/item/projectile/ion/stun
fire_sound = 'sound/weapons/laser1.ogg'
origin_tech = list(TECH_COMBAT = 2, TECH_MAGNET = 4)
w_class = ITEMSIZE_LARGE
accuracy = 1
force = 10
flags = CONDUCT
slot_flags = SLOT_BACK
charge_cost = 300
max_shots = 4
can_turret = 1
turret_sprite_set = "ion"
firemodes = list()
/obj/item/gun/energy/rifle/ionrifle/emp_act(severity)
..(max(severity, 2)) //so it doesn't EMP itself, I guess
/obj/item/gun/energy/rifle/ionrifle/mounted
name = "mounted ion rifle"
self_recharge = 1
use_external_power = 1
recharge_time = 10
can_turret = 0

View File

@@ -1,48 +1,3 @@
/obj/item/gun/energy/rifle/ionrifle
name = "ion rifle"
desc = "The NT Mk70 EW Halicon is a man portable anti-armor weapon designed to disable mechanical threats, produced by Nanotrasen."
icon = 'icons/obj/guns/ionrifle.dmi'
icon_state = "ionriflestun100"
item_state = "ionriflestun100" // so the human update icon uses the icon_state instead.
modifystate = "ionriflestun"
projectile_type = /obj/item/projectile/ion/stun
fire_sound = 'sound/weapons/laser1.ogg'
origin_tech = list(TECH_COMBAT = 2, TECH_MAGNET = 4)
w_class = ITEMSIZE_LARGE
accuracy = 1
force = 10
flags = CONDUCT
slot_flags = SLOT_BACK
charge_cost = 300
max_shots = 4
can_turret = 1
turret_sprite_set = "ion"
firemodes = list()
/obj/item/gun/energy/rifle/ionrifle/emp_act(severity)
..(max(severity, 2)) //so it doesn't EMP itself, I guess
/obj/item/gun/energy/rifle/ionrifle/update_icon()
if(charge_meter && power_supply && power_supply.maxcharge)
var/ratio = power_supply.charge / power_supply.maxcharge
//make sure that rounding down will not give us the empty state even if we have charge for a shot left.
if(power_supply.charge < charge_cost)
ratio = 0
else
ratio = max(round(ratio, 0.25) * 100, 25)
icon_state = "[modifystate][ratio]"
item_state = "[modifystate][ratio]"
update_held_icon()
/obj/item/gun/energy/rifle/ionrifle/mounted
name = "mounted ion rifle"
self_recharge = 1
use_external_power = 1
recharge_time = 10
can_turret = 0
/obj/item/gun/energy/decloner
name = "biological demolecularisor"
desc = "A gun that discharges high amounts of controlled radiation to slowly break a target into component elements."