Gear again

Collection of gear and changes from the four gear polls on the forums
includes:
2 new automatic weapons, mapped in to ERT and random weapon spawns.
Laser carbine balance.
Slow emergency softsuits, no armor value other than bio and rad, 4
slowdown.
1 knife, not mapped in, available for Psi's uplink merge.
New vests: 2 types, 2 pocket no slowdown,
4 pocket with slowdown, second is available from cargo and one random
vest
spawn in armory. The first replaces all instances of the old vests. Old
vests still exist in code.
Mercenary vest with no slowdown, 4 pockets, and slightly better armor,
not on map, possibly for Nukes or Traitor Uplink
Holster rearrangement for custom loadout.
Acid dispenser, mapped into robotics and science.
New food items, added to vendors and rations crate.
New random medical spawns, added to medbay.
Cargo and loadout additions to accommodate new items.
1 beanbag loaded 5 round shotgun added to Warden's closet to compensate
for officers having .45 ltls and the HoS having an e-gun, suggested by
IRC and server.

http://baystation12.net/forums/viewtopic.php?f=5&t=12064

http://baystation12.net/forums/viewtopic.php?f=5&t=12031

http://baystation12.net/forums/viewtopic.php?f=5&t=12027

http://baystation12.net/forums/viewtopic.php?f=5&t=12007
This commit is contained in:
Raptor1628
2015-02-18 15:35:37 -05:00
parent 4e785f716a
commit 2ae273e1b8
39 changed files with 651 additions and 143 deletions

View File

@@ -55,7 +55,7 @@
initial_ammo = 0
/obj/item/ammo_magazine/mc9mm/flash
ammo_type = /obj/item/ammo_casing/c9mmf
ammo_type = /obj/item/ammo_casing/c9mmf
/obj/item/ammo_magazine/c9mm
name = "ammunition Box (9mm)"
@@ -68,6 +68,22 @@
/obj/item/ammo_magazine/c9mm/empty
initial_ammo = 0
/obj/item/ammo_magazine/mc9mmt
name = "top mounted magazine (9mm)"
icon_state = "9mmt"
mag_type = MAGAZINE
ammo_type = /obj/item/ammo_casing/c9mm
caliber = "9mm"
max_ammo = 20
multiple_sprites = 1
/obj/item/ammo_magazine/mc9mmt/empty
initial_ammo = 0
/obj/item/ammo_magazine/mc9mmt/rubber
name = "top mounted magazine (9mm rubber)"
ammo_type = /obj/item/ammo_casing/c9mmr
/obj/item/ammo_magazine/c45
name = "ammunition Box (.45)"
icon_state = "9mm"
@@ -92,6 +108,19 @@
/obj/item/ammo_magazine/a12mm/empty
initial_ammo = 0
/obj/item/ammo_magazine/a556
name = "magazine (5.56)"
icon_state = "5.56"
origin_tech = "combat=2"
mag_type = MAGAZINE
caliber = "a556"
ammo_type = /obj/item/ammo_casing/a556
max_ammo = 10
multiple_sprites = 1
/obj/item/ammo_magazine/a556/empty
initial_ammo = 0
/obj/item/ammo_magazine/a50
name = "magazine (.50)"
icon_state = "50ae"
@@ -168,4 +197,4 @@
ammo_type = "/obj/item/ammo_casing/a666"
max_ammo = 4
multiple_sprites = 1
*/
*/

View File

@@ -33,6 +33,11 @@
caliber = "9mm"
projectile_type = /obj/item/projectile/energy/flash
/obj/item/ammo_casing/c9mmr
desc = "A 9mm rubber bullet casing."
caliber = "9mm"
projectile_type = /obj/item/projectile/bullet/pistol/rubber
/obj/item/ammo_casing/c45
desc = "A .45 bullet casing."
@@ -84,7 +89,7 @@
projectile_type = /obj/item/projectile/bullet/shotgun/beanbag
matter = list("metal" = 500)
//Can stun in one hit if aimed at the head, but
//Can stun in one hit if aimed at the head, but
//is blocked by clothing that stops tasers and is vulnerable to EMP
/obj/item/ammo_casing/shotgun/stunshell
name = "stun shell"
@@ -119,6 +124,11 @@
caliber = "14.5mm"
projectile_type = /obj/item/projectile/bullet/rifle/a145
/obj/item/ammo_casing/a556
desc = "A 5.56 bullet casing."
caliber = "a556"
projectile_type = /obj/item/projectile/bullet/rifle/a556
/obj/item/ammo_casing/rocket
name = "rocket shell"
desc = "A high explosive designed to be fired from a launcher."

View File

@@ -1,6 +1,6 @@
/obj/item/weapon/gun/energy/laser
name = "laser carbine"
desc = "A basic weapon designed to kill with concentrated energy bolts."
desc = "A common laser weapon, designed to kill with concentrated energy blasts."
icon_state = "laser"
item_state = "laser"
fire_sound = 'sound/weapons/Laser.ogg'
@@ -10,6 +10,8 @@
matter = list("metal" = 2000)
origin_tech = "combat=3;magnets=2"
projectile_type = /obj/item/projectile/beam
charge_cost = 75
fire_delay = 1
/obj/item/weapon/gun/energy/laser/mounted
self_recharge = 1
@@ -42,7 +44,7 @@ obj/item/weapon/gun/energy/laser/retro
item_state = "laser"
fire_sound = 'sound/weapons/lasercannonfire.ogg'
origin_tech = "combat=4;materials=3;powerstorage=3"
slot_flags = SLOT_BELT|SLOT_BACK
slot_flags = SLOT_BELT|SLOT_BACK
projectile_type = /obj/item/projectile/beam/heavylaser
charge_cost = 250
fire_delay = 20
@@ -50,7 +52,7 @@ obj/item/weapon/gun/energy/laser/retro
/obj/item/weapon/gun/energy/lasercannon/mounted
self_recharge = 1
use_external_power = 1
recharge_time = 25
recharge_time = 25
/obj/item/weapon/gun/energy/xray
name = "xray laser gun"
@@ -90,12 +92,12 @@ obj/item/weapon/gun/energy/laser/retro
name = "laser tag gun"
item_state = "laser"
desc = "Standard issue weapon of the Imperial Guard"
origin_tech = "combat=1;magnets=2"
origin_tech = "combat=1;magnets=2"
self_recharge = 1
matter = list("metal" = 2000)
fire_sound = 'sound/weapons/Laser.ogg'
projectile_type = /obj/item/projectile/beam/lastertag/blue
var/required_vest
var/required_vest
/obj/item/weapon/gun/energy/lasertag/special_check(var/mob/living/carbon/human/M)
if(ishuman(M))
@@ -112,4 +114,4 @@ obj/item/weapon/gun/energy/laser/retro
/obj/item/weapon/gun/energy/lasertag/red
icon_state = "redtag"
projectile_type = /obj/item/projectile/beam/lastertag/red
required_vest = /obj/item/clothing/suit/redtag
required_vest = /obj/item/clothing/suit/redtag

View File

@@ -21,10 +21,10 @@
name = "stun revolver"
desc = "A high-tech revolver that fires stun cartridges. The stun cartridges can be recharged using a conventional energy weapon recharger."
icon_state = "stunrevolver"
fire_sound = 'sound/weapons/Taser.ogg'
fire_sound = 'sound/weapons/Gunshot.ogg'
origin_tech = "combat=3;materials=3;powerstorage=2"
charge_cost = 125
projectile_type = /obj/item/projectile/beam/stun
projectile_type = /obj/item/projectile/energy/electrode/stunshot
cell_type = /obj/item/weapon/cell

View File

@@ -6,12 +6,12 @@
load_method = SPEEDLOADER //yup. until someone sprites a magazine for it.
max_shells = 22
caliber = "9mm"
origin_tech = "combat=4;materials=2"
origin_tech = "combat=4;materials=2"
slot_flags = SLOT_BELT
ammo_type = /obj/item/ammo_casing/c9mm
multi_aim = 1
fire_delay = 0
/obj/item/weapon/gun/projectile/automatic/mini_uzi
name = "\improper Uzi"
desc = "A lightweight, fast firing gun, for when you want someone dead. Uses .45 rounds."
@@ -47,6 +47,49 @@
icon_state = "c20r"
return
/obj/item/weapon/gun/projectile/automatic/wt550
name = "\improper W-T 550 Saber"
desc = "A cheap, mass produced Ward-Takahashi PDW. Uses 9mm rounds."
icon_state = "wt550"
w_class = 3.0
caliber = "9mm"
origin_tech = "combat=5;materials=2"
slot_flags = SLOT_BELT
ammo_type = "/obj/item/ammo_casing/c9mmr"
fire_sound = 'sound/weapons/Gunshot_smg.ogg'
load_method = MAGAZINE
magazine_type = /obj/item/ammo_magazine/mc9mmt/rubber
/obj/item/weapon/gun/projectile/automatic/wt550/update_icon()
..()
if(ammo_magazine)
icon_state = "wt550-[round(ammo_magazine.stored_ammo.len,4)]"
else
icon_state = "wt550"
return
/obj/item/weapon/gun/projectile/automatic/z8
name = "\improper Z8 Bulldog"
desc = "An older model bullpup carbine, made by the now defunct Zendai Foundries. Uses armor piercing 5.56 rounds. Makes you feel like a space marine when you hold it."
icon_state = "carbine"
item_state = "shotgun"
w_class = 4.0
force = 10
caliber = "a556"
origin_tech = "combat=8;materials=3"
ammo_type = "/obj/item/ammo_casing/a556"
fire_sound = 'sound/weapons/Gunshot.ogg'
load_method = MAGAZINE
magazine_type = /obj/item/ammo_magazine/a556
/obj/item/weapon/gun/projectile/automatic/z8/update_icon()
..()
if(ammo_magazine)
icon_state = "carbine-[round(ammo_magazine.stored_ammo.len,2)]"
else
icon_state = "carbine"
return
/obj/item/weapon/gun/projectile/automatic/sts35
name = "\improper STS-35 automatic rifle"
desc = "A durable, rugged looking automatic weapon of make popular on the frontier, despite it's bulk. Uses 7.62mm rounds. It is unmarked."

View File

@@ -34,6 +34,21 @@
M << "You name the gun [input]. Say hello to your new friend."
return 1
/obj/item/weapon/gun/projectile/sec
desc = "A Nanotrasen designed sidearm, found pretty much everywhere humans are. Uses less-than-lethal .45 rounds."
name = "\improper NT Mk58"
icon_state = "secguncomp"
magazine_type = /obj/item/ammo_magazine/c45m/rubber
caliber = ".45"
origin_tech = "combat=3;materials=2"
load_method = MAGAZINE
/obj/item/weapon/gun/projectile/sec/wood
desc = "A Nanotrasen designed sidearm, this one has a sweet wooden grip. Uses less-than-lethal .45 rounds."
name = "\improper Custom NT Mk58"
icon_state = "secgundark"
/obj/item/weapon/gun/projectile/silenced
name = "silenced pistol"
desc = "A small, quiet, easily concealable gun. Uses .45 rounds."
@@ -98,7 +113,7 @@
silenced = 0
origin_tech = "combat=2;materials=2;syndicate=2"
load_method = MAGAZINE
magazine_type = /obj/item/ammo_magazine/mc9mm
magazine_type = /obj/item/ammo_magazine/mc9mm
/obj/item/weapon/gun/projectile/pistol/flash
name = "\improper Stechtkin signal pistol"

View File

@@ -11,33 +11,33 @@
caliber = "shotgun"
origin_tech = "combat=4;materials=2"
load_method = SINGLE_CASING
ammo_type = /obj/item/ammo_casing/shotgun/pellet
ammo_type = /obj/item/ammo_casing/shotgun/beanbag
handle_casings = HOLD_CASINGS
var/recentpump = 0 // to prevent spammage
/obj/item/weapon/gun/projectile/shotgun/pump/consume_next_projectile()
if(chambered)
return chambered.BB
return null
return null
/obj/item/weapon/gun/projectile/shotgun/pump/attack_self(mob/living/user as mob)
if(world.time >= recentpump + 10)
pump(user)
pump(user)
recentpump = world.time
/obj/item/weapon/gun/projectile/shotgun/pump/proc/pump(mob/M as mob)
playsound(M, 'sound/weapons/shotgunpump.ogg', 60, 1)
if(chambered)//We have a shell in the chamber
chambered.loc = get_turf(src)//Eject casing
chambered = null
if(loaded.len)
var/obj/item/ammo_casing/AC = loaded[1] //load next casing.
loaded -= AC //Remove casing from loaded list.
chambered = AC
update_icon()
update_icon()
/obj/item/weapon/gun/projectile/shotgun/pump/combat
name = "combat shotgun"
@@ -62,7 +62,7 @@
flags = CONDUCT
slot_flags = SLOT_BACK
caliber = "shotgun"
origin_tech = "combat=3;materials=1"
origin_tech = "combat=3;materials=1"
ammo_type = /obj/item/ammo_casing/shotgun/beanbag
//this is largely hacky and bad :( -Pete
@@ -71,7 +71,7 @@
user << "<span class='notice'>You begin to shorten the barrel of \the [src].</span>"
if(loaded.len)
for(var/i in 1 to max_shells)
afterattack(user, user) //will this work? //it will. we call it twice, for twice the FUN
afterattack(user, user) //will this work? //it will. we call it twice, for twice the FUN
playsound(user, fire_sound, 50, 1)
user.visible_message("<span class='danger'>The shotgun goes off!</span>", "<span class='danger'>The shotgun goes off in your face!</span>")
return

View File

@@ -14,7 +14,7 @@
shake_camera(L, 3, 2)
/obj/item/projectile/bullet/check_penetrate(var/atom/A)
if(!A || !A.density) return 1 //if whatever it was got destroyed when we hit it, then I guess we can just keep going
if(!A || !A.density) return 1 //if whatever it was got destroyed when we hit it, then I guess we can just keep going
if(istype(A, /obj/mecha))
return 1 //mecha have their own penetration handling
@@ -23,7 +23,7 @@
if(iscarbon(A))
//squishy mobs absorb KE
if(can_embed()) return 0
damage *= 0.7
damage *= 0.7
return 1
var/chance = 0
@@ -34,10 +34,10 @@
var/obj/machinery/door/D = A
chance = round(damage/D.maxhealth*100)
else if(istype(A, /obj/structure/girder) || istype(A, /obj/structure/cultgirder))
chance = 100
chance = 100
else if(istype(A, /obj/machinery) || istype(A, /obj/structure))
chance = 25
if(prob(chance))
if(A.opacity)
//display a message so that people on the other side aren't so confused
@@ -132,6 +132,10 @@
weaken = 3
penetrating = 5
/obj/item/projectile/bullet/rifle/a556
damage = 50
penetrating = 1
/* Miscellaneous */
/obj/item/projectile/bullet/suffocationbullet//How does this even work?