mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-26 10:02:28 +00:00
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:
@@ -55,7 +55,7 @@
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initial_ammo = 0
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/obj/item/ammo_magazine/mc9mm/flash
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ammo_type = /obj/item/ammo_casing/c9mmf
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ammo_type = /obj/item/ammo_casing/c9mmf
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/obj/item/ammo_magazine/c9mm
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name = "ammunition Box (9mm)"
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@@ -68,6 +68,22 @@
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/obj/item/ammo_magazine/c9mm/empty
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initial_ammo = 0
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/obj/item/ammo_magazine/mc9mmt
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name = "top mounted magazine (9mm)"
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icon_state = "9mmt"
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mag_type = MAGAZINE
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ammo_type = /obj/item/ammo_casing/c9mm
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caliber = "9mm"
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max_ammo = 20
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multiple_sprites = 1
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/obj/item/ammo_magazine/mc9mmt/empty
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initial_ammo = 0
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/obj/item/ammo_magazine/mc9mmt/rubber
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name = "top mounted magazine (9mm rubber)"
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ammo_type = /obj/item/ammo_casing/c9mmr
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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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@@ -92,6 +108,19 @@
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/obj/item/ammo_magazine/a12mm/empty
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initial_ammo = 0
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/obj/item/ammo_magazine/a556
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name = "magazine (5.56)"
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icon_state = "5.56"
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origin_tech = "combat=2"
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mag_type = MAGAZINE
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caliber = "a556"
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ammo_type = /obj/item/ammo_casing/a556
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max_ammo = 10
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multiple_sprites = 1
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/obj/item/ammo_magazine/a556/empty
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initial_ammo = 0
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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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@@ -168,4 +197,4 @@
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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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*/
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@@ -33,6 +33,11 @@
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caliber = "9mm"
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projectile_type = /obj/item/projectile/energy/flash
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/obj/item/ammo_casing/c9mmr
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desc = "A 9mm rubber bullet casing."
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caliber = "9mm"
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projectile_type = /obj/item/projectile/bullet/pistol/rubber
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/obj/item/ammo_casing/c45
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desc = "A .45 bullet casing."
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@@ -84,7 +89,7 @@
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projectile_type = /obj/item/projectile/bullet/shotgun/beanbag
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matter = list("metal" = 500)
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//Can stun in one hit if aimed at the head, but
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//Can stun in one hit if aimed at the head, but
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//is blocked by clothing that stops tasers and is vulnerable to EMP
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/obj/item/ammo_casing/shotgun/stunshell
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name = "stun shell"
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@@ -119,6 +124,11 @@
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caliber = "14.5mm"
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projectile_type = /obj/item/projectile/bullet/rifle/a145
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/obj/item/ammo_casing/a556
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desc = "A 5.56 bullet casing."
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caliber = "a556"
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projectile_type = /obj/item/projectile/bullet/rifle/a556
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/obj/item/ammo_casing/rocket
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name = "rocket shell"
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desc = "A high explosive designed to be fired from a launcher."
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@@ -1,6 +1,6 @@
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/obj/item/weapon/gun/energy/laser
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name = "laser carbine"
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desc = "A basic weapon designed to kill with concentrated energy bolts."
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desc = "A common laser weapon, designed to kill with concentrated energy blasts."
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icon_state = "laser"
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item_state = "laser"
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fire_sound = 'sound/weapons/Laser.ogg'
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@@ -10,6 +10,8 @@
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matter = list("metal" = 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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charge_cost = 75
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fire_delay = 1
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/obj/item/weapon/gun/energy/laser/mounted
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self_recharge = 1
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@@ -42,7 +44,7 @@ obj/item/weapon/gun/energy/laser/retro
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item_state = "laser"
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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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slot_flags = SLOT_BELT|SLOT_BACK
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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 = 250
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fire_delay = 20
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@@ -50,7 +52,7 @@ obj/item/weapon/gun/energy/laser/retro
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/obj/item/weapon/gun/energy/lasercannon/mounted
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self_recharge = 1
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use_external_power = 1
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recharge_time = 25
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recharge_time = 25
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/obj/item/weapon/gun/energy/xray
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name = "xray laser gun"
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@@ -90,12 +92,12 @@ obj/item/weapon/gun/energy/laser/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 = "combat=1;magnets=2"
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self_recharge = 1
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matter = list("metal" = 2000)
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fire_sound = 'sound/weapons/Laser.ogg'
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projectile_type = /obj/item/projectile/beam/lastertag/blue
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var/required_vest
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var/required_vest
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/obj/item/weapon/gun/energy/lasertag/special_check(var/mob/living/carbon/human/M)
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if(ishuman(M))
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@@ -112,4 +114,4 @@ obj/item/weapon/gun/energy/laser/retro
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/obj/item/weapon/gun/energy/lasertag/red
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icon_state = "redtag"
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projectile_type = /obj/item/projectile/beam/lastertag/red
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required_vest = /obj/item/clothing/suit/redtag
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required_vest = /obj/item/clothing/suit/redtag
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@@ -21,10 +21,10 @@
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name = "stun revolver"
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desc = "A high-tech revolver that fires stun cartridges. The stun cartridges can be recharged using a conventional energy weapon recharger."
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icon_state = "stunrevolver"
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fire_sound = 'sound/weapons/Taser.ogg'
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fire_sound = 'sound/weapons/Gunshot.ogg'
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origin_tech = "combat=3;materials=3;powerstorage=2"
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charge_cost = 125
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projectile_type = /obj/item/projectile/beam/stun
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projectile_type = /obj/item/projectile/energy/electrode/stunshot
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cell_type = /obj/item/weapon/cell
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@@ -6,12 +6,12 @@
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load_method = SPEEDLOADER //yup. until someone sprites a magazine for it.
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max_shells = 22
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caliber = "9mm"
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origin_tech = "combat=4;materials=2"
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origin_tech = "combat=4;materials=2"
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slot_flags = SLOT_BELT
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ammo_type = /obj/item/ammo_casing/c9mm
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multi_aim = 1
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fire_delay = 0
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/obj/item/weapon/gun/projectile/automatic/mini_uzi
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name = "\improper Uzi"
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desc = "A lightweight, fast firing gun, for when you want someone dead. Uses .45 rounds."
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@@ -47,6 +47,49 @@
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icon_state = "c20r"
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return
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/obj/item/weapon/gun/projectile/automatic/wt550
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name = "\improper W-T 550 Saber"
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desc = "A cheap, mass produced Ward-Takahashi PDW. Uses 9mm rounds."
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icon_state = "wt550"
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w_class = 3.0
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caliber = "9mm"
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origin_tech = "combat=5;materials=2"
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slot_flags = SLOT_BELT
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ammo_type = "/obj/item/ammo_casing/c9mmr"
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fire_sound = 'sound/weapons/Gunshot_smg.ogg'
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load_method = MAGAZINE
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magazine_type = /obj/item/ammo_magazine/mc9mmt/rubber
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/obj/item/weapon/gun/projectile/automatic/wt550/update_icon()
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..()
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if(ammo_magazine)
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icon_state = "wt550-[round(ammo_magazine.stored_ammo.len,4)]"
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else
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icon_state = "wt550"
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return
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/obj/item/weapon/gun/projectile/automatic/z8
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name = "\improper Z8 Bulldog"
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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."
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icon_state = "carbine"
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item_state = "shotgun"
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w_class = 4.0
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force = 10
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caliber = "a556"
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origin_tech = "combat=8;materials=3"
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ammo_type = "/obj/item/ammo_casing/a556"
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fire_sound = 'sound/weapons/Gunshot.ogg'
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load_method = MAGAZINE
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magazine_type = /obj/item/ammo_magazine/a556
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/obj/item/weapon/gun/projectile/automatic/z8/update_icon()
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..()
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if(ammo_magazine)
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icon_state = "carbine-[round(ammo_magazine.stored_ammo.len,2)]"
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else
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icon_state = "carbine"
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return
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/obj/item/weapon/gun/projectile/automatic/sts35
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name = "\improper STS-35 automatic rifle"
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desc = "A durable, rugged looking automatic weapon of make popular on the frontier, despite it's bulk. Uses 7.62mm rounds. It is unmarked."
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@@ -34,6 +34,21 @@
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M << "You name the gun [input]. Say hello to your new friend."
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return 1
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/obj/item/weapon/gun/projectile/sec
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desc = "A Nanotrasen designed sidearm, found pretty much everywhere humans are. Uses less-than-lethal .45 rounds."
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name = "\improper NT Mk58"
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icon_state = "secguncomp"
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magazine_type = /obj/item/ammo_magazine/c45m/rubber
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caliber = ".45"
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origin_tech = "combat=3;materials=2"
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load_method = MAGAZINE
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/obj/item/weapon/gun/projectile/sec/wood
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desc = "A Nanotrasen designed sidearm, this one has a sweet wooden grip. Uses less-than-lethal .45 rounds."
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name = "\improper Custom NT Mk58"
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icon_state = "secgundark"
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/obj/item/weapon/gun/projectile/silenced
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name = "silenced pistol"
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desc = "A small, quiet, easily concealable gun. Uses .45 rounds."
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@@ -98,7 +113,7 @@
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silenced = 0
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origin_tech = "combat=2;materials=2;syndicate=2"
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load_method = MAGAZINE
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magazine_type = /obj/item/ammo_magazine/mc9mm
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magazine_type = /obj/item/ammo_magazine/mc9mm
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/obj/item/weapon/gun/projectile/pistol/flash
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name = "\improper Stechtkin signal pistol"
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@@ -11,33 +11,33 @@
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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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ammo_type = /obj/item/ammo_casing/shotgun/pellet
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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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/obj/item/weapon/gun/projectile/shotgun/pump/consume_next_projectile()
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if(chambered)
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return chambered.BB
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return null
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return null
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/obj/item/weapon/gun/projectile/shotgun/pump/attack_self(mob/living/user as mob)
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if(world.time >= recentpump + 10)
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pump(user)
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pump(user)
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recentpump = world.time
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/obj/item/weapon/gun/projectile/shotgun/pump/proc/pump(mob/M as mob)
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playsound(M, 'sound/weapons/shotgunpump.ogg', 60, 1)
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if(chambered)//We have a shell in the chamber
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chambered.loc = get_turf(src)//Eject casing
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chambered = null
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if(loaded.len)
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var/obj/item/ammo_casing/AC = loaded[1] //load next casing.
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loaded -= AC //Remove casing from loaded list.
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chambered = AC
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update_icon()
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update_icon()
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/obj/item/weapon/gun/projectile/shotgun/pump/combat
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name = "combat shotgun"
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@@ -62,7 +62,7 @@
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flags = CONDUCT
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slot_flags = SLOT_BACK
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caliber = "shotgun"
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origin_tech = "combat=3;materials=1"
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origin_tech = "combat=3;materials=1"
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ammo_type = /obj/item/ammo_casing/shotgun/beanbag
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//this is largely hacky and bad :( -Pete
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@@ -71,7 +71,7 @@
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user << "<span class='notice'>You begin to shorten the barrel of \the [src].</span>"
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if(loaded.len)
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for(var/i in 1 to max_shells)
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afterattack(user, user) //will this work? //it will. we call it twice, for twice the FUN
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afterattack(user, user) //will this work? //it will. we call it twice, for twice the FUN
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playsound(user, fire_sound, 50, 1)
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user.visible_message("<span class='danger'>The shotgun goes off!</span>", "<span class='danger'>The shotgun goes off in your face!</span>")
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return
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@@ -14,7 +14,7 @@
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shake_camera(L, 3, 2)
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/obj/item/projectile/bullet/check_penetrate(var/atom/A)
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if(!A || !A.density) return 1 //if whatever it was got destroyed when we hit it, then I guess we can just keep going
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if(!A || !A.density) return 1 //if whatever it was got destroyed when we hit it, then I guess we can just keep going
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if(istype(A, /obj/mecha))
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return 1 //mecha have their own penetration handling
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@@ -23,7 +23,7 @@
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if(iscarbon(A))
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//squishy mobs absorb KE
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if(can_embed()) return 0
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damage *= 0.7
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damage *= 0.7
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return 1
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var/chance = 0
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@@ -34,10 +34,10 @@
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var/obj/machinery/door/D = A
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chance = round(damage/D.maxhealth*100)
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else if(istype(A, /obj/structure/girder) || istype(A, /obj/structure/cultgirder))
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chance = 100
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chance = 100
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else if(istype(A, /obj/machinery) || istype(A, /obj/structure))
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chance = 25
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if(prob(chance))
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if(A.opacity)
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//display a message so that people on the other side aren't so confused
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@@ -132,6 +132,10 @@
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weaken = 3
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penetrating = 5
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/obj/item/projectile/bullet/rifle/a556
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damage = 50
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penetrating = 1
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/* Miscellaneous */
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/obj/item/projectile/bullet/suffocationbullet//How does this even work?
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