mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-22 16:12:19 +00:00
Ports the radiation subsystem and cleans up damage flags. (#15715)
This commit is contained in:
@@ -577,11 +577,11 @@
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user.show_message(SPAN_WARNING("You feel rather silly, trying to commit suicide with a toy."))
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mouthshoot = FALSE
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return
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else if(in_chamber.damage_type == PAIN)
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user.apply_damage(in_chamber.damage * 2, PAIN, BP_HEAD)
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else if(in_chamber.damage_type == DAMAGE_PAIN)
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user.apply_damage(in_chamber.damage * 2, DAMAGE_PAIN, BP_HEAD)
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else
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log_and_message_admins("[key_name(user)] commited suicide using \a [src].")
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user.apply_damage(in_chamber.damage * 20, in_chamber.damage_type, BP_HEAD, used_weapon = "Point blank shot in the mouth with \a [in_chamber]", damage_flags = DAM_SHARP)
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user.apply_damage(in_chamber.damage * 20, in_chamber.damage_type, BP_HEAD, used_weapon = "Point blank shot in the mouth with \a [in_chamber]", damage_flags = DAMAGE_FLAG_SHARP)
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user.death()
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handle_post_fire(user, user, FALSE, FALSE, FALSE)
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@@ -98,7 +98,7 @@
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icon = 'icons/obj/machinery/particle_accelerator2.dmi'
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icon_state = "particle"
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damage = 60
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damage_type = BRUTE
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damage_type = DAMAGE_BRUTE
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check_armor = "bullet"
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pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
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@@ -70,7 +70,7 @@
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name = "plasma arc"
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icon_state = "omnilaser"
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damage = 20
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damage_type = BURN
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damage_type = DAMAGE_BURN
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check_armor = "laser"
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range = 5
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pass_flags = PASSTABLE|PASSRAILING
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@@ -71,7 +71,7 @@
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to_chat(M, "<span class='warning'>Your gun feels pleasantly warm for a moment.</span>")
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else
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to_chat(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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SSradiation.radiate(src, rand(3, 50))
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return
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/obj/item/gun/energy/gun/nuclear/medium_fail(var/mob/user)
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@@ -85,7 +85,7 @@
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to_chat(user, "<span class='danger'>Your gun's reactor overloads!</span>")
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for (var/mob/living/M in range(rand(1,4),src))
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to_chat(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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SSradiation.radiate(src, rand(3, 80))
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crit_fail = 1 //break the gun so it stops recharging
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self_recharge = FALSE
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update_icon()
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@@ -48,20 +48,20 @@
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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 (M != user)
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to_chat(M, "<span class='warning'>You feel a warm sensation.</span>")
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M.apply_effect(rand(1,10)*(prototype.criticality+1), IRRADIATE)
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M.apply_effect(rand(1,10)*(prototype.criticality+1), DAMAGE_RADIATION)
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return
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/obj/item/laser_components/capacitor/nuclear/medium_fail(var/mob/user, var/obj/item/gun/energy/laser/prototype/prototype)
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for (var/mob/living/M in range(round((prototype.criticality+1)),src)) //Only a minor failure, enjoy your radiation if you're in the same tile or carrying it
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if (M != user)
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to_chat(M, "<span class='warning'>You feel a warm sensation.</span>")
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M.apply_effect(rand(1,40)*(prototype.criticality+1), IRRADIATE)
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M.apply_effect(rand(1,40)*(prototype.criticality+1), DAMAGE_RADIATION)
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return
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/obj/item/laser_components/capacitor/nuclear/critical_fail(var/mob/user, var/obj/item/gun/energy/laser/prototype/prototype)
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for (var/mob/living/M in range(rand(2,6)*(prototype.criticality+1),src))
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to_chat(M, "<span class='warning'>You feel a wave of heat wash over you.</span>")
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M.apply_effect(300*(prototype.criticality+1), IRRADIATE)
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M.apply_effect(300*(prototype.criticality+1), DAMAGE_RADIATION)
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..()
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/obj/item/laser_components/capacitor/teranium
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@@ -97,7 +97,7 @@
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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 (M != user)
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to_chat(M, "<span class='warning'>You feel a warm sensation.</span>")
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M.apply_effect(rand(1,10)*(prototype.criticality+1), IRRADIATE)
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M.apply_effect(rand(1,10)*(prototype.criticality+1), DAMAGE_RADIATION)
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return
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/obj/item/laser_components/capacitor/phoron/medium_fail(var/mob/user, var/obj/item/gun/energy/laser/prototype/prototype)
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@@ -28,8 +28,8 @@
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//Effects
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var/damage = 10
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var/damage_type = BRUTE //BRUTE, BURN, TOX, OXY, CLONE, PAIN are the only things that should be in here
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var/damage_flags = DAM_BULLET
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var/damage_type = DAMAGE_BRUTE //DAMAGE_BRUTE, DAMAGE_BURN, DAMAGE_TOXIN, DAMAGE_OXY, DAMAGE_CLONE, DAMAGE_PAIN are the only things that should be in here
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var/damage_flags = DAMAGE_FLAG_BULLET
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var/nodamage = FALSE //Determines if the projectile will skip any damage inflictions
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var/check_armor = "bullet" //Defines what armor to use when it hits things. Must be set to bullet, laser, energy,or bomb //Cael - bio and rad are also valid
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var/list/impact_sounds //for different categories, IMPACT_MEAT etc
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@@ -114,7 +114,7 @@
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if(isanimal(target))
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return FALSE
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var/mob/living/L = target
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if(damage_type == BRUTE && damage > 5) //weak hits shouldn't make you gush blood
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if(damage_type == DAMAGE_BRUTE && damage > 5) //weak hits shouldn't make you gush blood
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var/splatter_color = "#A10808"
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var/mob/living/carbon/human/H = target
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if (istype(H) && H.species && H.species.blood_color)
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@@ -126,7 +126,7 @@
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L.apply_effects(0, weaken, paralyze, 0, stutter, eyeblur, drowsy, 0, incinerate, blocked)
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L.stun_effect_act(stun, agony, def_zone, src, damage_flags)
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L.apply_damage(irradiate, IRRADIATE, damage_flags = DAM_DISPERSED) //radiation protection is handled separately from other armor types.
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L.apply_damage(irradiate, DAMAGE_RADIATION, damage_flags = DAMAGE_FLAG_DISPERSED) //radiation protection is handled separately from other armor types.
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return 1
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//called when the projectile stops flying because it collided with something
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@@ -136,7 +136,7 @@
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//Checks if the projectile is eligible for embedding. Not that it necessarily will.
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/obj/item/projectile/proc/can_embed()
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//embed must be enabled and damage type must be brute
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if(!embed || damage_type != BRUTE)
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if(!embed || damage_type != DAMAGE_BRUTE)
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return FALSE
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return TRUE
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@@ -151,7 +151,7 @@
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return SP
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/obj/item/projectile/proc/get_structure_damage()
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if(damage_type == BRUTE || damage_type == BURN)
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if(damage_type == DAMAGE_BRUTE || damage_type == DAMAGE_BURN)
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return damage * anti_materiel_potential
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return FALSE
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@@ -2,7 +2,7 @@
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name = "bolt of animation"
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icon_state = "ice_1"
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damage = 0
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damage_type = BURN
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damage_type = DAMAGE_BURN
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nodamage = 1
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check_armor = "energy"
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@@ -4,11 +4,11 @@
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ping_effect = "ping_s"
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pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE | PASSRAILING
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damage = 30
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damage_type = BURN
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damage_type = DAMAGE_BURN
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impact_sounds = list(BULLET_IMPACT_MEAT = SOUNDS_LASER_MEAT, BULLET_IMPACT_METAL = SOUNDS_LASER_METAL)
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check_armor = "laser"
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eyeblur = 4
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damage_flags = DAM_LASER
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damage_flags = DAMAGE_FLAG_LASER
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var/frequency = 1
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hitscan = 1
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invisibility = 101 //beam projectiles are invisible as they are rendered by the effect engine
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@@ -20,7 +20,7 @@
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/obj/item/projectile/beam/practice
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name = "laser"
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damage = 5
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damage_type = PAIN
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damage_type = DAMAGE_PAIN
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eyeblur = 0
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/obj/item/projectile/beam/pistol
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@@ -143,7 +143,7 @@
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pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE | PASSRAILING
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damage = 0
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no_attack_log = 1
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damage_type = BURN
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damage_type = DAMAGE_BURN
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check_armor = "laser"
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var/laser_tag_color = "red"
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@@ -198,7 +198,7 @@
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sharp = FALSE
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eyeblur = 1
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agony = 45
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damage_type = BURN
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damage_type = DAMAGE_BURN
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muzzle_type = /obj/effect/projectile/muzzle/stun
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tracer_type = /obj/effect/projectile/tracer/stun
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@@ -219,7 +219,7 @@
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name = "electrical arc"
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icon_state = "stun"
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damage = 1
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damage_type = BURN
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damage_type = DAMAGE_BURN
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muzzle_type = /obj/effect/projectile/muzzle/stun
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tracer_type = /obj/effect/projectile/tracer/stun
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@@ -268,7 +268,7 @@
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name = "diffuse electrical arc"
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nodamage = FALSE
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damage_type = BURN
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damage_type = DAMAGE_BURN
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damage = 15
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agony = 30
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@@ -414,7 +414,7 @@
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name = "energy net projection"
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icon_state = "xray"
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nodamage = 1
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damage_type = PAIN
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damage_type = DAMAGE_PAIN
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muzzle_type = /obj/effect/projectile/muzzle/xray
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tracer_type = /obj/effect/projectile/tracer/xray
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@@ -447,7 +447,7 @@
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name = "tesla bolt"
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icon_state = "lightning"
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damage = 10
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damage_type = BURN
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damage_type = DAMAGE_BURN
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pass_flags = PASSTABLE | PASSGRILLE | PASSRAILING
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range = 40
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eyeblur = 0
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@@ -475,7 +475,7 @@
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icon_state = "bluelaser"
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pass_flags = PASSTABLE | PASSRAILING
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damage = 15
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damage_type = BURN
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damage_type = DAMAGE_BURN
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check_armor = "energy"
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muzzle_type = /obj/effect/projectile/muzzle/laser/blue
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@@ -2,7 +2,7 @@
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name = "bullet"
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icon_state = "bullet"
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damage = 60
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damage_type = BRUTE
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damage_type = DAMAGE_BRUTE
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impact_sounds = list(BULLET_IMPACT_MEAT = SOUNDS_BULLET_MEAT, BULLET_IMPACT_METAL = SOUNDS_BULLET_METAL)
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nodamage = FALSE
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check_armor = "bullet"
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@@ -277,7 +277,7 @@
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weaken = 0
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drowsy = 0
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eyeblur = 0
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damage_type = BRUTE
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damage_type = DAMAGE_BRUTE
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speed = 0.3
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/obj/item/projectile/bullet/rifle/tranq/on_hit(var/atom/target, var/blocked = 0, var/def_zone = null)
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@@ -301,7 +301,7 @@
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if(isanimal(target))
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target.visible_message("<b>[target]</b> twitches, foaming at the mouth.")
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L.apply_damage(35, TOX) //temporary until simple_animal paralysis actually works.
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L.apply_damage(35, DAMAGE_TOXIN) //temporary until simple_animal paralysis actually works.
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..()
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/* Miscellaneous */
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@@ -328,7 +328,7 @@
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/obj/item/projectile/bullet/pistol/cap
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name = "cap"
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damage_type = PAIN
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damage_type = DAMAGE_PAIN
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damage = 0
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nodamage = 1
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embed = 0
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@@ -343,7 +343,7 @@
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icon = 'icons/obj/terminator.dmi'
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icon_state = "flechette_bullet"
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damage = 40
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damage_type = BRUTE
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damage_type = DAMAGE_BRUTE
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check_armor = "bullet"
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embed = 1
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sharp = 1
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@@ -414,7 +414,7 @@
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var/turf/T = get_turf(mob)
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if(T && (loc.z == T.z))
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if(ishuman(mob))
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mob.apply_damage(250, IRRADIATE, damage_flags = DAM_DISPERSED)
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mob.apply_damage(250, DAMAGE_RADIATION, damage_flags = DAMAGE_FLAG_DISPERSED)
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new /obj/effect/temp_visual/nuke(A.loc)
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explosion(A,2,5,9)
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..()
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@@ -2,7 +2,7 @@
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name = "bolt of change"
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icon_state = "ice_1"
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damage = 0
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damage_type = BURN
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damage_type = DAMAGE_BURN
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nodamage = 1
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check_armor = "energy"
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@@ -2,7 +2,7 @@
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name = "energy"
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icon_state = "spark"
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damage = 0
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damage_type = BURN
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damage_type = DAMAGE_BURN
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check_armor = "energy"
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//releases a burst of light on impact or after travelling a distance
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@@ -47,7 +47,7 @@
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name = "electrode"
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icon_state = "spark"
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damage = 2 //Flavor.
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damage_type = BURN
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damage_type = DAMAGE_BURN
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agony = 40
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eyeblur = 1
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//Damage will be handled on the MOB side, to prevent window shattering.
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@@ -61,35 +61,35 @@
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name = "decloner beam"
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icon_state = "declone"
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damage = 20
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damage_type = CLONE
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damage_type = DAMAGE_CLONE
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irradiate = 40
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/obj/item/projectile/energy/dart
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name = "dart"
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icon_state = "toxin"
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damage = 5
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damage_type = TOX
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damage_type = DAMAGE_TOXIN
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weaken = 5
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/obj/item/projectile/energy/bolt
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name = "bolt"
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icon_state = "cbbolt"
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damage = 1
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damage_type = BURN
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damage_type = DAMAGE_BURN
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agony = 45
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stutter = 10
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/obj/item/projectile/energy/bolt/large
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name = "largebolt"
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damage = 2
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damage_type = BURN
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damage_type = DAMAGE_BURN
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agony = 60
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/obj/item/projectile/energy/neurotoxin
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name = "neuro"
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icon_state = "neurotoxin"
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damage = 5
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damage_type = TOX
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damage_type = DAMAGE_TOXIN
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weaken = 5
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/obj/item/projectile/energy/phoron
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@@ -103,7 +103,7 @@
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icon_state = "bfg"
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check_armor = "bomb"
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damage = 60
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||||
damage_type = BRUTE
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damage_type = DAMAGE_BRUTE
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pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE | PASSRAILING
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range = 100
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embed = 0
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||||
@@ -131,7 +131,7 @@
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if(M.stat == DEAD)
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M.gib()
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else
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M.apply_damage(60, BRUTE, BP_HEAD)
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M.apply_damage(60, DAMAGE_BRUTE, BP_HEAD)
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playsound(src, 'sound/magic/LightningShock.ogg', 75, 1)
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else if(isturf(a) || isobj(a))
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var/atom/A = a
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@@ -145,7 +145,7 @@
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icon = 'icons/obj/projectiles.dmi'
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icon_state = "bluespace"
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||||
damage = 0
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||||
damage_type = BRUTE
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||||
damage_type = DAMAGE_BRUTE
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pass_flags = PASSTABLE | PASSGRILLE | PASSRAILING
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range = 10
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||||
embed = 0
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||||
@@ -172,8 +172,8 @@
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icon_state = "heavybolt"
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||||
damage = 30
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check_armor = "laser"
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damage_type = BURN
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damage_flags = DAM_LASER
|
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damage_type = DAMAGE_BURN
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damage_flags = DAMAGE_FLAG_LASER
|
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pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE | PASSRAILING
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muzzle_type = /obj/effect/projectile/muzzle/bolt
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hit_effect = /obj/effect/temp_visual/blaster_effect
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@@ -184,7 +184,7 @@
|
||||
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/obj/item/projectile/energy/blaster/disruptor/practice
|
||||
damage = 5
|
||||
damage_type = PAIN
|
||||
damage_type = DAMAGE_PAIN
|
||||
eyeblur = 0
|
||||
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||||
/obj/item/projectile/energy/disruptorstun
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||||
@@ -193,14 +193,14 @@
|
||||
damage = 1
|
||||
agony = 40
|
||||
speed = 0.4
|
||||
damage_type = BURN
|
||||
damage_type = DAMAGE_BURN
|
||||
eyeblur = TRUE
|
||||
pass_flags = PASSTABLE | PASSRAILING
|
||||
muzzle_type = /obj/effect/projectile/muzzle/bolt
|
||||
|
||||
/obj/item/projectile/energy/disruptorstun/practice
|
||||
damage = 5
|
||||
damage_type = PAIN
|
||||
damage_type = DAMAGE_PAIN
|
||||
eyeblur = 0
|
||||
|
||||
/obj/item/projectile/energy/blaster/heavy
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
name = "ion bolt"
|
||||
icon_state = "ion"
|
||||
damage = 0
|
||||
damage_type = BURN
|
||||
damage_type = DAMAGE_BURN
|
||||
impact_sounds = list(BULLET_IMPACT_MEAT = SOUNDS_ION_ANY, BULLET_IMPACT_METAL = SOUNDS_ION_ANY)
|
||||
check_armor = "energy"
|
||||
var/pulse_range = 1
|
||||
@@ -90,7 +90,7 @@
|
||||
name = "freeze beam"
|
||||
icon_state = "ice_2"
|
||||
damage = 0
|
||||
damage_type = BURN
|
||||
damage_type = DAMAGE_BURN
|
||||
nodamage = 1
|
||||
check_armor = "energy"
|
||||
//var/temperature = 300
|
||||
@@ -107,7 +107,7 @@
|
||||
icon = 'icons/obj/meteor.dmi'
|
||||
icon_state = "small1"
|
||||
damage = 0
|
||||
damage_type = BRUTE
|
||||
damage_type = DAMAGE_BRUTE
|
||||
nodamage = 1
|
||||
check_armor = "bullet"
|
||||
|
||||
@@ -136,7 +136,7 @@
|
||||
name = "alpha somatoray"
|
||||
icon_state = "energy"
|
||||
damage = 0
|
||||
damage_type = TOX
|
||||
damage_type = DAMAGE_TOXIN
|
||||
nodamage = 1
|
||||
check_armor = "energy"
|
||||
|
||||
@@ -144,7 +144,7 @@
|
||||
name = "gamma somatoray"
|
||||
icon_state = "energy2"
|
||||
damage = 0
|
||||
damage_type = TOX
|
||||
damage_type = DAMAGE_TOXIN
|
||||
nodamage = TRUE
|
||||
var/singleton/plantgene/gene = null
|
||||
|
||||
@@ -154,7 +154,7 @@
|
||||
var/mob/living/carbon/human/H = M
|
||||
if((H.species.flags & IS_PLANT) && (M.nutrition < 500))
|
||||
if(prob(15))
|
||||
H.apply_damage(rand(30,80), IRRADIATE, damage_flags = DAM_DISPERSED)
|
||||
H.apply_damage(rand(30,80), DAMAGE_RADIATION, damage_flags = DAMAGE_FLAG_DISPERSED)
|
||||
M.Weaken(5)
|
||||
for (var/mob/V in viewers(src))
|
||||
V.show_message("<span class='warning'>[M] writhes in pain as [M.get_pronoun("his")] vacuoles boil.</span>", 3, "<span class='warning'>You hear the crunching of leaves.</span>", 2)
|
||||
@@ -177,7 +177,7 @@
|
||||
name = "beta somatoray"
|
||||
icon_state = "energy2"
|
||||
damage = 0
|
||||
damage_type = TOX
|
||||
damage_type = DAMAGE_TOXIN
|
||||
nodamage = 1
|
||||
check_armor = "energy"
|
||||
|
||||
@@ -220,7 +220,7 @@
|
||||
damage = 1 // stop trying to murderbone with a fake gun dumbass!!!
|
||||
embed = 0 // nope
|
||||
nodamage = 1
|
||||
damage_type = PAIN
|
||||
damage_type = DAMAGE_PAIN
|
||||
muzzle_type = /obj/effect/projectile/muzzle/bullet
|
||||
|
||||
/obj/item/projectile/bullet/cannon
|
||||
@@ -244,13 +244,13 @@
|
||||
damage = 0
|
||||
check_armor = "energy"
|
||||
embed = 0
|
||||
damage_type = PAIN
|
||||
damage_type = DAMAGE_PAIN
|
||||
|
||||
/obj/item/projectile/magic/fireball
|
||||
name = "fireball"
|
||||
icon_state = "fireball"
|
||||
damage = 20
|
||||
damage_type = BURN
|
||||
damage_type = DAMAGE_BURN
|
||||
|
||||
/obj/item/projectile/magic/fireball/on_impact(var/atom/A)
|
||||
explosion(A, 0, 0, 4)
|
||||
@@ -277,8 +277,8 @@
|
||||
name = "plasma slug"
|
||||
icon_state = "plasma_bolt"
|
||||
damage = 20
|
||||
damage_type = BRUTE
|
||||
damage_flags = DAM_LASER
|
||||
damage_type = DAMAGE_BRUTE
|
||||
damage_flags = DAMAGE_FLAG_LASER
|
||||
check_armor = "energy"
|
||||
incinerate = 10
|
||||
armor_penetration = 60
|
||||
@@ -308,14 +308,14 @@
|
||||
name ="ice bolt"
|
||||
icon_state= "icer_bolt"
|
||||
damage = 15
|
||||
damage_type = BRUTE
|
||||
damage_type = DAMAGE_BRUTE
|
||||
check_armor = "energy"
|
||||
|
||||
/obj/item/projectile/bonedart
|
||||
name = "bone dart"
|
||||
icon_state = "bonedart"
|
||||
damage = 35
|
||||
damage_type = BRUTE
|
||||
damage_type = DAMAGE_BRUTE
|
||||
impact_sounds = list(BULLET_IMPACT_MEAT = SOUNDS_BULLET_MEAT, BULLET_IMPACT_METAL = SOUNDS_BULLET_METAL)
|
||||
nodamage = FALSE
|
||||
check_armor = "melee"
|
||||
|
||||
Reference in New Issue
Block a user