mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-01-03 22:12:38 +00:00
Gun cleanup and rewrite
Rewrites gun.dm. Reorganizes the firing procedure into logical procs and cleans up some unnecessary variables or demotes them to the subtypes that actually care. Energy weapons that create their own projectiles no longer care about in_chamber. Launcher support is much more natural now. Cleans up duplicated cyborg energy weapon power supply code. Adds support for energy weapons to recharge from external power sources, unifying cyborg and hardsuit mounted weapons. Incorporates the cyborg taser recharging mechanism. Cleans up laser tag gun duplication Changes path strings to actual paths. Changes relative paths to absolute paths. Renamed several targeting vars to make their purposes more clear. Fixed targeting not handling firing correctly for certain subtypes.
This commit is contained in:
@@ -24,7 +24,6 @@
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..()
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/obj/item/weapon/gun/launcher/spikethrower/process()
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if(spikes < max_spikes && world.time > last_regen + spike_gen_time)
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spikes++
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last_regen = world.time
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@@ -32,7 +31,7 @@
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/obj/item/weapon/gun/launcher/spikethrower/examine(mob/user)
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..(user)
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user << "It has [spikes] [spikes == 1 ? "spike" : "spikes"] remaining."
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user << "It has [spikes] spike\s remaining."
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/obj/item/weapon/gun/launcher/spikethrower/update_icon()
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icon_state = "spikethrower[spikes]"
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@@ -46,21 +45,18 @@
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if(H.species && H.species.name != "Vox" && H.species.name != "Vox Armalis")
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user << "\red \The [src] does not respond to you!"
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return 0
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return 1
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return ..()
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/obj/item/weapon/gun/launcher/spikethrower/update_release_force()
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return
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/obj/item/weapon/gun/launcher/spikethrower/load_into_chamber()
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if(in_chamber) return 1
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if(spikes < 1) return 0
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/obj/item/weapon/gun/launcher/spikethrower/can_fire()
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return (spikes >= 1)
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/obj/item/weapon/gun/launcher/spikethrower/get_next_projectile()
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if(spikes < 1) return null
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spikes--
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in_chamber = new /obj/item/weapon/spike(src)
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return 1
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/obj/item/weapon/gun/launcher/spikethrower/Fire(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, params, reflex = 0)
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if(..()) update_icon()
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return new /obj/item/weapon/spike(src)
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//This gun only functions for armalis. The on-sprite is too huge to render properly on other sprites.
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/obj/item/weapon/gun/energy/noisecannon
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@@ -74,7 +70,7 @@
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force = 10
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projectile_type = /obj/item/projectile/energy/sonic
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cell_type = "/obj/item/weapon/cell/super"
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cell_type = /obj/item/weapon/cell/super
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fire_delay = 40
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fire_sound = 'sound/effects/basscannon.ogg'
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@@ -94,10 +90,6 @@
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user << "\red \The [src] is far too large for you to pick up."
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return
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/obj/item/weapon/gun/energy/noisecannon/load_into_chamber() //Does not have ammo.
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in_chamber = new projectile_type(src)
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return 1
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/obj/item/weapon/gun/energy/noisecannon/update_icon()
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return
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@@ -3,39 +3,79 @@
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desc = "A basic energy-based gun."
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icon_state = "energy"
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fire_sound = 'sound/weapons/Taser.ogg'
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fire_sound_text = "laser blast"
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var/obj/item/weapon/cell/power_supply //What type of power cell this uses
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var/charge_cost = 100 //How much energy is needed to fire.
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var/cell_type = "/obj/item/weapon/cell"
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var/cell_type = /obj/item/weapon/cell
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var/projectile_type = /obj/item/projectile/beam/practice
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var/modifystate
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var/charge_meter = 1 //if set, the icon state will be chosen based on the current charge
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//self-recharging
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var/self_recharge = 0 //if set, the weapon will recharge itself
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var/use_external_power = 0 //if set, the weapon will look for an external power source to draw from, otherwise it recharges magically
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var/recharge_time = 4
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var/charge_tick = 0
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emp_act(severity)
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power_supply.use(round(power_supply.maxcharge / severity))
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update_icon()
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..()
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New()
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..()
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if(cell_type)
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power_supply = new cell_type(src)
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else
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power_supply = new(src)
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power_supply.give(power_supply.maxcharge)
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return
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load_into_chamber()
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if(in_chamber) return 1
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if(!power_supply) return 0
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if(!power_supply.use(charge_cost)) return 0
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if(!ispath(projectile_type)) return 0
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in_chamber = new projectile_type(src)
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return 1
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/obj/item/weapon/gun/energy/emp_act(severity)
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power_supply.use(round(power_supply.maxcharge / severity))
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update_icon()
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..()
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/obj/item/weapon/gun/energy/New()
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..()
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if(cell_type)
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power_supply = new cell_type(src)
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power_supply.give(power_supply.maxcharge)
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if(self_recharge)
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processing_objects.Add(src)
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/obj/item/weapon/gun/energy/Del()
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if(self_recharge)
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processing_objects.Remove(src)
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..()
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/obj/item/weapon/gun/energy/process()
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if(self_recharge) //Every [recharge_time] ticks, recharge a shot for the cyborg
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charge_tick++
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if(charge_tick < recharge_time) return 0
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charge_tick = 0
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if(!power_supply || power_supply.charge >= power_supply.maxcharge)
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return 0 // check if we actually need to recharge
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if(use_external_power)
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var/obj/item/weapon/cell/external = get_external_power_supply()
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if(!external || !external.use(charge_cost)) //Take power from the borg...
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return 0
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power_supply.give(charge_cost) //... to recharge the shot
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update_icon()
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return 1
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/obj/item/weapon/gun/energy/get_next_projectile()
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if(!power_supply) return null
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if(!ispath(projectile_type)) return null
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if(!power_supply.use(charge_cost)) return null
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return new projectile_type(src)
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/obj/item/weapon/gun/energy/proc/get_external_power_supply()
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if(isrobot(src.loc))
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var/mob/living/silicon/robot/R = src.loc
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return R.cell
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if(istype(src.loc, /obj/item/rig_module))
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var/obj/item/rig_module/module = src.loc
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if(module.holder && module.holder.wearer)
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var/mob/living/carbon/human/H = module.holder.wearer
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if(istype(H) && H.back)
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var/obj/item/weapon/rig/suit = H.back
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if(istype(suit))
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return suit.cell
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return null
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/obj/item/weapon/gun/energy/update_icon()
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if(charge_meter)
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var/ratio = power_supply.charge / power_supply.maxcharge
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ratio = round(ratio, 0.25) * 100
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if(modifystate)
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@@ -9,84 +9,43 @@
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origin_tech = "combat=3;magnets=2"
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projectile_type = /obj/item/projectile/beam
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/obj/item/weapon/gun/energy/laser/mounted
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self_recharge = 1
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use_external_power = 1
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/obj/item/weapon/gun/energy/laser/practice
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name = "practice laser gun"
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desc = "A modified version of the basic laser gun, this one fires less concentrated energy bolts designed for target practice."
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projectile_type = /obj/item/projectile/beam/practice
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clumsy_check = 0
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obj/item/weapon/gun/energy/laser/retro
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name = "retro laser"
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icon_state = "retro"
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desc = "An older model of the basic lasergun, no longer used by Nanotrasen's security or military forces. Nevertheless, it is still quite deadly and easy to maintain, making it a favorite amongst pirates and other outlaws."
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/obj/item/weapon/gun/energy/laser/captain
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name = "antique laser gun"
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icon_state = "caplaser"
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desc = "This is an antique laser gun. All craftsmanship is of the highest quality. It is decorated with assistant leather and chrome. The object menaces with spikes of energy. On the item is an image of Space Station 13. The station is exploding."
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force = 10
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origin_tech = null
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var/charge_tick = 0
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New()
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..()
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processing_objects.Add(src)
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Del()
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processing_objects.Remove(src)
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..()
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process()
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charge_tick++
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if(charge_tick < 4) return 0
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charge_tick = 0
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if(!power_supply) return 0
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power_supply.give(100)
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update_icon()
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return 1
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/obj/item/weapon/gun/energy/laser/cyborg/load_into_chamber()
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if(in_chamber)
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return 1
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if(isrobot(src.loc))
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var/mob/living/silicon/robot/R = src.loc
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if(R && R.cell)
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R.cell.use(100)
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in_chamber = new/obj/item/projectile/beam(src)
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return 1
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return 0
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self_recharge = 1
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/obj/item/weapon/gun/energy/lasercannon
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name = "laser cannon"
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desc = "With the L.A.S.E.R. 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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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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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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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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isHandgun()
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return 0
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/obj/item/weapon/gun/energy/lasercannon/cyborg/load_into_chamber()
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if(in_chamber)
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return 1
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if(isrobot(src.loc))
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var/mob/living/silicon/robot/R = src.loc
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if(R && R.cell)
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R.cell.use(250)
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in_chamber = new/obj/item/projectile/beam/heavylaser(src)
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return 1
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return 0
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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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/obj/item/weapon/gun/energy/xray
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name = "xray laser gun"
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@@ -94,80 +53,32 @@ obj/item/weapon/gun/energy/laser/retro
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icon_state = "xray"
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fire_sound = 'sound/weapons/laser3.ogg'
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origin_tech = "combat=5;materials=3;magnets=2;syndicate=2"
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projectile_type = "/obj/item/projectile/beam/xray"
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projectile_type = /obj/item/projectile/beam/xray
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charge_cost = 50
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////////Laser Tag////////////////////
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/obj/item/weapon/gun/energy/laser/bluetag
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/obj/item/weapon/gun/energy/lasertag
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name = "laser tag gun"
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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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self_recharge = 1
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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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if(!istype(M.wear_suit, required_vest))
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M << "\red You need to be wearing your laser tag vest!"
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return 0
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return ..()
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/obj/item/weapon/gun/energy/lasertag/blue
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icon_state = "bluetag"
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desc = "Standard issue weapon of the Imperial Guard"
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projectile_type = "/obj/item/projectile/beam/lastertag/blue"
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origin_tech = "combat=1;magnets=2"
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clumsy_check = 0
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var/charge_tick = 0
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projectile_type = /obj/item/projectile/beam/lastertag/blue
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required_vest = /obj/item/clothing/suit/bluetag
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special_check(var/mob/living/carbon/human/M)
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if(ishuman(M))
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if(istype(M.wear_suit, /obj/item/clothing/suit/bluetag))
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return 1
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M << "\red You need to be wearing your laser tag vest!"
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return 0
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New()
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..()
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processing_objects.Add(src)
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Del()
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processing_objects.Remove(src)
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..()
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process()
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charge_tick++
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if(charge_tick < 4) return 0
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charge_tick = 0
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if(!power_supply) return 0
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power_supply.give(100)
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update_icon()
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return 1
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/obj/item/weapon/gun/energy/laser/redtag
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name = "laser tag gun"
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/obj/item/weapon/gun/energy/lasertag/red
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icon_state = "redtag"
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desc = "Standard issue weapon of the Imperial Guard"
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projectile_type = "/obj/item/projectile/beam/lastertag/red"
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origin_tech = "combat=1;magnets=2"
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clumsy_check = 0
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var/charge_tick = 0
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special_check(var/mob/living/carbon/human/M)
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if(ishuman(M))
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if(istype(M.wear_suit, /obj/item/clothing/suit/redtag))
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return 1
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M << "\red You need to be wearing your laser tag vest!"
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return 0
|
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New()
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..()
|
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processing_objects.Add(src)
|
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|
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Del()
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processing_objects.Remove(src)
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..()
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process()
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charge_tick++
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if(charge_tick < 4) return 0
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charge_tick = 0
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if(!power_supply) return 0
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power_supply.give(100)
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update_icon()
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return 1
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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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@@ -1,6 +1,6 @@
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/obj/item/weapon/gun/energy/gun
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name = "energy gun"
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desc = "A basic energy-based gun with two settings: Stun and kill."
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desc = "An energy-based gun 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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@@ -12,118 +12,106 @@
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var/mode = 0 //0 = stun, 1 = kill
|
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/obj/item/weapon/gun/energy/gun/attack_self(mob/living/user as mob)
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switch(mode)
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if(0)
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mode = 1
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charge_cost = 100
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fire_sound = 'sound/weapons/Laser.ogg'
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user << "\red [src.name] is now set to kill."
|
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projectile_type = /obj/item/projectile/beam
|
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modifystate = "energykill"
|
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if(1)
|
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mode = 0
|
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charge_cost = 100
|
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fire_sound = 'sound/weapons/Taser.ogg'
|
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user << "\red [src.name] is now set to stun."
|
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projectile_type = /obj/item/projectile/beam/stun
|
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modifystate = "energystun"
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update_icon()
|
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if(user.l_hand == src)
|
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user.update_inv_l_hand()
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else
|
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user.update_inv_r_hand()
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|
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attack_self(mob/living/user as mob)
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switch(mode)
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if(0)
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mode = 1
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charge_cost = 100
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fire_sound = 'sound/weapons/Laser.ogg'
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user << "\red [src.name] is now set to kill."
|
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projectile_type = /obj/item/projectile/beam
|
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modifystate = "energykill"
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if(1)
|
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mode = 0
|
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charge_cost = 100
|
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fire_sound = 'sound/weapons/Taser.ogg'
|
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user << "\red [src.name] is now set to stun."
|
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projectile_type = /obj/item/projectile/beam/stun
|
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modifystate = "energystun"
|
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update_icon()
|
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if(user.l_hand == src)
|
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user.update_inv_l_hand()
|
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else
|
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user.update_inv_r_hand()
|
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/obj/item/weapon/gun/energy/gun/mounted
|
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self_recharge = 1
|
||||
use_external_power = 1
|
||||
|
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/obj/item/weapon/gun/energy/gun/nuclear
|
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name = "advanced energy gun"
|
||||
desc = "An energy gun with an experimental miniaturized reactor."
|
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icon_state = "nucgun"
|
||||
origin_tech = "combat=3;materials=5;powerstorage=3"
|
||||
self_recharge = 1
|
||||
var/lightfail = 0
|
||||
var/charge_tick = 0
|
||||
|
||||
New()
|
||||
..()
|
||||
processing_objects.Add(src)
|
||||
//override for failcheck behaviour
|
||||
/obj/item/weapon/gun/energy/gun/nuclear/process()
|
||||
charge_tick++
|
||||
if(charge_tick < 4) return 0
|
||||
charge_tick = 0
|
||||
if(!power_supply) return 0
|
||||
if((power_supply.charge / power_supply.maxcharge) != 1)
|
||||
if(!failcheck()) return 0
|
||||
power_supply.give(charge_cost)
|
||||
update_icon()
|
||||
return 1
|
||||
|
||||
|
||||
Del()
|
||||
/obj/item/weapon/gun/energy/gun/nuclear/proc/failcheck()
|
||||
lightfail = 0
|
||||
if (prob(src.reliability)) return 1 //No failure
|
||||
if (prob(src.reliability))
|
||||
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
|
||||
if (src in M.contents)
|
||||
M << "\red Your gun feels pleasantly warm for a moment."
|
||||
else
|
||||
M << "\red You feel a warm sensation."
|
||||
M.apply_effect(rand(3,120), IRRADIATE)
|
||||
lightfail = 1
|
||||
else
|
||||
for (var/mob/living/M in range(rand(1,4),src)) //Big failure, TIME FOR RADIATION BITCHES
|
||||
if (src in M.contents)
|
||||
M << "\red Your gun's reactor overloads!"
|
||||
M << "\red You feel a wave of heat wash over you."
|
||||
M.apply_effect(300, IRRADIATE)
|
||||
crit_fail = 1 //break the gun so it stops recharging
|
||||
processing_objects.Remove(src)
|
||||
..()
|
||||
update_icon()
|
||||
return 0
|
||||
|
||||
|
||||
process()
|
||||
charge_tick++
|
||||
if(charge_tick < 4) return 0
|
||||
charge_tick = 0
|
||||
if(!power_supply) return 0
|
||||
if((power_supply.charge / power_supply.maxcharge) != 1)
|
||||
if(!failcheck()) return 0
|
||||
power_supply.give(100)
|
||||
update_icon()
|
||||
return 1
|
||||
/obj/item/weapon/gun/energy/gun/nuclear/proc/update_charge()
|
||||
if (crit_fail)
|
||||
overlays += "nucgun-whee"
|
||||
return
|
||||
var/ratio = power_supply.charge / power_supply.maxcharge
|
||||
ratio = round(ratio, 0.25) * 100
|
||||
overlays += "nucgun-[ratio]"
|
||||
|
||||
/obj/item/weapon/gun/energy/gun/nuclear/proc/update_reactor()
|
||||
if(crit_fail)
|
||||
overlays += "nucgun-crit"
|
||||
return
|
||||
if(lightfail)
|
||||
overlays += "nucgun-medium"
|
||||
else if ((power_supply.charge/power_supply.maxcharge) <= 0.5)
|
||||
overlays += "nucgun-light"
|
||||
else
|
||||
overlays += "nucgun-clean"
|
||||
|
||||
proc
|
||||
failcheck()
|
||||
lightfail = 0
|
||||
if (prob(src.reliability)) return 1 //No failure
|
||||
if (prob(src.reliability))
|
||||
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
|
||||
if (src in M.contents)
|
||||
M << "\red Your gun feels pleasantly warm for a moment."
|
||||
else
|
||||
M << "\red You feel a warm sensation."
|
||||
M.apply_effect(rand(3,120), IRRADIATE)
|
||||
lightfail = 1
|
||||
else
|
||||
for (var/mob/living/M in range(rand(1,4),src)) //Big failure, TIME FOR RADIATION BITCHES
|
||||
if (src in M.contents)
|
||||
M << "\red Your gun's reactor overloads!"
|
||||
M << "\red You feel a wave of heat wash over you."
|
||||
M.apply_effect(300, IRRADIATE)
|
||||
crit_fail = 1 //break the gun so it stops recharging
|
||||
processing_objects.Remove(src)
|
||||
update_icon()
|
||||
return 0
|
||||
/obj/item/weapon/gun/energy/gun/nuclear/proc/update_mode()
|
||||
if (mode == 0)
|
||||
overlays += "nucgun-stun"
|
||||
else if (mode == 1)
|
||||
overlays += "nucgun-kill"
|
||||
|
||||
/obj/item/weapon/gun/energy/gun/nuclear/emp_act(severity)
|
||||
..()
|
||||
reliability -= round(15/severity)
|
||||
|
||||
update_charge()
|
||||
if (crit_fail)
|
||||
overlays += "nucgun-whee"
|
||||
return
|
||||
var/ratio = power_supply.charge / power_supply.maxcharge
|
||||
ratio = round(ratio, 0.25) * 100
|
||||
overlays += "nucgun-[ratio]"
|
||||
|
||||
|
||||
update_reactor()
|
||||
if(crit_fail)
|
||||
overlays += "nucgun-crit"
|
||||
return
|
||||
if(lightfail)
|
||||
overlays += "nucgun-medium"
|
||||
else if ((power_supply.charge/power_supply.maxcharge) <= 0.5)
|
||||
overlays += "nucgun-light"
|
||||
else
|
||||
overlays += "nucgun-clean"
|
||||
|
||||
|
||||
update_mode()
|
||||
if (mode == 0)
|
||||
overlays += "nucgun-stun"
|
||||
else if (mode == 1)
|
||||
overlays += "nucgun-kill"
|
||||
|
||||
|
||||
emp_act(severity)
|
||||
..()
|
||||
reliability -= round(15/severity)
|
||||
|
||||
|
||||
update_icon()
|
||||
overlays.Cut()
|
||||
update_charge()
|
||||
update_reactor()
|
||||
update_mode()
|
||||
/obj/item/weapon/gun/energy/gun/nuclear/update_icon()
|
||||
overlays.Cut()
|
||||
update_charge()
|
||||
update_reactor()
|
||||
update_mode()
|
||||
|
||||
@@ -1,70 +1,55 @@
|
||||
/obj/item/weapon/gun/energy/pulse_rifle
|
||||
name = "pulse rifle"
|
||||
desc = "A heavy-duty, pulse-based energy weapon, preferred by front-line combat personnel."
|
||||
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."
|
||||
icon_state = "pulse"
|
||||
item_state = null //so the human update icon uses the icon_state instead.
|
||||
force = 10
|
||||
fire_sound = 'sound/weapons/pulse.ogg'
|
||||
charge_cost = 200
|
||||
projectile_type = /obj/item/projectile/beam/pulse
|
||||
cell_type = "/obj/item/weapon/cell/super"
|
||||
cell_type = /obj/item/weapon/cell/super
|
||||
var/mode = 2
|
||||
fire_delay = 25
|
||||
|
||||
attack_self(mob/living/user as mob)
|
||||
switch(mode)
|
||||
if(2)
|
||||
mode = 0
|
||||
charge_cost = 100
|
||||
fire_sound = 'sound/weapons/Taser.ogg'
|
||||
user << "\red [src.name] is now set to stun."
|
||||
projectile_type = /obj/item/projectile/beam/stun
|
||||
if(0)
|
||||
mode = 1
|
||||
charge_cost = 100
|
||||
fire_sound = 'sound/weapons/Laser.ogg'
|
||||
user << "\red [src.name] is now set to kill."
|
||||
projectile_type = /obj/item/projectile/beam
|
||||
if(1)
|
||||
mode = 2
|
||||
charge_cost = 200
|
||||
fire_sound = 'sound/weapons/pulse.ogg'
|
||||
user << "\red [src.name] is now set to DESTROY."
|
||||
projectile_type = /obj/item/projectile/beam/pulse
|
||||
return
|
||||
|
||||
isHandgun()
|
||||
return 0
|
||||
|
||||
/obj/item/weapon/gun/energy/pulse_rifle/cyborg/load_into_chamber()
|
||||
if(in_chamber)
|
||||
return 1
|
||||
if(isrobot(src.loc))
|
||||
var/mob/living/silicon/robot/R = src.loc
|
||||
if(R && R.cell)
|
||||
R.cell.use(charge_cost)
|
||||
in_chamber = new/obj/item/projectile/beam(src)
|
||||
return 1
|
||||
return 0
|
||||
/obj/item/weapon/gun/energy/pulse_rifle/attack_self(mob/living/user as mob)
|
||||
switch(mode)
|
||||
if(2)
|
||||
mode = 0
|
||||
charge_cost = 100
|
||||
fire_sound = 'sound/weapons/Taser.ogg'
|
||||
user << "\red [src.name] is now set to stun."
|
||||
projectile_type = /obj/item/projectile/beam/stun
|
||||
if(0)
|
||||
mode = 1
|
||||
charge_cost = 100
|
||||
fire_sound = 'sound/weapons/Laser.ogg'
|
||||
user << "\red [src.name] is now set to kill."
|
||||
projectile_type = /obj/item/projectile/beam
|
||||
if(1)
|
||||
mode = 2
|
||||
charge_cost = 200
|
||||
fire_sound = 'sound/weapons/pulse.ogg'
|
||||
user << "\red [src.name] is now set to DESTROY."
|
||||
projectile_type = /obj/item/projectile/beam/pulse
|
||||
|
||||
/obj/item/weapon/gun/energy/pulse_rifle/mounted
|
||||
self_recharge = 1
|
||||
use_external_power = 1
|
||||
|
||||
/obj/item/weapon/gun/energy/pulse_rifle/destroyer
|
||||
name = "pulse destroyer"
|
||||
desc = "A heavy-duty, pulse-based energy weapon."
|
||||
desc = "A heavy-duty, pulse-based energy weapon. Because of its complexity and cost, it is rarely seen in use except by specialists."
|
||||
cell_type = "/obj/item/weapon/cell/infinite"
|
||||
fire_delay = 10
|
||||
|
||||
attack_self(mob/living/user as mob)
|
||||
user << "\red [src.name] has three settings, and they are all DESTROY."
|
||||
|
||||
/obj/item/weapon/gun/energy/pulse_rifle/destroyer/attack_self(mob/living/user as mob)
|
||||
user << "\red [src.name] has three settings, and they are all DESTROY."
|
||||
|
||||
|
||||
//WHY?
|
||||
/obj/item/weapon/gun/energy/pulse_rifle/M1911
|
||||
name = "\improper M1911-P"
|
||||
desc = "It's not the size of the gun, it's the size of the hole it puts through people."
|
||||
icon_state = "m1911-p"
|
||||
cell_type = "/obj/item/weapon/cell/infinite"
|
||||
fire_delay = 10
|
||||
|
||||
isHandgun()
|
||||
return 1
|
||||
|
||||
@@ -8,14 +8,12 @@
|
||||
flags = CONDUCT
|
||||
slot_flags = SLOT_BACK
|
||||
charge_cost = 100
|
||||
projectile_type = "/obj/item/projectile/ion"
|
||||
projectile_type = /obj/item/projectile/ion
|
||||
|
||||
/obj/item/weapon/gun/energy/ionrifle/emp_act(severity)
|
||||
if(severity <= 2)
|
||||
power_supply.use(round(power_supply.maxcharge / severity))
|
||||
update_icon()
|
||||
else
|
||||
return
|
||||
if(severity > 2)
|
||||
return //so it doesn't EMP itself, I guess
|
||||
..()
|
||||
|
||||
/obj/item/weapon/gun/energy/decloner
|
||||
name = "biological demolecularisor"
|
||||
@@ -24,9 +22,9 @@
|
||||
fire_sound = 'sound/weapons/pulse3.ogg'
|
||||
origin_tech = "combat=5;materials=4;powerstorage=3"
|
||||
charge_cost = 100
|
||||
projectile_type = "/obj/item/projectile/energy/declone"
|
||||
projectile_type = /obj/item/projectile/energy/declone
|
||||
|
||||
obj/item/weapon/gun/energy/staff
|
||||
/obj/item/weapon/gun/energy/staff
|
||||
name = "staff of change"
|
||||
desc = "An artefact that spits bolts of coruscating energy which cause the target's very form to reshape itself"
|
||||
icon = 'icons/obj/gun.dmi'
|
||||
@@ -37,45 +35,22 @@ obj/item/weapon/gun/energy/staff
|
||||
slot_flags = SLOT_BACK
|
||||
w_class = 4.0
|
||||
charge_cost = 200
|
||||
projectile_type = "/obj/item/projectile/change"
|
||||
projectile_type = /obj/item/projectile/change
|
||||
origin_tech = null
|
||||
clumsy_check = 0
|
||||
var/charge_tick = 0
|
||||
self_recharge = 1
|
||||
charge_meter = 0
|
||||
|
||||
|
||||
New()
|
||||
..()
|
||||
processing_objects.Add(src)
|
||||
|
||||
|
||||
Del()
|
||||
processing_objects.Remove(src)
|
||||
..()
|
||||
|
||||
|
||||
process()
|
||||
charge_tick++
|
||||
if(charge_tick < 4) return 0
|
||||
charge_tick = 0
|
||||
if(!power_supply) return 0
|
||||
power_supply.give(200)
|
||||
return 1
|
||||
|
||||
update_icon()
|
||||
return
|
||||
|
||||
|
||||
click_empty(mob/user = null)
|
||||
if (user)
|
||||
user.visible_message("*fizzle*", "\red <b>*fizzle*</b>")
|
||||
else
|
||||
src.visible_message("*fizzle*")
|
||||
playsound(src.loc, 'sound/effects/sparks1.ogg', 100, 1)
|
||||
/obj/item/weapon/gun/energy/staff/handle_click_empty(mob/user = null)
|
||||
if (user)
|
||||
user.visible_message("*fizzle*", "\red <b>*fizzle*</b>")
|
||||
else
|
||||
src.visible_message("*fizzle*")
|
||||
playsound(src.loc, 'sound/effects/sparks1.ogg', 100, 1)
|
||||
|
||||
/obj/item/weapon/gun/energy/staff/animate
|
||||
name = "staff of animation"
|
||||
desc = "An artefact that spits bolts of life-force which causes objects which are hit by it to animate and come to life! This magic doesn't affect machines."
|
||||
projectile_type = "/obj/item/projectile/animate"
|
||||
projectile_type = /obj/item/projectile/animate
|
||||
charge_cost = 100
|
||||
|
||||
/obj/item/weapon/gun/energy/floragun
|
||||
@@ -85,55 +60,35 @@ obj/item/weapon/gun/energy/staff
|
||||
item_state = "obj/item/gun.dmi"
|
||||
fire_sound = 'sound/effects/stealthoff.ogg'
|
||||
charge_cost = 100
|
||||
projectile_type = "/obj/item/projectile/energy/floramut"
|
||||
projectile_type = /obj/item/projectile/energy/floramut
|
||||
origin_tech = "materials=2;biotech=3;powerstorage=3"
|
||||
modifystate = "floramut"
|
||||
var/charge_tick = 0
|
||||
self_recharge = 1
|
||||
var/mode = 0 //0 = mutate, 1 = yield boost
|
||||
|
||||
/obj/item/weapon/gun/energy/floragun/New()
|
||||
..()
|
||||
processing_objects.Add(src)
|
||||
|
||||
/obj/item/weapon/gun/energy/floragun/Del()
|
||||
processing_objects.Remove(src)
|
||||
..()
|
||||
|
||||
/obj/item/weapon/gun/energy/floragun/process()
|
||||
charge_tick++
|
||||
if(charge_tick < 4) return 0
|
||||
charge_tick = 0
|
||||
if(!power_supply) return 0
|
||||
power_supply.give(100)
|
||||
update_icon()
|
||||
return 1
|
||||
|
||||
/obj/item/weapon/gun/energy/floragun/attack_self(mob/living/user as mob)
|
||||
switch(mode)
|
||||
if(0)
|
||||
mode = 1
|
||||
charge_cost = 100
|
||||
user << "\red The [src.name] is now set to increase yield."
|
||||
projectile_type = "/obj/item/projectile/energy/florayield"
|
||||
projectile_type = /obj/item/projectile/energy/florayield
|
||||
modifystate = "florayield"
|
||||
if(1)
|
||||
mode = 0
|
||||
charge_cost = 100
|
||||
user << "\red The [src.name] is now set to induce mutations."
|
||||
projectile_type = "/obj/item/projectile/energy/floramut"
|
||||
projectile_type = /obj/item/projectile/energy/floramut
|
||||
modifystate = "floramut"
|
||||
update_icon()
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/energy/floragun/afterattack(obj/target, mob/user, flag)
|
||||
|
||||
if(flag && istype(target,/obj/machinery/portable_atmospherics/hydroponics))
|
||||
var/obj/machinery/portable_atmospherics/hydroponics/tray = target
|
||||
if(load_into_chamber())
|
||||
user.visible_message("\red <b> \The [user] fires \the [src] into \the [tray]!</b>")
|
||||
Fire(target,user)
|
||||
/obj/item/weapon/gun/energy/floragun/afterattack(obj/target, mob/user, adjacent_flag)
|
||||
//allow shooting into adjacent hydrotrays regardless of intent
|
||||
if(adjacent_flag && istype(target,/obj/machinery/portable_atmospherics/hydroponics))
|
||||
user.visible_message("\red <b> \The [user] fires \the [src] into \the [target]!</b>")
|
||||
Fire(target,user)
|
||||
return
|
||||
|
||||
..()
|
||||
|
||||
/obj/item/weapon/gun/energy/meteorgun
|
||||
@@ -142,32 +97,12 @@ obj/item/weapon/gun/energy/staff
|
||||
icon_state = "riotgun"
|
||||
item_state = "c20r"
|
||||
w_class = 4
|
||||
projectile_type = "/obj/item/projectile/meteor"
|
||||
projectile_type = /obj/item/projectile/meteor
|
||||
charge_cost = 100
|
||||
cell_type = "/obj/item/weapon/cell/potato"
|
||||
clumsy_check = 0 //Admin spawn only, might as well let clowns use it.
|
||||
var/charge_tick = 0
|
||||
var/recharge_time = 5 //Time it takes for shots to recharge (in ticks)
|
||||
|
||||
New()
|
||||
..()
|
||||
processing_objects.Add(src)
|
||||
|
||||
|
||||
Del()
|
||||
processing_objects.Remove(src)
|
||||
..()
|
||||
|
||||
process()
|
||||
charge_tick++
|
||||
if(charge_tick < recharge_time) return 0
|
||||
charge_tick = 0
|
||||
if(!power_supply) return 0
|
||||
power_supply.give(100)
|
||||
|
||||
update_icon()
|
||||
return
|
||||
|
||||
self_recharge = 1
|
||||
recharge_time = 5 //Time it takes for shots to recharge (in ticks)
|
||||
charge_meter = 0
|
||||
|
||||
/obj/item/weapon/gun/energy/meteorgun/pen
|
||||
name = "meteor pen"
|
||||
@@ -182,7 +117,7 @@ obj/item/weapon/gun/energy/staff
|
||||
name = "mind flayer"
|
||||
desc = "A prototype weapon recovered from the ruins of Research-Station Epsilon."
|
||||
icon_state = "xray"
|
||||
projectile_type = "/obj/item/projectile/beam/mindflayer"
|
||||
projectile_type = /obj/item/projectile/beam/mindflayer
|
||||
fire_sound = 'sound/weapons/Laser.ogg'
|
||||
|
||||
obj/item/weapon/gun/energy/staff/focus
|
||||
@@ -191,7 +126,7 @@ obj/item/weapon/gun/energy/staff/focus
|
||||
icon = 'icons/obj/wizard.dmi'
|
||||
icon_state = "focus"
|
||||
item_state = "focus"
|
||||
projectile_type = "/obj/item/projectile/forcebolt"
|
||||
projectile_type = /obj/item/projectile/forcebolt
|
||||
/*
|
||||
attack_self(mob/living/user as mob)
|
||||
if(projectile_type == "/obj/item/projectile/forcebolt")
|
||||
@@ -211,7 +146,7 @@ obj/item/weapon/gun/energy/staff/focus
|
||||
fire_sound = 'sound/effects/stealthoff.ogg'
|
||||
w_class = 3.0
|
||||
origin_tech = "combat=5;phorontech=4"
|
||||
projectile_type = "/obj/item/projectile/energy/phoron"
|
||||
projectile_type = /obj/item/projectile/energy/phoron
|
||||
|
||||
/obj/item/weapon/gun/energy/sniperrifle
|
||||
name = "\improper L.W.A.P. sniper rifle"
|
||||
@@ -220,7 +155,7 @@ obj/item/weapon/gun/energy/staff/focus
|
||||
icon_state = "sniper"
|
||||
fire_sound = 'sound/weapons/marauder.ogg'
|
||||
origin_tech = "combat=6;materials=5;powerstorage=4"
|
||||
projectile_type = "/obj/item/projectile/beam/sniper"
|
||||
projectile_type = /obj/item/projectile/beam/sniper
|
||||
slot_flags = SLOT_BACK
|
||||
charge_cost = 250
|
||||
fire_delay = 35
|
||||
|
||||
@@ -6,38 +6,15 @@
|
||||
fire_sound = 'sound/weapons/Taser.ogg'
|
||||
charge_cost = 100
|
||||
projectile_type = /obj/item/projectile/beam/stun
|
||||
cell_type = "/obj/item/weapon/cell/crap"
|
||||
cell_type = /obj/item/weapon/cell/crap
|
||||
|
||||
/obj/item/weapon/gun/energy/taser/cyborg
|
||||
cell_type = "/obj/item/weapon/cell/secborg"
|
||||
var/charge_tick = 0
|
||||
var/recharge_time = 10 //Time it takes for shots to recharge (in ticks)
|
||||
/obj/item/weapon/gun/energy/taser/mounted
|
||||
self_recharge = 1
|
||||
use_external_power = 1
|
||||
|
||||
New()
|
||||
..()
|
||||
processing_objects.Add(src)
|
||||
|
||||
|
||||
Del()
|
||||
processing_objects.Remove(src)
|
||||
..()
|
||||
|
||||
process() //Every [recharge_time] ticks, recharge a shot for the cyborg
|
||||
charge_tick++
|
||||
if(charge_tick < recharge_time) return 0
|
||||
charge_tick = 0
|
||||
|
||||
if(!power_supply) return 0 //sanity
|
||||
if(power_supply.charge >= power_supply.maxcharge) return 0 // check if we actually need to recharge
|
||||
|
||||
if(isrobot(src.loc))
|
||||
var/mob/living/silicon/robot/R = src.loc
|
||||
if(R && R.cell)
|
||||
R.cell.use(charge_cost) //Take power from the borg...
|
||||
power_supply.give(charge_cost) //... to recharge the shot
|
||||
|
||||
update_icon()
|
||||
return 1
|
||||
/obj/item/weapon/gun/energy/taser/mounted/cyborg
|
||||
cell_type = /obj/item/weapon/cell/secborg
|
||||
recharge_time = 10 //Time it takes for shots to recharge (in ticks)
|
||||
|
||||
|
||||
/obj/item/weapon/gun/energy/stunrevolver
|
||||
@@ -48,8 +25,7 @@
|
||||
origin_tech = "combat=3;materials=3;powerstorage=2"
|
||||
charge_cost = 125
|
||||
projectile_type = /obj/item/projectile/beam/stun
|
||||
cell_type = "/obj/item/weapon/cell"
|
||||
|
||||
cell_type = /obj/item/weapon/cell
|
||||
|
||||
|
||||
/obj/item/weapon/gun/energy/crossbow
|
||||
@@ -63,31 +39,9 @@
|
||||
silenced = 1
|
||||
fire_sound = 'sound/weapons/Genhit.ogg'
|
||||
projectile_type = /obj/item/projectile/energy/bolt
|
||||
cell_type = "/obj/item/weapon/cell/crap"
|
||||
var/charge_tick = 0
|
||||
|
||||
|
||||
New()
|
||||
..()
|
||||
processing_objects.Add(src)
|
||||
|
||||
|
||||
Del()
|
||||
processing_objects.Remove(src)
|
||||
..()
|
||||
|
||||
|
||||
process()
|
||||
charge_tick++
|
||||
if(charge_tick < 4) return 0
|
||||
charge_tick = 0
|
||||
if(!power_supply) return 0
|
||||
power_supply.give(100)
|
||||
return 1
|
||||
|
||||
|
||||
update_icon()
|
||||
return
|
||||
cell_type = /obj/item/weapon/cell/crap
|
||||
self_recharge = 1
|
||||
charge_meter = 0
|
||||
|
||||
/obj/item/weapon/gun/energy/crossbow/ninja
|
||||
name = "energy dart thrower"
|
||||
|
||||
@@ -8,73 +8,71 @@
|
||||
charge_cost = 100
|
||||
origin_tech = "combat=3;materials=4;powerstorage=3;magnets=2"
|
||||
|
||||
projectile_type = "/obj/item/projectile/temp"
|
||||
cell_type = "/obj/item/weapon/cell/crap"
|
||||
projectile_type = /obj/item/projectile/temp
|
||||
cell_type = /obj/item/weapon/cell/crap
|
||||
|
||||
|
||||
New()
|
||||
..()
|
||||
processing_objects.Add(src)
|
||||
/obj/item/weapon/gun/energy/temperature/New()
|
||||
..()
|
||||
processing_objects.Add(src)
|
||||
|
||||
|
||||
Del()
|
||||
processing_objects.Remove(src)
|
||||
..()
|
||||
/obj/item/weapon/gun/energy/temperature/Del()
|
||||
processing_objects.Remove(src)
|
||||
..()
|
||||
|
||||
|
||||
attack_self(mob/living/user as mob)
|
||||
user.set_machine(src)
|
||||
var/temp_text = ""
|
||||
if(temperature > (T0C - 50))
|
||||
temp_text = "<FONT color=black>[temperature] ([round(temperature-T0C)]°C) ([round(temperature*1.8-459.67)]°F)</FONT>"
|
||||
/obj/item/weapon/gun/energy/temperature/attack_self(mob/living/user as mob)
|
||||
user.set_machine(src)
|
||||
var/temp_text = ""
|
||||
if(temperature > (T0C - 50))
|
||||
temp_text = "<FONT color=black>[temperature] ([round(temperature-T0C)]°C) ([round(temperature*1.8-459.67)]°F)</FONT>"
|
||||
else
|
||||
temp_text = "<FONT color=blue>[temperature] ([round(temperature-T0C)]°C) ([round(temperature*1.8-459.67)]°F)</FONT>"
|
||||
|
||||
var/dat = {"<B>Freeze Gun Configuration: </B><BR>
|
||||
Current output temperature: [temp_text]<BR>
|
||||
Target output temperature: <A href='?src=\ref[src];temp=-100'>-</A> <A href='?src=\ref[src];temp=-10'>-</A> <A href='?src=\ref[src];temp=-1'>-</A> [current_temperature] <A href='?src=\ref[src];temp=1'>+</A> <A href='?src=\ref[src];temp=10'>+</A> <A href='?src=\ref[src];temp=100'>+</A><BR>
|
||||
"}
|
||||
|
||||
user << browse(dat, "window=freezegun;size=450x300;can_resize=1;can_close=1;can_minimize=1")
|
||||
onclose(user, "window=freezegun", src)
|
||||
|
||||
|
||||
/obj/item/weapon/gun/energy/temperature/Topic(href, href_list)
|
||||
if (..())
|
||||
return
|
||||
usr.set_machine(src)
|
||||
src.add_fingerprint(usr)
|
||||
|
||||
|
||||
|
||||
if(href_list["temp"])
|
||||
var/amount = text2num(href_list["temp"])
|
||||
if(amount > 0)
|
||||
src.current_temperature = min(500, src.current_temperature+amount)
|
||||
else
|
||||
temp_text = "<FONT color=blue>[temperature] ([round(temperature-T0C)]°C) ([round(temperature*1.8-459.67)]°F)</FONT>"
|
||||
|
||||
var/dat = {"<B>Freeze Gun Configuration: </B><BR>
|
||||
Current output temperature: [temp_text]<BR>
|
||||
Target output temperature: <A href='?src=\ref[src];temp=-100'>-</A> <A href='?src=\ref[src];temp=-10'>-</A> <A href='?src=\ref[src];temp=-1'>-</A> [current_temperature] <A href='?src=\ref[src];temp=1'>+</A> <A href='?src=\ref[src];temp=10'>+</A> <A href='?src=\ref[src];temp=100'>+</A><BR>
|
||||
"}
|
||||
src.current_temperature = max(0, src.current_temperature+amount)
|
||||
if (istype(src.loc, /mob))
|
||||
attack_self(src.loc)
|
||||
src.add_fingerprint(usr)
|
||||
return
|
||||
|
||||
|
||||
user << browse(dat, "window=freezegun;size=450x300;can_resize=1;can_close=1;can_minimize=1")
|
||||
onclose(user, "window=freezegun", src)
|
||||
/obj/item/weapon/gun/energy/temperature/process()
|
||||
switch(temperature)
|
||||
if(0 to 100) charge_cost = 1000
|
||||
if(100 to 250) charge_cost = 500
|
||||
if(251 to 300) charge_cost = 100
|
||||
if(301 to 400) charge_cost = 500
|
||||
if(401 to 500) charge_cost = 1000
|
||||
|
||||
|
||||
Topic(href, href_list)
|
||||
if (..())
|
||||
return
|
||||
usr.set_machine(src)
|
||||
src.add_fingerprint(usr)
|
||||
|
||||
|
||||
|
||||
if(href_list["temp"])
|
||||
var/amount = text2num(href_list["temp"])
|
||||
if(amount > 0)
|
||||
src.current_temperature = min(500, src.current_temperature+amount)
|
||||
if(current_temperature != temperature)
|
||||
var/difference = abs(current_temperature - temperature)
|
||||
if(difference >= 10)
|
||||
if(current_temperature < temperature)
|
||||
temperature -= 10
|
||||
else
|
||||
src.current_temperature = max(0, src.current_temperature+amount)
|
||||
if (istype(src.loc, /mob))
|
||||
attack_self(src.loc)
|
||||
src.add_fingerprint(usr)
|
||||
return
|
||||
|
||||
|
||||
process()
|
||||
switch(temperature)
|
||||
if(0 to 100) charge_cost = 1000
|
||||
if(100 to 250) charge_cost = 500
|
||||
if(251 to 300) charge_cost = 100
|
||||
if(301 to 400) charge_cost = 500
|
||||
if(401 to 500) charge_cost = 1000
|
||||
|
||||
if(current_temperature != temperature)
|
||||
var/difference = abs(current_temperature - temperature)
|
||||
if(difference >= 10)
|
||||
if(current_temperature < temperature)
|
||||
temperature -= 10
|
||||
else
|
||||
temperature += 10
|
||||
else
|
||||
temperature = current_temperature
|
||||
return
|
||||
temperature += 10
|
||||
else
|
||||
temperature = current_temperature
|
||||
|
||||
@@ -6,11 +6,11 @@
|
||||
name = "revolver"
|
||||
desc = "A classic revolver. Uses .357 ammo"
|
||||
icon_state = "revolver"
|
||||
caliber = "357"
|
||||
origin_tech = "combat=2;materials=2"
|
||||
w_class = 3.0
|
||||
matter = list("metal" = 1000)
|
||||
recoil = 1
|
||||
var/caliber = "357"
|
||||
var/ammo_type = "/obj/item/ammo_casing/a357"
|
||||
var/list/loaded = list()
|
||||
var/max_shells = 7
|
||||
@@ -27,24 +27,28 @@
|
||||
update_icon()
|
||||
return
|
||||
|
||||
|
||||
/obj/item/weapon/gun/projectile/load_into_chamber()
|
||||
if(in_chamber)
|
||||
return 1 //{R}
|
||||
|
||||
/obj/item/weapon/gun/projectile/can_fire()
|
||||
if(!loaded.len)
|
||||
return 0
|
||||
var/obj/item/ammo_casing/AC = loaded[1] //load next casing.
|
||||
loaded -= AC //Remove casing from loaded list.
|
||||
if(isnull(AC) || !istype(AC))
|
||||
return 0
|
||||
AC.loc = get_turf(src) //Eject casing onto ground.
|
||||
if(AC.BB)
|
||||
in_chamber = AC.BB //Load projectile into chamber.
|
||||
AC.BB.loc = src //Set projectile loc to gun.
|
||||
return 1
|
||||
return 0
|
||||
return 1
|
||||
|
||||
/obj/item/weapon/gun/projectile/get_next_projectile()
|
||||
if(!loaded.len)
|
||||
return null
|
||||
var/obj/item/ammo_casing/AC = loaded[1] //load next casing.
|
||||
if(isnull(AC) || !istype(AC))
|
||||
return null
|
||||
if(AC.BB)
|
||||
AC.BB.loc = src //Set projectile loc to gun.
|
||||
return AC.BB //Load projectile into chamber.
|
||||
return null
|
||||
|
||||
/obj/item/weapon/gun/projectile/handle_post_fire()
|
||||
..()
|
||||
if(loaded.len)
|
||||
var/obj/item/ammo_casing/AC = loaded[1]
|
||||
loaded -= AC
|
||||
AC.loc = get_turf(src) //Eject casing onto ground.
|
||||
|
||||
/obj/item/weapon/gun/projectile/attackby(var/obj/item/A as obj, mob/user as mob)
|
||||
|
||||
@@ -81,7 +85,7 @@
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/projectile/attack_self(mob/user as mob)
|
||||
if (target)
|
||||
if (aim_targets)
|
||||
return ..()
|
||||
if (loaded.len)
|
||||
if (load_method == SPEEDLOADER)
|
||||
|
||||
@@ -7,13 +7,10 @@
|
||||
caliber = "9mm"
|
||||
origin_tech = "combat=4;materials=2"
|
||||
ammo_type = "/obj/item/ammo_casing/c9mm"
|
||||
automatic = 1
|
||||
multi_aim = 1
|
||||
|
||||
fire_delay = 0
|
||||
|
||||
isHandgun()
|
||||
return 0
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/test
|
||||
name = "test gun"
|
||||
ammo_type = "/obj/item/ammo_casing/a145"
|
||||
@@ -28,9 +25,6 @@
|
||||
origin_tech = "combat=5;materials=2;syndicate=8"
|
||||
ammo_type = "/obj/item/ammo_casing/c45"
|
||||
|
||||
isHandgun()
|
||||
return 1
|
||||
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/c20r
|
||||
name = "\improper C-20r SMG"
|
||||
|
||||
@@ -51,11 +51,10 @@
|
||||
icon_state = "crossbow"
|
||||
item_state = "crossbow-solid"
|
||||
fire_sound = 'sound/weapons/punchmiss.ogg' // TODO: Decent THWOK noise.
|
||||
ejectshell = 0 // No spent shells.
|
||||
mouthshoot = 1 // No suiciding with this weapon, causes runtimes.
|
||||
fire_sound_text = "a solid thunk"
|
||||
fire_delay = 25
|
||||
|
||||
var/obj/item/bolt
|
||||
var/tension = 0 // Current draw on the bow.
|
||||
var/max_tension = 5 // Highest possible tension.
|
||||
var/release_speed = 5 // Speed per unit of tension.
|
||||
@@ -75,19 +74,25 @@
|
||||
/obj/item/weapon/gun/launcher/crossbow/update_release_force()
|
||||
release_force = tension*release_speed
|
||||
|
||||
/obj/item/weapon/gun/launcher/crossbow/Fire(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, params, reflex = 0)
|
||||
/obj/item/weapon/gun/launcher/crossbow/can_fire()
|
||||
return (tension && bolt)
|
||||
|
||||
if(!..()) return //Only do this on a successful shot.
|
||||
/obj/item/weapon/gun/launcher/crossbow/get_next_projectile()
|
||||
return bolt
|
||||
|
||||
/obj/item/weapon/gun/launcher/crossbow/handle_post_fire(mob/user, atom/target)
|
||||
bolt = null
|
||||
icon_state = "crossbow"
|
||||
tension = 0
|
||||
..()
|
||||
|
||||
/obj/item/weapon/gun/launcher/crossbow/attack_self(mob/living/user as mob)
|
||||
if(tension)
|
||||
if(in_chamber && in_chamber.loc == src) //Just in case they click it the tick after firing.
|
||||
user.visible_message("[user] relaxes the tension on [src]'s string and removes [in_chamber].","You relax the tension on [src]'s string and remove [in_chamber].")
|
||||
in_chamber.loc = get_turf(src)
|
||||
var/obj/item/weapon/arrow/A = in_chamber
|
||||
in_chamber = null
|
||||
if(bolt)
|
||||
user.visible_message("[user] relaxes the tension on [src]'s string and removes [bolt].","You relax the tension on [src]'s string and remove [bolt].")
|
||||
bolt.loc = get_turf(src)
|
||||
var/obj/item/weapon/arrow/A = bolt
|
||||
bolt = null
|
||||
A.removed(user)
|
||||
else
|
||||
user.visible_message("[user] relaxes the tension on [src]'s string.","You relax the tension on [src]'s string.")
|
||||
@@ -98,7 +103,7 @@
|
||||
|
||||
/obj/item/weapon/gun/launcher/crossbow/proc/draw(var/mob/user as mob)
|
||||
|
||||
if(!in_chamber)
|
||||
if(!bolt)
|
||||
user << "You don't have anything nocked to [src]."
|
||||
return
|
||||
|
||||
@@ -112,7 +117,7 @@
|
||||
|
||||
/obj/item/weapon/gun/launcher/crossbow/proc/increase_tension(var/mob/user as mob)
|
||||
|
||||
if(!in_chamber || !tension || current_user != user) //Arrow has been fired, bow has been relaxed or user has changed.
|
||||
if(!bolt || !tension || current_user != user) //Arrow has been fired, bow has been relaxed or user has changed.
|
||||
return
|
||||
|
||||
tension++
|
||||
@@ -126,22 +131,22 @@
|
||||
spawn(25) increase_tension(user)
|
||||
|
||||
/obj/item/weapon/gun/launcher/crossbow/attackby(obj/item/W as obj, mob/user as mob)
|
||||
if(!in_chamber)
|
||||
if(!bolt)
|
||||
if (istype(W,/obj/item/weapon/arrow))
|
||||
user.drop_item()
|
||||
in_chamber = W
|
||||
in_chamber.loc = src
|
||||
user.visible_message("[user] slides [in_chamber] into [src].","You slide [in_chamber] into [src].")
|
||||
bolt = W
|
||||
bolt.loc = src
|
||||
user.visible_message("[user] slides [bolt] into [src].","You slide [bolt] into [src].")
|
||||
icon_state = "crossbow-nocked"
|
||||
return
|
||||
else if(istype(W,/obj/item/stack/rods))
|
||||
var/obj/item/stack/rods/R = W
|
||||
if (R.use(1))
|
||||
in_chamber = new /obj/item/weapon/arrow/rod(src)
|
||||
in_chamber.fingerprintslast = src.fingerprintslast
|
||||
in_chamber.loc = src
|
||||
bolt = new /obj/item/weapon/arrow/rod(src)
|
||||
bolt.fingerprintslast = src.fingerprintslast
|
||||
bolt.loc = src
|
||||
icon_state = "crossbow-nocked"
|
||||
user.visible_message("[user] jams [in_chamber] into [src].","You jam [in_chamber] into [src].")
|
||||
user.visible_message("[user] jams [bolt] into [src].","You jam [bolt] into [src].")
|
||||
superheat_rod(user)
|
||||
return
|
||||
|
||||
@@ -168,14 +173,14 @@
|
||||
..()
|
||||
|
||||
/obj/item/weapon/gun/launcher/crossbow/proc/superheat_rod(var/mob/user)
|
||||
if(!user || !cell || !in_chamber) return
|
||||
if(!user || !cell || !bolt) return
|
||||
if(cell.charge < 500) return
|
||||
if(in_chamber.throwforce >= 15) return
|
||||
if(!istype(in_chamber,/obj/item/weapon/arrow/rod)) return
|
||||
if(bolt.throwforce >= 15) return
|
||||
if(!istype(bolt,/obj/item/weapon/arrow/rod)) return
|
||||
|
||||
user << "<span class='notice'>[in_chamber] plinks and crackles as it begins to glow red-hot.</span>"
|
||||
in_chamber.throwforce = 15
|
||||
in_chamber.icon_state = "metal-rod-superheated"
|
||||
user << "<span class='notice'>[bolt] plinks and crackles as it begins to glow red-hot.</span>"
|
||||
bolt.throwforce = 15
|
||||
bolt.icon_state = "metal-rod-superheated"
|
||||
cell.use(500)
|
||||
|
||||
|
||||
|
||||
@@ -7,82 +7,29 @@
|
||||
slot_flags = SLOT_BACK
|
||||
|
||||
var/release_force = 0
|
||||
var/fire_sound_text = "a launcher firing"
|
||||
|
||||
//Check if we're drawing and if the bow is loaded.
|
||||
/obj/item/weapon/gun/launcher/load_into_chamber()
|
||||
return (!isnull(in_chamber))
|
||||
|
||||
//This should not fit in a combat belt or holster.
|
||||
/obj/item/weapon/gun/launcher/isHandgun()
|
||||
return 0
|
||||
|
||||
//Launchers are mechanical, no other impact.
|
||||
/obj/item/weapon/gun/launcher/emp_act(severity)
|
||||
return
|
||||
var/throw_distance = 10
|
||||
fire_sound_text = "a launcher firing"
|
||||
|
||||
//This normally uses a proc on projectiles and our ammo is not strictly speaking a projectile.
|
||||
/obj/item/weapon/gun/launcher/can_hit(var/mob/living/target as mob, var/mob/living/user as mob)
|
||||
return
|
||||
return 1
|
||||
|
||||
//Override this to avoid a runtime with suicide handling.
|
||||
/obj/item/weapon/gun/launcher/attack(mob/living/M as mob, mob/living/user as mob, def_zone)
|
||||
if (M == user && user.zone_sel.selecting == "mouth")
|
||||
user << "\red Shooting yourself with \a [src] is pretty tricky. You can't seem to manage it."
|
||||
return
|
||||
..()
|
||||
/obj/item/weapon/gun/launcher/handle_suicide(mob/living/user)
|
||||
user << "\red Shooting yourself with \a [src] is pretty tricky. You can't seem to manage it."
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/launcher/proc/update_release_force()
|
||||
/obj/item/weapon/gun/launcher/proc/update_release_force(obj/item/projectile)
|
||||
return 0
|
||||
|
||||
/obj/item/weapon/gun/launcher/Fire(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, params, reflex = 0)
|
||||
|
||||
if (!user.IsAdvancedToolUser())
|
||||
return 0
|
||||
|
||||
add_fingerprint(user)
|
||||
|
||||
//Make sure target turfs both exist.
|
||||
var/turf/curloc = get_turf(user)
|
||||
var/turf/targloc = get_turf(target)
|
||||
if (!istype(targloc) || !istype(curloc))
|
||||
return 0
|
||||
|
||||
if(!special_check(user))
|
||||
return 0
|
||||
|
||||
if (!ready_to_fire())
|
||||
if (world.time % 3) //to prevent spam
|
||||
user << "<span class='warning'>[src] is not ready to fire again!"
|
||||
return 0
|
||||
|
||||
if(!load_into_chamber()) //CHECK
|
||||
return click_empty(user)
|
||||
|
||||
if(!in_chamber)
|
||||
return 0
|
||||
|
||||
update_release_force()
|
||||
|
||||
playsound(user, fire_sound, 50, 1)
|
||||
user.visible_message("<span class='warning'>[user] fires [src][reflex ? " by reflex":""]!</span>", \
|
||||
"<span class='warning'>You fire [src][reflex ? "by reflex":""]!</span>", \
|
||||
"You hear [fire_sound_text]!")
|
||||
|
||||
in_chamber.loc = get_turf(user)
|
||||
in_chamber.throw_at(target,10,release_force)
|
||||
|
||||
sleep(1)
|
||||
|
||||
in_chamber = null
|
||||
|
||||
update_icon()
|
||||
|
||||
if(user.hand)
|
||||
user.update_inv_l_hand()
|
||||
else
|
||||
user.update_inv_r_hand()
|
||||
|
||||
/obj/item/weapon/gun/launcher/process_projectile(obj/projectile, mob/user, atom/target, var/target_zone, var/params=null, var/pointblank=0, var/reflex=0)
|
||||
if(!istype(projectile, /obj/item)) return 0
|
||||
|
||||
var/obj/item/I = projectile
|
||||
|
||||
update_release_force(I)
|
||||
I.loc = get_turf(user)
|
||||
I.throw_at(target, throw_distance, release_force, user)
|
||||
return 1
|
||||
|
||||
/obj/item/weapon/gun/launcher/attack_self(mob/living/user as mob)
|
||||
|
||||
@@ -62,7 +62,6 @@
|
||||
item_state = "pneumatic-tank"
|
||||
user.update_icons()
|
||||
else if(W.w_class <= max_w_class)
|
||||
|
||||
var/total_stored = 0
|
||||
for(var/obj/item/O in src.contents)
|
||||
total_stored += O.w_class
|
||||
@@ -79,9 +78,6 @@
|
||||
/obj/item/weapon/gun/launcher/pneumatic/attack_self(mob/user as mob)
|
||||
if(contents.len > 0)
|
||||
var/obj/item/removing = contents[contents.len]
|
||||
if(removing == in_chamber)
|
||||
in_chamber = null
|
||||
|
||||
removing.loc = get_turf(src)
|
||||
user.put_in_hands(removing)
|
||||
user << "You remove [removing] from the hopper."
|
||||
@@ -89,12 +85,16 @@
|
||||
user << "There is nothing to remove in \the [src]."
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/launcher/pneumatic/load_into_chamber()
|
||||
/obj/item/weapon/gun/launcher/pneumatic/get_next_projectile()
|
||||
if(!contents.len)
|
||||
return null
|
||||
return contents[1]
|
||||
|
||||
/obj/item/weapon/gun/launcher/pneumatic/can_fire()
|
||||
if(!contents.len)
|
||||
return 0
|
||||
|
||||
in_chamber = contents[1]
|
||||
return !isnull(in_chamber)
|
||||
var/fire_pressure = (tank.air_contents.return_pressure()/100)*pressure_setting
|
||||
return (fire_pressure >= minimum_tank_pressure)
|
||||
|
||||
/obj/item/weapon/gun/launcher/pneumatic/examine(mob/user)
|
||||
if(!..(user, 2))
|
||||
@@ -106,7 +106,6 @@
|
||||
user << "Nothing is attached to the tank valve!"
|
||||
|
||||
/obj/item/weapon/gun/launcher/pneumatic/special_check(user)
|
||||
|
||||
if (!tank)
|
||||
user << "There is no gas tank in [src]!"
|
||||
return 0
|
||||
@@ -116,20 +115,23 @@
|
||||
user << "There isn't enough gas in the tank to fire [src]."
|
||||
return 0
|
||||
|
||||
return 1
|
||||
return ..()
|
||||
|
||||
/obj/item/weapon/gun/launcher/pneumatic/update_release_force()
|
||||
if(!in_chamber) return
|
||||
release_force = ((fire_pressure*tank.volume)/in_chamber.w_class)/force_divisor //projectile speed.
|
||||
if(release_force >80) release_force = 80 //damage cap.
|
||||
/obj/item/weapon/gun/launcher/pneumatic/update_release_force(obj/item/projectile)
|
||||
if(tank)
|
||||
release_force = ((fire_pressure*tank.volume)/projectile.w_class)/force_divisor //projectile speed.
|
||||
if(release_force > 80) release_force = 80 //damage cap.
|
||||
else
|
||||
release_force = 0
|
||||
|
||||
/obj/item/weapon/gun/launcher/pneumatic/Fire(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, params, reflex = 0)
|
||||
|
||||
if(!tank || !..()) return //Only do this on a successful shot.
|
||||
|
||||
var/lost_gas_amount = tank.air_contents.total_moles*(pressure_setting/100)
|
||||
var/datum/gas_mixture/removed = tank.air_contents.remove(lost_gas_amount)
|
||||
user.loc.assume_air(removed)
|
||||
/obj/item/weapon/gun/launcher/pneumatic/handle_post_fire()
|
||||
if(tank)
|
||||
var/lost_gas_amount = tank.air_contents.total_moles*(pressure_setting/100)
|
||||
var/datum/gas_mixture/removed = tank.air_contents.remove(lost_gas_amount)
|
||||
|
||||
var/turf/T = get_turf(src.loc)
|
||||
if(T) T.assume_air(removed)
|
||||
..()
|
||||
|
||||
//Constructable pneumatic cannon.
|
||||
|
||||
|
||||
@@ -8,15 +8,13 @@
|
||||
ammo_type = "/obj/item/ammo_casing/c38"
|
||||
|
||||
special_check(var/mob/living/carbon/human/M)
|
||||
if(caliber == initial(caliber))
|
||||
return 1
|
||||
if(prob(70 - (loaded.len * 10))) //minimum probability of 10, maximum of 60
|
||||
if(caliber == initial(caliber) && prob(70 - (loaded.len * 10))) //minimum probability of 10, maximum of 60
|
||||
M << "<span class='danger'>[src] blows up in your face.</span>"
|
||||
M.take_organ_damage(0,20)
|
||||
M.drop_item()
|
||||
del(src)
|
||||
return 0
|
||||
return 1
|
||||
return ..()
|
||||
|
||||
verb/rename_gun()
|
||||
set name = "Name Gun"
|
||||
@@ -101,6 +99,7 @@
|
||||
icon_state = "mateba"
|
||||
origin_tech = "combat=2;materials=2"
|
||||
|
||||
/*
|
||||
// A gun to play Russian Roulette!
|
||||
// You can spin the chamber to randomize the position of the bullet.
|
||||
|
||||
@@ -184,3 +183,4 @@
|
||||
user.apply_damage(300, BRUTE, affecting, sharp=1) // You are dead, dead, dead.
|
||||
return
|
||||
..()
|
||||
*/
|
||||
@@ -1,4 +1,4 @@
|
||||
/obj/item/weapon/gun/rocketlauncher
|
||||
/obj/item/weapon/gun/launcher/rocket
|
||||
name = "rocket launcher"
|
||||
desc = "MAGGOT."
|
||||
icon_state = "rocket"
|
||||
@@ -10,18 +10,19 @@
|
||||
flags = CONDUCT | USEDELAY
|
||||
slot_flags = 0
|
||||
origin_tech = "combat=8;materials=5"
|
||||
var/projectile = /obj/item/missile
|
||||
var/missile_speed = 2
|
||||
var/missile_range = 30
|
||||
fire_sound = 'sound/effects/bang.ogg'
|
||||
|
||||
release_force = 15
|
||||
throw_distance = 30
|
||||
var/max_rockets = 1
|
||||
var/list/rockets = new/list()
|
||||
|
||||
/obj/item/weapon/gun/rocketlauncher/examine(mob/user)
|
||||
/obj/item/weapon/gun/launcher/rocket/examine(mob/user)
|
||||
if(!..(user, 2))
|
||||
return
|
||||
user << "\blue [rockets.len] / [max_rockets] rockets."
|
||||
|
||||
/obj/item/weapon/gun/rocketlauncher/attackby(obj/item/I as obj, mob/user as mob)
|
||||
/obj/item/weapon/gun/launcher/rocket/attackby(obj/item/I as obj, mob/user as mob)
|
||||
if(istype(I, /obj/item/ammo_casing/rocket))
|
||||
if(rockets.len < max_rockets)
|
||||
user.drop_item()
|
||||
@@ -32,20 +33,19 @@
|
||||
else
|
||||
usr << "\red [src] cannot hold more rockets."
|
||||
|
||||
/obj/item/weapon/gun/rocketlauncher/can_fire()
|
||||
/obj/item/weapon/gun/launcher/rocket/can_fire()
|
||||
return rockets.len
|
||||
|
||||
/obj/item/weapon/gun/rocketlauncher/Fire(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, params, reflex = 0)
|
||||
/obj/item/weapon/gun/launcher/rocket/get_next_projectile()
|
||||
if(rockets.len)
|
||||
var/obj/item/ammo_casing/rocket/I = rockets[1]
|
||||
var/obj/item/missile/M = new projectile(user.loc)
|
||||
playsound(user.loc, 'sound/effects/bang.ogg', 50, 1)
|
||||
var/obj/item/missile/M = new (src)
|
||||
M.primed = 1
|
||||
M.throw_at(target, missile_range, missile_speed,user)
|
||||
message_admins("[key_name_admin(user)] fired a rocket from a rocket launcher ([src.name]).")
|
||||
log_game("[key_name_admin(user)] used a rocket launcher ([src.name]).")
|
||||
rockets -= I
|
||||
del(I)
|
||||
return
|
||||
else
|
||||
usr << "\red [src] is empty."
|
||||
return M
|
||||
return null
|
||||
|
||||
/obj/item/weapon/gun/launcher/rocket/handle_post_fire(mob/user, atom/target)
|
||||
message_admins("[key_name_admin(user)] fired a rocket from a rocket launcher ([src.name]) at [target].")
|
||||
log_game("[key_name_admin(user)] used a rocket launcher ([src.name]) at [target].")
|
||||
..()
|
||||
|
||||
@@ -15,14 +15,8 @@
|
||||
var/pumped = 0
|
||||
var/obj/item/ammo_casing/current_shell = null
|
||||
|
||||
isHandgun()
|
||||
return 0
|
||||
|
||||
load_into_chamber()
|
||||
if(in_chamber)
|
||||
return 1
|
||||
return 0
|
||||
|
||||
get_next_projectile()
|
||||
return current_shell.BB
|
||||
|
||||
attack_self(mob/living/user as mob)
|
||||
if(recentpump) return
|
||||
@@ -39,14 +33,10 @@
|
||||
if(current_shell)//We have a shell in the chamber
|
||||
current_shell.loc = get_turf(src)//Eject casing
|
||||
current_shell = null
|
||||
if(in_chamber)
|
||||
in_chamber = null
|
||||
if(!loaded.len) return 0
|
||||
var/obj/item/ammo_casing/AC = loaded[1] //load next casing.
|
||||
loaded -= AC //Remove casing from loaded list.
|
||||
current_shell = AC
|
||||
if(AC.BB)
|
||||
in_chamber = AC.BB //Load projectile into chamber.
|
||||
update_icon() //I.E. fix the desc
|
||||
return 1
|
||||
|
||||
@@ -79,21 +69,6 @@
|
||||
update_icon()
|
||||
return
|
||||
|
||||
load_into_chamber()
|
||||
// if(in_chamber)
|
||||
// return 1 {R}
|
||||
if(!loaded.len)
|
||||
return 0
|
||||
|
||||
var/obj/item/ammo_casing/AC = loaded[1] //load next casing.
|
||||
loaded -= AC //Remove casing from loaded list.
|
||||
AC.desc += " This one is spent."
|
||||
|
||||
if(AC.BB)
|
||||
in_chamber = AC.BB //Load projectile into chamber.
|
||||
return 1
|
||||
return 0
|
||||
|
||||
attack_self(mob/living/user as mob)
|
||||
if(!(locate(/obj/item/ammo_casing/shotgun) in src) && !loaded.len)
|
||||
user << "<span class='notice'>\The [src] is empty.</span>"
|
||||
|
||||
Reference in New Issue
Block a user