More modular guns tweaks and fixes (#4221)

-fixes #4217
-lowers some of the component techs to make possible to get them
-fixes the phoron capacitor design having the wrong id
-modulator will now change the firing sound of the weapon, to avoid things like tasers and non lethals modules sounding like lasers
-fixes a bug with the random voidsuit picking the wrong helmet for the captain voidsuit
This commit is contained in:
Alberyk
2018-01-31 15:51:01 -02:00
committed by Erki
parent c6be8fe5c3
commit 83d0e161ba
5 changed files with 24 additions and 6 deletions

View File

@@ -407,7 +407,7 @@
/obj/item/clothing/suit/space/void/security = /obj/item/clothing/head/helmet/space/void/security,
/obj/item/clothing/suit/space/void/atmos = /obj/item/clothing/head/helmet/space/void/atmos,
/obj/item/clothing/suit/space/void/merc = /obj/item/clothing/head/helmet/space/void/merc,
/obj/item/clothing/suit/space/void/captain = /obj/item/clothing/head/helmet/space/void/merc
/obj/item/clothing/suit/space/void/captain = /obj/item/clothing/head/helmet/space/void/captain
)
problist = list(
/obj/item/clothing/suit/space/void = 2,

View File

@@ -52,6 +52,8 @@
chargetime = initial(chargetime)
accuracy = initial(accuracy)
criticality = initial(criticality)
fire_sound = initial(fire_sound)
force = initial(force)
/obj/item/weapon/gun/energy/laser/prototype/proc/updatetype(var/mob/user)
reset_vars()
@@ -100,6 +102,7 @@
dispersion = focusing_lens.dispersion
accuracy = focusing_lens.accuracy
burst += focusing_lens.burst
fire_sound = modulator.firing_sound
if(gun_mods.len)
handle_mod()
@@ -185,6 +188,10 @@
if(modulator)
modulator.forceMove(A)
modulator = null
if(pin)
pin.forceMove(A)
pin.gun = null
pin = null
switch(origin_chassis)
if(CHASSIS_SMALL)
new /obj/item/device/laser_assembly(A)
@@ -300,4 +307,4 @@
desc = input
M << "You describe the gun as [input]. Say hello to your new friend."
described = 1
return 1
return 1

View File

@@ -121,6 +121,7 @@
desc = "A modification that modulates the beam into a standard laser beam."
icon_state = "laser"
var/obj/item/projectile/beam/projectile = /obj/item/projectile/beam
var/firing_sound = 'sound/weapons/Laser.ogg'
/obj/item/laser_components/modulator/degrade()
return

View File

@@ -289,12 +289,14 @@
damage = 0
projectile = /obj/item/projectile/beam/stun
icon_state = "taser"
firing_sound = 'sound/weapons/Taser.ogg'
/obj/item/laser_components/modulator/tesla
name = "tesla modulator"
desc = "A modification that modulates the beam into a lethal electrical arc."
projectile = /obj/item/projectile/energy/tesla
icon_state = "tesla"
firing_sound = 'sound/magic/LightningShock.ogg'
/obj/item/laser_components/modulator/pulse
name = "pulse modulator"
@@ -302,12 +304,14 @@
projectile = /obj/item/projectile/beam/pulse
damage = 1.5
icon_state = "pulse"
firing_sound = 'sound/weapons/pulse.ogg'
/obj/item/laser_components/modulator/xray
name = "xray modulator"
desc = "Modulates the beam into a concentrated x-ray blast."
projectile = /obj/item/projectile/beam/sniper
icon_state = "xray"
firing_sound = 'sound/weapons/laser3.ogg'
/obj/item/laser_components/modulator/ion
name = "ion cannon"
@@ -320,12 +324,14 @@
desc = "Modulates the beam into firing controlled radiation which induces mutation in plant cells."
projectile = /obj/item/projectile/energy/floramut
icon_state = "somatoray"
firing_sound = 'sound/effects/stealthoff.ogg'
/obj/item/laser_components/modulator/floramut2
name = "betaray modulator"
desc = "Modulates the beam into firing controlled radiation which induces enhanced reproduction in plant cells."
projectile = /obj/item/projectile/energy/florayield
icon_state = "betaray"
firing_sound = 'sound/effects/stealthoff.ogg'
/obj/item/laser_components/modulator/arodentia
name = "arodentia modulator"
@@ -333,6 +339,7 @@
projectile = /obj/item/projectile/beam/mousegun
damage = 0
icon_state = "pesker"
firing_sound = 'sound/weapons/taser2.ogg'
/obj/item/laser_components/modulator/red
name = "red team modulator"
@@ -375,6 +382,7 @@
projectile = /obj/item/projectile/energy/declone
damage = 0.5
icon_state = "decloner"
firing_sound = 'sound/weapons/pulse3.ogg'
/obj/item/laser_components/modulator/ebow
name = "dart modulator"
@@ -382,6 +390,7 @@
projectile = /obj/item/projectile/energy/dart
damage = 0.25
icon_state = "dart"
firing_sound = 'sound/weapons/Genhit.ogg'
/obj/item/laser_components/modulator/blaster
name = "blaster-bolt modulator"
@@ -394,4 +403,5 @@
desc = "Modulates the beam into firing big green balls of death."
projectile = /obj/item/projectile/energy/bfg
damage = 2
icon_state = "bfg"
icon_state = "bfg"
firing_sound = 'sound/magic/LightningShock.ogg'

View File

@@ -209,15 +209,15 @@
sort_string = "TZZBD"
/datum/design/item/weapon/modular_phoron
id = "stock_teranium"
req_tech = list(TECH_POWER = 8, TECH_ENGINEERING = 5, TECH_PHORON = 6)
id = "stock_phoron"
req_tech = list(TECH_POWER = 7, TECH_ENGINEERING = 5, TECH_PHORON = 6)
materials = list(DEFAULT_WALL_MATERIAL = 4000, "phoron" = 3000, "uranium" = 500)
build_path = /obj/item/laser_components/capacitor/phoron
sort_string = "TZZBE"
/datum/design/item/weapon/modular_bs
id = "stock_bs"
req_tech = list(TECH_POWER = 8, TECH_ENGINEERING = 8, TECH_PHORON = 7, TECH_BLUESPACE = 7)
req_tech = list(TECH_POWER = 7, TECH_ENGINEERING = 7, TECH_PHORON = 7, TECH_BLUESPACE = 7)
materials = list(DEFAULT_WALL_MATERIAL = 4000, "phoron" = 3000, "uranium" = 500, "diamond" = 1000)
build_path = /obj/item/laser_components/capacitor/bluespace
sort_string = "TZZBF"