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

@@ -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