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Adminspawn Cultstuff (#8296)
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@@ -0,0 +1,78 @@
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/obj/item/gun/energy/rifle/cult
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name = "bloodpike"
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desc = "A ranged weapon of demonic origin, surely. It menaces with crimson spikes."
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desc_info = null
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desc_fluff = null
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desc_antag = "This weapon can be recharged by clicking on blood or remains with it, remains recharge more than simple blood."
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icon = 'icons/obj/guns/bloodpike.dmi'
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icon_state = "bloodpike"
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item_state = "bloodpike"
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fire_sound = 'sound/weapons/laserstrong.ogg'
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slot_flags = SLOT_BACK
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w_class = ITEMSIZE_LARGE
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force = 10
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max_shots = 5
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fire_delay = 25
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accuracy = -1
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can_turret = FALSE
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can_switch_modes = FALSE
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charge_failure_message = " cannot be rearmed by normal means."
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has_icon_ratio = TRUE
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has_item_ratio = FALSE
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light_color = COLOR_RED // muzzle flash
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fire_delay_wielded = 1
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accuracy_wielded = 2
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projectile_type = /obj/item/projectile/bullet/shard
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secondary_projectile_type = null
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secondary_fire_sound = null
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firemodes = list()
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modifystate = null
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var/does_process = TRUE
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matter = null
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origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 2, TECH_MAGNET = 3, TECH_ARCANE = 2, TECH_ILLEGAL = 3)
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is_wieldable = TRUE // see if i can get a sprite for this
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/obj/item/gun/energy/rifle/cult/Initialize()
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. = ..()
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if(does_process)
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START_PROCESSING(SSprocessing, src)
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/obj/item/gun/energy/rifle/cult/Destroy()
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STOP_PROCESSING(SSprocessing, src)
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return ..()
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/obj/item/gun/energy/rifle/cult/afterattack(atom/A, mob/living/user, adjacent, params)
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if(adjacent && iscultist(user))
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if(istype(A, /obj/effect/decal/remains) || istype(A, /obj/effect/decal/cleanable/blood))
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do_absorb(user, A)
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return
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..()
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/obj/item/gun/energy/rifle/cult/proc/do_absorb(var/mob/user, var/atom/A)
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var/did_absorb
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if(istype(A, /obj/effect/decal/remains))
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power_supply.give(power_supply.maxcharge / 2) // remains are hard to get, so they give a full half-recharge
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did_absorb = TRUE
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else if(istype(A, /obj/effect/decal/cleanable/blood))
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power_supply.give(charge_cost)
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did_absorb = TRUE
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if(did_absorb)
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user.visible_message("<b>[user]</b> runs \the [src] over \the [A], which it absorbs!", SPAN_CULT("\The [src] absorbs \the [A], powering it up!"))
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playsound(get_turf(src), 'sound/effects/blobattack.ogg', 30, TRUE)
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qdel(A)
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update_icon()
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/obj/item/gun/energy/rifle/cult/mounted
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max_shots = 15
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use_external_power = TRUE
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self_recharge = TRUE
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has_safety = FALSE
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does_process = FALSE
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projectile_type = /obj/item/projectile/bullet/shard/heavy
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@@ -390,3 +390,12 @@
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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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/obj/item/projectile/bullet/shard
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name = "shard"
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icon_state = "shard"
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damage = 15
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muzzle_type = /obj/effect/projectile/muzzle/bolt
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/obj/item/projectile/bullet/shard/heavy
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damage = 30
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