mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-01-05 15:02:56 +00:00
Mass rename of 'metal' to steel, refactor of walls and falsewall mineral construction, refactor of materials and ores.
This commit is contained in:
@@ -7,7 +7,7 @@
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slot_flags = SLOT_BELT|SLOT_BACK
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w_class = 3
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force = 10
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matter = list("metal" = 2000)
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matter = list("steel" = 2000)
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origin_tech = "combat=3;magnets=2"
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projectile_type = /obj/item/projectile/beam
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fire_delay = 1 //rapid fire
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@@ -106,7 +106,7 @@ obj/item/weapon/gun/energy/retro
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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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matter = list("metal" = 2000)
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matter = list("steel" = 2000)
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fire_sound = 'sound/weapons/Laser.ogg'
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projectile_type = /obj/item/projectile/beam/lastertag/blue
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var/required_vest
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@@ -37,7 +37,7 @@
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icon_state = "crossbow"
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w_class = 2.0
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item_state = "crossbow"
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matter = list("metal" = 2000)
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matter = list("steel" = 2000)
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origin_tech = "combat=2;magnets=2;syndicate=5"
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slot_flags = SLOT_BELT
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silenced = 1
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@@ -56,5 +56,5 @@
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desc = "A weapon favored by mercenary infiltration teams."
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w_class = 4
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force = 10
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matter = list("metal" = 200000)
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matter = list("steel" = 200000)
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projectile_type = /obj/item/projectile/energy/bolt/large
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@@ -15,7 +15,7 @@
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var/obj/item/weapon/grenade/chambered
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var/list/grenades = new/list()
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var/max_grenades = 5 //holds this + one in the chamber
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matter = list("metal" = 2000)
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matter = list("steel" = 2000)
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//revolves the magazine, allowing players to choose between multiple grenade types
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/obj/item/weapon/gun/launcher/grenade/proc/pump(mob/M as mob)
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@@ -80,7 +80,7 @@
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chambered.det_time = 10
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chambered.activate(null)
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return chambered
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/obj/item/weapon/gun/launcher/grenade/handle_post_fire(mob/user)
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message_admins("[key_name_admin(user)] fired a grenade ([chambered.name]) from a grenade launcher ([src.name]).")
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log_game("[key_name_admin(user)] used a grenade ([chambered.name]).")
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@@ -4,7 +4,7 @@
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icon = 'icons/obj/ammo.dmi'
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icon_state = "syringe-cartridge"
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var/icon_flight = "syringe-cartridge-flight" //so it doesn't look so weird when shot
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matter = list("metal" = 125, "glass" = 375)
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matter = list("steel" = 125, "glass" = 375)
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flags = CONDUCT
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slot_flags = SLOT_BELT
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throwforce = 3
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@@ -53,10 +53,10 @@
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if(L.can_inject())
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if(syringe.reagents)
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syringe.reagents.trans_to(L, 15)
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syringe.break_syringe(iscarbon(hit_atom)? hit_atom : null)
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syringe.update_icon()
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icon_state = initial(icon_state) //reset icon state
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update_icon()
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@@ -67,15 +67,15 @@
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item_state = "syringegun"
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w_class = 3
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force = 7
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matter = list("metal" = 2000)
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matter = list("steel" = 2000)
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slot_flags = SLOT_BELT
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fire_sound = 'sound/weapons/empty.ogg'
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fire_sound_text = "a metallic thunk"
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recoil = 0
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release_force = 10
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throw_distance = 10
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var/list/darts = list()
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var/max_darts = 1
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var/obj/item/weapon/syringe_cartridge/next
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@@ -8,9 +8,9 @@
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icon_state = "revolver"
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origin_tech = "combat=2;materials=2"
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w_class = 3
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matter = list("metal" = 1000)
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matter = list("steel" = 1000)
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recoil = 1
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var/caliber = "357" //determines which casings will fit
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var/handle_casings = EJECT_CASINGS //determines how spent casings should be handled
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var/load_method = SINGLE_CASING|SPEEDLOADER //1 = Single shells, 2 = box or quick loader, 3 = magazine
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@@ -18,7 +18,7 @@
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//For SINGLE_CASING or SPEEDLOADER guns
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var/max_shells = 0 //the number of casings that will fit inside
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var/ammo_type = null //the type of ammo that the gun comes preloaded with
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var/ammo_type = null //the type of ammo that the gun comes preloaded with
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var/list/loaded = list() //stored ammo
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//For MAGAZINE guns
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@@ -50,7 +50,7 @@
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chambered = ammo_magazine.stored_ammo[1]
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if(handle_casings != HOLD_CASINGS)
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ammo_magazine.stored_ammo -= chambered
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if (chambered)
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return chambered.BB
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return null
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@@ -183,7 +183,7 @@
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)
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if(auto_eject_sound)
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playsound(user, auto_eject_sound, 40, 1)
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ammo_magazine.update_icon()
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ammo_magazine.update_icon()
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ammo_magazine = null
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update_icon() //make sure to do this after unsetting ammo_magazine
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