Small gun go blam blam blam: The Light Coilgun revive + SSRM Corvette Tweaks (#21699)

This PR aims to revive the Solarian Light coilgun from #20094 and
replaces the SSRM Corvette's Grauwolf with said Coilgun. Credit goes to
TheDanseMacabre for the sprites and code.
This commit is contained in:
mynameasjeff
2026-01-14 19:29:45 +00:00
committed by GitHub
parent ccbfbdc50a
commit ecd33388dd
6 changed files with 193 additions and 83 deletions
@@ -0,0 +1,38 @@
/obj/machinery/ship_weapon/coilgun/light
name = "M302A7 piledriver light coilgun"
desc = "A miniaturized version of the Solarian Navys coilgun platform, the M302A7 is the latest version of a weapon class that has served with honor since the Interstellar War. A semiautomatic, magazine-loaded design, it excels at applying pressure to enemy shields and hulls."
desc_extended = "Pressed for a smaller version of a coilgun to fit onto escort craft, the Alliance contracted what was then Necropolis Industries to design and manufacture the Navys first coilgun for corvette use in the mid-2200s. The M2307 is a post-Interstellar War modernization of earlier models that had been steadily improved upon over time. Though phased out of use in some battlegroups in favor of the M455A1 light coilgun, it remains a common sight in many fleets."
icon = 'icons/obj/machinery/ship_guns/sol_light_coilgun.dmi'
icon_state = "weapon_base"
max_ammo = 3
projectile_type = /obj/projectile/ship_ammo/coilgun/light
heavy_firing_sound = 'sound/weapons/railgun.ogg'
firing_effects = FIRING_EFFECT_FLAG_EXTREMELY_LOUD
screenshake_type = SHIP_GUN_SCREENSHAKE_ALL_MOBS
caliber = SHIP_CALIBER_COILGUN
/obj/item/ship_ammunition/coilgun/light
name = "light tungsten rod pack"
name_override = "light tungsten rod"
desc = "A pack of rods used as ammunition for a light coilgun."
icon = 'icons/obj/ammo.dmi'
icon_state = "trodpack-2"
caliber = SHIP_CALIBER_COILGUN
overmap_icon_state = "light_pulse"
impact_type = SHIP_AMMO_IMPACT_AP
/obj/projectile/ship_ammo/coilgun/light
name = "low-power tungsten rod"
icon_state = "heavy"
damage = 10000
armor_penetration = 1000
penetrating = 1
/obj/projectile/ship_ammo/coilgun/light/on_hit(atom/target, blocked, def_zone, is_landmark_hit)
. = ..()
if(ismob(target))
var/mob/M = target
M.visible_message(SPAN_DANGER("<font size=5>\The [src] blows [M]'s chest apart and punches straight through!</font>"))
if(isturf(target) || isobj(target))
explosion(target, 2, 3, 4)