/obj/item/gun/energy/blaster name = "blaster pistol" desc = "A tiny energy pistol converted to fire off energy bolts rather than lasers beams." icon = 'icons/obj/guns/blaster_pistol.dmi' icon_state = "blaster_pistol" item_state = "blaster_pistol" has_item_ratio = FALSE fire_sound = 'sound/weapons/laser1.ogg' slot_flags = SLOT_BELT|SLOT_HOLSTER w_class = ITEMSIZE_SMALL force = 5 origin_tech = list(TECH_COMBAT = 2, TECH_MAGNET = 2) matter = list(DEFAULT_WALL_MATERIAL = 2000) projectile_type = /obj/item/projectile/energy/blaster max_shots = 6 burst_delay = 2 sel_mode = 1 firemodes = list( list(mode_name="semiauto", burst=1, fire_delay=0, move_delay=null, burst_accuracy=null, dispersion=null), list(mode_name="2-round bursts", burst=2, fire_delay=null, move_delay=2, burst_accuracy=list(1,0,0), dispersion=list(0, 10, 15)) ) /obj/item/gun/energy/blaster/mounted/mech name = "rapidfire blaster" desc = "An aged but reliable rapidfire blaster tuned to expel projectiles at high fire rates." fire_sound = 'sound/weapons/laserstrong.ogg' projectile_type = /obj/item/projectile/energy/blaster/heavy burst = 5 burst_delay = 3 max_shots = 30 charge_cost = 100 use_external_power = TRUE self_recharge = TRUE recharge_time = 1.5 dispersion = list(3,6,9,12) firemodes = list() /obj/item/gun/energy/blaster/revolver name = "blaster revolver" desc = "A robust eight-shot blaster.." icon = 'icons/obj/guns/blaster_revolver.dmi' icon_state = "blaster_revolver" item_state = "blaster_revolver" fire_sound = 'sound/weapons/laserstrong.ogg' projectile_type = /obj/item/projectile/energy/blaster max_shots = 8 w_class = ITEMSIZE_NORMAL /obj/item/gun/energy/blaster/revolver/verb/spin_cylinder() set name = "Spin cylinder" set desc = "Fun when you're bored out of your skull." set category = "Object" var/mob/living/carbon/human/user if(istype(usr,/mob/living/carbon/human)) user = usr else return user.visible_message(SPAN_WARNING("\The [user] spins the cylinder of \the [src]!"), SPAN_WARNING("You spin the cylinder of \the [src]!"), SPAN_NOTICE("You hear something metallic spin and click.")) playsound(src.loc, 'sound/weapons/revolver_spin.ogg', 100, 1) /obj/item/gun/energy/blaster/revolver/pilot name = "pilot's sidearm" desc = "A robust, low in maintenance, eight-shot blaster. Perfect for self-defense purposes." /obj/item/gun/energy/blaster/carbine name = "blaster carbine" desc = "A short-barreled blaster carbine meant for easy handling and comfort when in combat." icon = 'icons/obj/guns/blaster_carbine.dmi' icon_state = "blaster_carbine" item_state = "blaster_carbine" max_shots = 12 origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 2) projectile_type = /obj/item/projectile/energy/blaster slot_flags = SLOT_BELT w_class = ITEMSIZE_NORMAL /obj/item/gun/energy/blaster/rifle name = "bolt slinger" desc = "A blaster rifle which seems to work by accelerating particles and flinging them out in destructive bolts." icon = 'icons/obj/guns/blaster_rifle.dmi' icon_state = "blaster_rifle" item_state = "blaster_rifle" max_shots = 20 origin_tech = list(TECH_COMBAT = 4, TECH_MAGNET = 3) projectile_type = /obj/item/projectile/energy/blaster/heavy slot_flags = SLOT_BACK w_class = ITEMSIZE_LARGE fire_delay = 25 w_class = ITEMSIZE_LARGE accuracy = -3 scoped_accuracy = 4 fire_delay_wielded = 10 accuracy_wielded = 1 is_wieldable = TRUE /obj/item/gun/energy/blaster/rifle/update_icon() ..() if(wielded) item_state = "blaster_rifle-wielded" else item_state = initial(item_state) update_held_icon() /obj/item/gun/energy/blaster/rifle/verb/scope() set category = "Object" set name = "Use Scope" set popup_menu = 1 if(wielded) toggle_scope(2.0, usr) else to_chat(usr, "You can't look through the scope without stabilizing the rifle!")