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This PR is intended to sort out our existing guns into something resembling organization. In addition, ancient decrepit guns are removed, and abstract paths are labeled as such. In addition, all guns are now standardized to refer to their model. Considering the huge number of weapons we have, a `pistol` is not descriptive enough. NOTE: At over 200 files touched, this is being split. Not everything was sorted, but this is already a monster to sort through. The rest can wait.
163 lines
6.1 KiB
Plaintext
163 lines
6.1 KiB
Plaintext
/obj/item/gun/energy/retro
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name = "\improper L104 laser gun"
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icon = 'icons/obj/guns/faction/antique/retro.dmi'
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icon_state = "retro"
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item_state = "retro"
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has_item_ratio = FALSE
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desc = "An older model laser pistol, small enough to be concealed but underpowered, inefficient, and deceptively heavy, especially compared \
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to modern laser weaponry. However, their overbuilt construction means that many examples have stood the test of time, and advances in rechargeable \
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power cell technology have now turned them into viable backup weapons for outlaws or anyone unable to acquire newer laser weapons."
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fire_sound = 'sound/weapons/laser1.ogg'
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slot_flags = SLOT_BELT
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w_class = WEIGHT_CLASS_NORMAL
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offhand_accuracy = 1
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projectile_type = /obj/projectile/beam
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fire_delay = 5
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can_turret = TRUE
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turret_is_lethal = TRUE
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turret_sprite_set = "retro"
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modifystate = "retro"
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/obj/item/gun/energy/captain
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name = "\improper X-00 laser gun"
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icon = 'icons/obj/guns/faction/antique/caplaser.dmi'
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desc = "This is the X-00, an antique laser gun, out of production for decades and well beyond anyone's capacity to recreate. All craftsmanship is of the highest quality. The gun menaces with spikes of energy."
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icon_state = "caplaser"
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item_state = "caplaser"
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has_item_ratio = FALSE
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force = 11
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fire_sound = 'sound/weapons/laser1.ogg'
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slot_flags = SLOT_BELT
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w_class = WEIGHT_CLASS_NORMAL
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offhand_accuracy = 2
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projectile_type = /obj/projectile/beam
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origin_tech = null
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max_shots = 5 //to compensate a bit for self-recharging
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self_recharge = TRUE
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can_turret = TRUE
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turret_is_lethal = TRUE
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turret_sprite_set = "captain"
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/obj/item/gun/energy/captain/mechanics_hints(mob/user, distance, is_adjacent)
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. += ..()
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. += "Unlike most energy weapons, this weapon recharges itself."
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/obj/item/gun/energy/xray
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name = "\improper XG-1 X-Ray laser pistol"
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desc = "A NanoTrasen designed high-power laser sidearm capable of expelling concentrated X-Ray blasts."
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desc_extended = "The XG-1 is a laser sidearm developed and produced by NanoTrasen. A recent invention, used for specialist operations, it is presently being produced and sold in limited capacity over the galaxy. Designed for precision strikes, releasing concentrated xray blasts that are capable of hitting targets behind cover. It is compact with relatively high capacity to other sidearms."
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icon = 'icons/obj/guns/faction/nanotrasen_corporation/xray.dmi'
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icon_state = "xray"
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item_state = "xray"
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has_item_ratio = FALSE
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fire_sound = 'sound/weapons/laser3.ogg'
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origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 3, TECH_MAGNET = 2, TECH_ILLEGAL = 2)
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projectile_type = /obj/projectile/beam/xray
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charge_cost = 100
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max_shots = 20
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fire_delay = 4
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burst_delay = 4
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can_turret = TRUE
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turret_is_lethal = TRUE
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turret_sprite_set = "xray"
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/obj/item/gun/energy/xray/mounted
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name = "mounted xray laser gun"
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charge_cost = 200
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self_recharge = TRUE
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use_external_power = TRUE
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recharge_time = 5
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can_turret = FALSE
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/obj/item/gun/energy/laser/shotgun
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name = "\improper QB-2 laser shotgun"
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desc = "A NanoTrasen designed laser weapon, designed to split a single amplified beam four times."
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desc_extended = "The QB-2 is a laser weapon developed and produced by NanoTrasen. Designed to fill in the niche that ballistic shotguns do, but in the form of laser weaponry. It is equipped with a special crystal lens that splits a single laser beam into four."
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icon = 'icons/obj/guns/faction/nanotrasen_corporation/lasershotgun.dmi'
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icon_state = "lasershotgun"
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item_state = "lasershotgun"
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modifystate = null
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has_item_ratio = FALSE
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fire_sound = 'sound/weapons/laser1.ogg'
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slot_flags = SLOT_BELT|SLOT_BACK
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w_class = WEIGHT_CLASS_BULKY
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accuracy = 0
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force = 15
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matter = list(DEFAULT_WALL_MATERIAL = 2000)
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origin_tech = list(TECH_COMBAT = 4, TECH_MAGNET = 2)
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projectile_type = /obj/projectile/beam/shotgun
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max_shots = 28
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sel_mode = 1
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is_wieldable = TRUE
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burst = 4
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burst_delay = 0
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move_delay = 0
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fire_delay = 2
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dispersion = list(10)
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can_turret = TRUE
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turret_is_lethal = TRUE
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turret_sprite_set = "laser"
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/obj/item/gun/energy/laser/shotgun/research
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name = "\improper QB-2E laser shotgun"
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desc = "A NanoTrasen designed laser weapon, designed to split a single amplified beam four times. This one is marked for expeditionary use."
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pin = /obj/item/firing_pin/away_site
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////////Laser Tag////////////////////
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ABSTRACT_TYPE(/obj/item/gun/energy/lasertag)
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name = "laser tag gun"
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desc = "A simple low-power laser gun, outfitted for use in laser tag arenas."
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item_state = "laser"
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has_item_ratio = FALSE
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origin_tech = list(TECH_COMBAT = 1, TECH_MAGNET = 2)
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self_recharge = TRUE
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recharge_time = 2
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matter = list(DEFAULT_WALL_MATERIAL = 2000)
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fire_sound = 'sound/weapons/laser1.ogg'
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projectile_type = /obj/projectile/beam/laser_tag
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pin = /obj/item/firing_pin/tag/red
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can_turret = TRUE
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turret_is_lethal = FALSE
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turret_sprite_set = "red"
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/obj/item/gun/energy/lasertag/attackby(obj/item/attacking_item, mob/user)
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if(attacking_item.tool_behaviour == TOOL_MULTITOOL)
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var/chosen_color = tgui_input_list(user, "Which color do you wish your gun to be?", "Color Selection", list("blue", "red"))
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if(!chosen_color)
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return
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get_tag_color(chosen_color)
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to_chat(user, SPAN_NOTICE("\The [src] is now a [chosen_color] laser tag gun."))
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return
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return ..()
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/obj/item/gun/energy/lasertag/proc/get_tag_color(var/set_color)
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projectile_type = text2path("/obj/projectile/beam/laser_tag/[set_color]")
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if(pin)
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QDEL_NULL(pin)
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var/pin_path = text2path("/obj/item/firing_pin/tag/[set_color]")
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pin = new pin_path(src)
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switch(set_color)
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if("red")
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icon = 'icons/obj/guns/faction/toy/redtag.dmi'
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if("blue")
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icon = 'icons/obj/guns/faction/toy/bluetag.dmi'
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icon_state = "[set_color]tag"
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item_state = icon_state
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modifystate = item_state
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update_held_icon()
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/obj/item/gun/energy/lasertag/blue
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icon = 'icons/obj/guns/faction/toy/bluetag.dmi'
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icon_state = "bluetag"
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item_state = "bluetag"
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projectile_type = /obj/projectile/beam/laser_tag/blue
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pin = /obj/item/firing_pin/tag/blue
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turret_sprite_set = "blue"
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/obj/item/gun/energy/lasertag/red
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icon = 'icons/obj/guns/faction/toy/redtag.dmi'
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icon_state = "redtag"
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item_state = "redtag"
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