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https://github.com/Aurorastation/Aurora.3.git
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Clothes now have a flash protection and tint level. If one is wearing multiple items with these modifiers they do stack. Glasses also have a number of additional additions such as sight flags, see_invis level, and so forth. Flash protection comes in 4 levels: Reduced, none, moderate, major. Reduced protection, for example, means the user takes increased damaged from welding. Moderate protection safeguards mobs from flashes, flash grenades, projectors, etc. Major protection protects from the above as well as welding. Tint also comes in 4 levels: None, moderate, heavy, blind Moderate tint will apply the nearsighted overlay. Major tint will apply the welding overlay. Blind will apply the blindness overlay. The end result is an attempt of less type checking. Any set of glasses may now also contain HUD glasses. This should make a future rewrite of HUD glasses easier (could have the HUD functionality be a datum rather than separate item).
102 lines
2.5 KiB
Plaintext
102 lines
2.5 KiB
Plaintext
/obj/item/projectile/energy
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name = "energy"
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icon_state = "spark"
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damage = 0
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damage_type = BURN
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check_armour = "energy"
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//releases a burst of light on impact or after travelling a distance
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/obj/item/projectile/energy/flash
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name = "chemical shell"
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icon_state = "bullet"
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damage = 5
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kill_count = 15 //if the shell hasn't hit anything after travelling this far it just explodes.
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var/flash_range = 0
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var/brightness = 7
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var/light_duration = 5
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/obj/item/projectile/energy/flash/on_impact(var/atom/A)
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var/turf/T = flash_range? src.loc : get_turf(A)
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if(!istype(T)) return
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//blind adjacent people
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for (var/mob/living/carbon/M in viewers(T, flash_range))
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if(M.eyecheck() < FLASH_PROTECTION_MODERATE)
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flick("e_flash", M.flash)
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//snap pop
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playsound(src, 'sound/effects/snap.ogg', 50, 1)
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src.visible_message("<span class='warning'>\The [src] explodes in a bright flash!</span>")
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new /obj/effect/decal/cleanable/ash(src.loc) //always use src.loc so that ash doesn't end up inside windows
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new /obj/effect/effect/sparks(T)
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new /obj/effect/effect/smoke/illumination(T, brightness=max(flash_range*2, brightness), lifetime=light_duration)
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//blinds people like the flash round, but can also be used for temporary illumination
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/obj/item/projectile/energy/flash/flare
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damage = 10
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flash_range = 1
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brightness = 9 //similar to a flare
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light_duration = 200
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/obj/item/projectile/energy/electrode
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name = "electrode"
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icon_state = "spark"
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nodamage = 1
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taser_effect = 1
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agony = 40
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damage_type = HALLOSS
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//Damage will be handled on the MOB side, to prevent window shattering.
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/obj/item/projectile/energy/electrode/stunshot
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name = "stunshot"
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damage = 5
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taser_effect = 1
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agony = 80
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/obj/item/projectile/energy/declone
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name = "declone"
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icon_state = "declone"
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nodamage = 1
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damage_type = CLONE
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irradiate = 40
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/obj/item/projectile/energy/dart
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name = "dart"
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icon_state = "toxin"
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damage = 5
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damage_type = TOX
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weaken = 5
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/obj/item/projectile/energy/bolt
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name = "bolt"
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icon_state = "cbbolt"
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damage = 10
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damage_type = TOX
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nodamage = 0
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agony = 40
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stutter = 10
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/obj/item/projectile/energy/bolt/large
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name = "largebolt"
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damage = 20
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/obj/item/projectile/energy/neurotoxin
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name = "neuro"
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icon_state = "neurotoxin"
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damage = 5
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damage_type = TOX
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weaken = 5
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/obj/item/projectile/energy/phoron
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name = "phoron bolt"
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icon_state = "energy"
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damage = 20
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damage_type = TOX
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irradiate = 20
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