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63 lines
2.2 KiB
Plaintext
63 lines
2.2 KiB
Plaintext
/obj/item/gun/energy/rifle/icelance
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name = "icelance rifle"
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desc = "A Tajaran made rifle, it houses a crank-chargable internal battery. It only holds three shots and each shot must be cranked manually."
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icon = 'icons/obj/guns/icelance.dmi'
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icon_state = "icelance"
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item_state = "icelance"
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fire_sound = 'sound/weapons/laser1.ogg'
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max_shots = 3
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accuracy = -1
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accuracy_wielded = 2
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fire_delay = 10
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fire_delay_wielded = 8
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origin_tech = list(TECH_COMBAT = 1, TECH_MAGNET = 1)
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projectile_type = /obj/item/projectile/beam
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secondary_projectile_type = null
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secondary_fire_sound = null
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charge_failure_message = "'s charging socket was removed to make room for a crank."
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var/is_charging = FALSE
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firemodes = list()
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modifystate = null
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can_bayonet = TRUE
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knife_x_offset = 23
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knife_y_offset = 13
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desc_fluff = "The Tui'ad \"Icelance\" laser rifle is an energy weapon of Tajaran design. Clumsy overheating handguns and rifles that slowly fire long bolts of \
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concentrated energy are used by high ranking soldiers or special operatives of the Republican army, but their durability is dubious in comparison to the mass-produced, \
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single shot or bolt action rifles that the majority of Tajaran soldiers use."
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/obj/item/gun/energy/rifle/icelance/attack_self(mob/living/user as mob)
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if(is_charging)
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to_chat(user, "<span class='warning'>You are already charging \the [src].</span>")
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return
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if(power_supply.charge < power_supply.maxcharge)
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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user.visible_message(
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"<span class='notice'>\The [user] begins to crank \the [src]!</span>",
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"<span class='notice'>You begin to rotate \the [src]'s crank!</span>"
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)
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playsound(user.loc, 'sound/items/crank.ogg', 60, 1)
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is_charging = TRUE
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flick("crank", src)
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if(do_after(user,20))
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to_chat(user, "<span class='notice'>You finish charging \the [src].</span>")
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power_supply.give(charge_cost)
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update_maptext()
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update_icon()
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is_charging = FALSE
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else
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is_charging = FALSE
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/obj/item/gun/energy/rifle/icelance/get_cell()
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return DEVICE_NO_CELL
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/obj/item/gun/energy/rifle/icelance/update_icon()
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..()
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if(wielded)
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item_state = "icelance-wielded"
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else
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item_state = initial(item_state)
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update_held_icon()
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