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Adds Shells. Adds tags. Adds IPC subspecies. Adds HK-47's. Does not add IPC construction. Beyond the obvious review of shells, the exact stats of the IPC subspecies need review. They were largely an afterthought, and quickly overshadowed by the shell project.
156 lines
3.7 KiB
Plaintext
156 lines
3.7 KiB
Plaintext
/obj/effect/projectile
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icon = 'icons/effects/projectiles.dmi'
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icon_state = "bolt"
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layer = 20
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/obj/effect/projectile/New(var/turf/location)
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if(istype(location))
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loc = location
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/obj/effect/projectile/proc/set_transform(var/matrix/M)
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if(istype(M))
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transform = M
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/obj/effect/projectile/proc/activate(var/kill_delay = 3)
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spawn(kill_delay)
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qdel(src) //see effect_system.dm - sets loc to null and lets GC handle removing these effects
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return
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//----------------------------
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// Laser beam
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//----------------------------
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/obj/effect/projectile/laser/tracer
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icon_state = "beam"
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/obj/effect/projectile/laser/muzzle
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icon_state = "muzzle_laser"
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/obj/effect/projectile/laser/impact
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icon_state = "impact_laser"
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//----------------------------
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// Blue laser beam
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//----------------------------
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/obj/effect/projectile/laser_blue/tracer
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icon_state = "beam_blue"
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/obj/effect/projectile/laser_blue/muzzle
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icon_state = "muzzle_blue"
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/obj/effect/projectile/laser_blue/impact
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icon_state = "impact_blue"
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//----------------------------
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// Omni laser beam
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//----------------------------
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/obj/effect/projectile/laser_omni/tracer
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icon_state = "beam_omni"
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/obj/effect/projectile/laser_omni/muzzle
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icon_state = "muzzle_omni"
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/obj/effect/projectile/laser_omni/impact
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icon_state = "impact_omni"
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//----------------------------
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// Xray laser beam
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//----------------------------
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/obj/effect/projectile/xray/tracer
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icon_state = "xray"
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/obj/effect/projectile/xray/muzzle
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icon_state = "muzzle_xray"
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/obj/effect/projectile/xray/impact
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icon_state = "impact_xray"
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//----------------------------
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// Heavy laser beam
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//----------------------------
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/obj/effect/projectile/laser_heavy/tracer
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icon_state = "beam_heavy"
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/obj/effect/projectile/laser_heavy/muzzle
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icon_state = "muzzle_beam_heavy"
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/obj/effect/projectile/laser_heavy/impact
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icon_state = "impact_beam_heavy"
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//----------------------------
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// Pulse laser beam
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//----------------------------
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/obj/effect/projectile/laser_pulse/tracer
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icon_state = "u_laser"
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/obj/effect/projectile/laser_pulse/muzzle
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icon_state = "muzzle_u_laser"
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/obj/effect/projectile/laser_pulse/impact
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icon_state = "impact_u_laser"
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//----------------------------
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// Pulse muzzle effect only
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//----------------------------
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/obj/effect/projectile/pulse/muzzle
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icon_state = "muzzle_pulse"
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//----------------------------
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// Emitter beam
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//----------------------------
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/obj/effect/projectile/emitter/tracer
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icon_state = "emitter"
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/obj/effect/projectile/emitter/muzzle
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icon_state = "muzzle_emitter"
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/obj/effect/projectile/emitter/impact
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icon_state = "impact_emitter"
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//----------------------------
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// Stun beam
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//----------------------------
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/obj/effect/projectile/stun/tracer
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icon_state = "stun"
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/obj/effect/projectile/stun/muzzle
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icon_state = "muzzle_stun"
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/obj/effect/projectile/stun/impact
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icon_state = "impact_stun"
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//----------------------------
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// Eye beam
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//----------------------------
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/obj/effect/projectile/eyelaser/tracer
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icon_state = "eye"
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/obj/effect/projectile/eyelaser/muzzle
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icon_state = "muzzle_eye"
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/obj/effect/projectile/eyelaser/impact
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icon_state = "impact_eye"
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//----------------------------
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// Bullet
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//----------------------------
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/obj/effect/projectile/bullet/muzzle
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icon_state = "muzzle_bullet"
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// Solar beam
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//----------------------------
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/obj/effect/projectile/solar/tracer
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icon_state = "solar"
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/obj/effect/projectile/solar/muzzle
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icon_state = "muzzle_solar"
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/obj/effect/projectile/solar/impact
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icon_state = "impact_solar"
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//----------------------------
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// Pulse muzzle
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//----------------------------
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/obj/effect/projectile/pulse_bullet/muzzle
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icon_state = "muzzle_pulse"
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