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Adds flooring to the turret with "decorative" conduits. Adds darkening and brightening animation when turret opens/closes to indicate the turret rising up or down. Made new construction phase depicting nearly all steps visually (Apart from adding the prox sensor.) Made sure almost every gun that can be turreted has a relevant sprite. These are based on gun sprites. Changing those might cause turrets to not reflect the gun look. Some guns share sprites, some were made unturretable. Added new set of vars on the /gun/energy level, since the /gun level had few essential vars missing and I am not really looking for any other code rewrites regarding this right now. Should not be hard to move them step up, if ever needed. Turrets that have only one shooting mode have now the changing mode option greyed out. Also removed leftover references to two energy carbine subtypes and removed one global list.
85 lines
5.6 KiB
Plaintext
85 lines
5.6 KiB
Plaintext
/*
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Note: This file is meant for actual weapons (guns, swords, etc), and not the stupid 'every obj is a weapon, except when it's not' thing.
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*/
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//******
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//*Guns*
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//******
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//This contains a lot of copypasta but I'm told it's better then a lot of New()s appending the var.
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/obj/item/weapon/gun
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description_info = "This is a gun. To fire the weapon, ensure your intent is *not* set to 'help', have your gun mode set to 'fire', \
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then click where you want to fire."
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/obj/item/weapon/gun/energy
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description_info = "This is an energy weapon. To fire the weapon, ensure your intent is *not* set to 'help', have your gun mode set to 'fire', \
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then click where you want to fire. Most energy weapons can fire through windows harmlessly. To recharge this weapon, use a weapon recharger."
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/obj/item/weapon/gun/energy/crossbow
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description_info = "This is an energy weapon. To fire the weapon, ensure your intent is *not* set to 'help', have your gun mode set to 'fire', \
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then click where you want to fire."
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description_antag = "This is a stealthy weapon which fires poisoned bolts at your target. When it hits someone, they will suffer a stun effect, in \
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addition to toxins. The energy crossbow recharges itself slowly, and can be concealed in your pocket or bag."
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/obj/item/weapon/gun/energy/gun
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description_info = "This is an energy weapon. To fire the weapon, ensure your intent is *not* set to 'help', have your gun mode set to 'fire', \
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then click where you want to fire. Most energy weapons can fire through windows harmlessly. To switch between stun and lethal, click the weapon \
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in your hand. To recharge this weapon, use a weapon recharger."
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/obj/item/weapon/gun/energy/gun/nuclear
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description_info = "This is an energy weapon. To fire the weapon, ensure your intent is *not* set to 'help', have your gun mode set to 'fire', \
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then click where you want to fire. Most energy weapons can fire through windows harmlessly. To switch between stun and lethal, click the weapon \
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in your hand. Unlike most weapons, this weapon recharges itself."
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/obj/item/weapon/gun/energy/captain
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description_info = "This is an energy weapon. To fire the weapon, ensure your intent is *not* set to 'help', have your gun mode set to 'fire', \
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then click where you want to fire. Most energy weapons can fire through windows harmlessly. Unlike most weapons, this weapon recharges itself."
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/obj/item/weapon/gun/energy/sniperrifle
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description_info = "This is an energy weapon. To fire the weapon, ensure your intent is *not* set to 'help', have your gun mode set to 'fire', \
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then click where you want to fire. Most energy weapons can fire through windows harmlessly. To recharge this weapon, use a weapon recharger. \
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To use the scope, use the appropriate verb in the object tab."
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/obj/item/weapon/gun/projectile
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description_info = "This is a ballistic weapon. To fire the weapon, ensure your intent is *not* set to 'help', have your gun mode set to 'fire', \
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then click where you want to fire. To reload, click the weapon in your hand to unload (if needed), then add the appropiate ammo. The description \
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will tell you what caliber you need."
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/obj/item/weapon/gun/energy/chameleon
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description_info = null //The chameleon gun adopts the description_info of the weapon it is impersonating as, to make meta-ing harder.
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description_antag = "This gun is actually a hologram projector that can alter its appearance to mimick other weapons. To change the appearance, use \
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the appropriate verb in the chameleon items tab. Any beams or projectiles fired from this gun are actually holograms and useless for actual combat. \
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Projecting these holograms over distance uses a little bit of charge."
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/obj/item/weapon/gun/energy/chameleon/change(picked in gun_choices) //Making the gun change its help text to match the weapon's help text.
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..(picked)
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var/obj/O = gun_choices[picked]
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description_info = initial(O.description_info)
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/obj/item/weapon/gun/projectile/shotgun/pump
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description_info = "This is a ballistic weapon. To fire the weapon, ensure your intent is *not* set to 'help', have your gun mode set to 'fire', \
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then click where you want to fire. After firing, you will need to pump the gun, by clicking on the gun in your hand. To reload, load more shotgun \
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shells into the gun."
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/obj/item/weapon/gun/projectile/heavysniper
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description_info = "This is a ballistic weapon. To fire the weapon, ensure your intent is *not* set to 'help', have your gun mode set to 'fire', \
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then click where you want to fire. The gun's chamber can be opened or closed by using it in your hand. To reload, open the chamber, add a new bullet \
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then close it. To use the scope, use the appropriate verb in the object tab."
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//*******
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//*Melee*
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//*******
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/obj/item/weapon/melee/baton
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description_info = "The baton needs to be turned on to apply the stunning effect. Use it in your hand to toggle it on or off. If your intent is \
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set to 'harm', you will inflict damage when using it, regardless if it is on or not. Each stun reduces the baton's charge, which can be replenished by \
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putting it inside a weapon recharger."
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/obj/item/weapon/melee/energy/sword
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description_antag = "The energy sword is a very strong melee weapon, capable of severing limbs easily, if they are targeted. It can also has a chance \
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to block projectiles and melee attacks while it is on and being held. The sword can be toggled on or off by using it in your hand. While it is off, \
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it can be concealed in your pocket or bag."
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/obj/item/weapon/melee/cultblade
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description_antag = "This sword is a powerful weapon, capable of severing limbs easily, if they are targeted. Nonbelivers are unable to use this weapon."
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