Files
Aurora.3/code/modules/projectiles/projectile/energy.dm
skull132 ee68f3c9d0 Final merge
Merge branch 'development-2' into development

# Conflicts:
#	baystation12.dme
#	code/_helpers/icons.dm
#	code/controllers/master_controller.dm
#	code/game/machinery/Sleeper.dm
#	code/game/machinery/computer3/laptop.dm
#	code/game/machinery/doors/door.dm
#	code/game/machinery/floorlayer.dm
#	code/game/machinery/vending.dm
#	code/game/mecha/mech_fabricator.dm
#	code/game/objects/effects/decals/contraband.dm
#	code/game/objects/explosion.dm
#	code/game/objects/items/robot/robot_upgrades.dm
#	code/game/objects/items/weapons/melee/misc.dm
#	code/game/objects/items/weapons/storage/boxes.dm
#	code/game/objects/structures/crates_lockers/closets/secure/security.dm
#	code/game/objects/structures/window.dm
#	code/modules/clothing/spacesuits/rig/rig.dm
#	code/modules/clothing/suits/jobs.dm
#	code/modules/mob/freelook/update_triggers.dm
#	code/modules/mob/living/carbon/human/human_defense.dm
#	code/modules/mob/living/carbon/human/human_movement.dm
#	code/modules/mob/living/carbon/human/life.dm
#	code/modules/mob/living/carbon/human/species/species.dm
#	code/modules/mob/living/carbon/human/species/station/station.dm
#	code/modules/mob/living/living_defines.dm
#	code/modules/mob/mob_helpers.dm
#	code/modules/mob/mob_movement.dm
#	code/modules/projectiles/ammunition/boxes.dm
#	nano/templates/sleeper.tmpl
2016-11-12 00:10:21 +02:00

172 lines
4.3 KiB
Plaintext

/obj/item/projectile/energy
name = "energy"
icon_state = "spark"
damage = 0
damage_type = BURN
check_armour = "energy"
//releases a burst of light on impact or after travelling a distance
/obj/item/projectile/energy/flash
name = "chemical shell"
icon_state = "bullet"
damage = 5
agony = 10
kill_count = 15 //if the shell hasn't hit anything after travelling this far it just explodes.
var/flash_range = 0
var/brightness = 7
var/light_duration = 5
/obj/item/projectile/energy/flash/on_impact(var/atom/A)
var/turf/T = flash_range? src.loc : get_turf(A)
if(!istype(T)) return
//blind adjacent people
for (var/mob/living/carbon/M in viewers(T, flash_range))
if(M.eyecheck() < FLASH_PROTECTION_MODERATE)
flick("e_flash", M.flash)
//snap pop
playsound(src, 'sound/effects/snap.ogg', 50, 1)
src.visible_message("<span class='warning'>\The [src] explodes in a bright flash!</span>")
new /obj/effect/decal/cleanable/ash(src.loc) //always use src.loc so that ash doesn't end up inside windows
new /obj/effect/sparks(T)
new /obj/effect/effect/smoke/illumination(T, brightness=max(flash_range*2, brightness), lifetime=light_duration)
//blinds people like the flash round, but can also be used for temporary illumination
/obj/item/projectile/energy/flash/flare
damage = 10
flash_range = 1
brightness = 9 //similar to a flare
light_duration = 200
/obj/item/projectile/energy/electrode
name = "electrode"
icon_state = "spark"
nodamage = 1
taser_effect = 1
agony = 40
damage_type = HALLOSS
//Damage will be handled on the MOB side, to prevent window shattering.
/obj/item/projectile/energy/electrode/stunshot
name = "stunshot"
damage = 5
taser_effect = 1
agony = 80
/obj/item/projectile/energy/declone
name = "declone"
icon_state = "declone"
nodamage = 1
damage_type = CLONE
irradiate = 40
/obj/item/projectile/energy/dart
name = "dart"
icon_state = "toxin"
damage = 5
damage_type = TOX
weaken = 5
/obj/item/projectile/energy/bolt
name = "bolt"
icon_state = "cbbolt"
damage = 10
damage_type = TOX
nodamage = 0
agony = 40
stutter = 10
/obj/item/projectile/energy/bolt/large
name = "largebolt"
damage = 20
/obj/item/projectile/energy/neurotoxin
name = "neuro"
icon_state = "neurotoxin"
damage = 5
damage_type = TOX
weaken = 5
/obj/item/projectile/energy/phoron
name = "phoron bolt"
icon_state = "energy"
damage = 20
damage_type = TOX
irradiate = 20
/obj/item/projectile/energy/sonic
name = "distortion"
icon = 'icons/obj/machines/particle_accelerator2.dmi'
icon_state = "particle"
check_armour = "bomb"
damage = 60
damage_type = BRUTE
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
kill_count = 100
embed = 0
// incinerate = 40
weaken = 5
stun = 5
/obj/item/projectile/energy/sonic/on_impact(var/atom/A)
if(isturf(A))
A.ex_act(0)
if(ismob(A))
var/mob/M = A
explosion(M, -1, 0, 2)
M.gib()
if(!(isturf(A)) & !(ismob(A)))
explosion(A, -1, 0, 2)
..()
/obj/item/projectile/energy/bee
name = "bees"
icon = 'icons/obj/apiary_bees_etc.dmi'
icon_state = "beegun"
check_armour = "bio"
damage = 5
damage_type = BRUTE
pass_flags = PASSTABLE | PASSGRILLE
embed = 0
weaken = 0
/obj/item/projectile/energy/bee/on_impact(var/atom/A)
playsound(src.loc, pick('sound/effects/Buzz1.ogg','sound/effects/Buzz2.ogg'), 70, 1)
var/turf/T = get_turf(A)
if(!istype(T, /turf/simulated/wall) && !istype(T, /turf/simulated/shuttle/wall) && !istype(A, /obj/structure/window) && !istype(A, /obj/machinery/door))
for(var/i=1, i<=8, i++)
var/atom/movable/x = new /mob/living/simple_animal/bee/beegun //hackmaster pro, butt fuck it
x.forceMove(T)
else
src.visible_message("<span class='danger'>[src] splat sickly against [T]!</span>")
..()
/obj/item/projectile/energy/blaster
name = "blaster bolt"
icon_state = "laser"
check_armour = "laser"
damage = 15
damage_type = BURN
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
embed = 0
incinerate = 2
/*/obj/item/projectile/energy/flamer
name = "promethium"
icon_state = "fire"
check_armour = "energy"
kill_count = 25
damage = 10
damage_type = BURN
pass_flags = PASSTABLE
step_delay = 2
kill_count = 75
embed = 0
incinerate = 10*/