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https://github.com/Aurorastation/Aurora.3.git
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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
172 lines
4.3 KiB
Plaintext
172 lines
4.3 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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agony = 10
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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/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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/obj/item/projectile/energy/sonic
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name = "distortion"
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icon = 'icons/obj/machines/particle_accelerator2.dmi'
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icon_state = "particle"
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check_armour = "bomb"
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damage = 60
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damage_type = BRUTE
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pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
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kill_count = 100
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embed = 0
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// incinerate = 40
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weaken = 5
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stun = 5
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/obj/item/projectile/energy/sonic/on_impact(var/atom/A)
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if(isturf(A))
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A.ex_act(0)
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if(ismob(A))
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var/mob/M = A
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explosion(M, -1, 0, 2)
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M.gib()
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if(!(isturf(A)) & !(ismob(A)))
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explosion(A, -1, 0, 2)
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..()
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/obj/item/projectile/energy/bee
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name = "bees"
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icon = 'icons/obj/apiary_bees_etc.dmi'
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icon_state = "beegun"
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check_armour = "bio"
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damage = 5
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damage_type = BRUTE
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pass_flags = PASSTABLE | PASSGRILLE
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embed = 0
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weaken = 0
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/obj/item/projectile/energy/bee/on_impact(var/atom/A)
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playsound(src.loc, pick('sound/effects/Buzz1.ogg','sound/effects/Buzz2.ogg'), 70, 1)
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var/turf/T = get_turf(A)
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if(!istype(T, /turf/simulated/wall) && !istype(T, /turf/simulated/shuttle/wall) && !istype(A, /obj/structure/window) && !istype(A, /obj/machinery/door))
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for(var/i=1, i<=8, i++)
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var/atom/movable/x = new /mob/living/simple_animal/bee/beegun //hackmaster pro, butt fuck it
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x.forceMove(T)
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else
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src.visible_message("<span class='danger'>[src] splat sickly against [T]!</span>")
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..()
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/obj/item/projectile/energy/blaster
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name = "blaster bolt"
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icon_state = "laser"
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check_armour = "laser"
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damage = 15
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damage_type = BURN
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pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
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embed = 0
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incinerate = 2
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/*/obj/item/projectile/energy/flamer
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name = "promethium"
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icon_state = "fire"
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check_armour = "energy"
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kill_count = 25
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damage = 10
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damage_type = BURN
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pass_flags = PASSTABLE
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step_delay = 2
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kill_count = 75
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embed = 0
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incinerate = 10*/ |