Infinite Gun Culling: Gun Kit Edition (#56133)

Every prototype firearm in the game now utilizes crafting to construct it, usually sacrificing a standard version of that firearm in order to produce the new one. The guns are made using gun part kits you print from the security protolathe (or buy, in the case of hellfire lasers).
This commit is contained in:
necromanceranne
2021-01-15 23:24:00 +00:00
committed by GitHub
parent 5a0ea0f18f
commit 38656dc0e4
10 changed files with 207 additions and 33 deletions
@@ -97,7 +97,6 @@
icon_state = "nucgun"
inhand_icon_state = "nucgun"
charge_delay = 10
pin = null
can_charge = FALSE
ammo_x_offset = 1
ammo_type = list(/obj/item/ammo_casing/energy/laser, /obj/item/ammo_casing/energy/disabler)
@@ -117,7 +117,6 @@
inhand_icon_state = null
w_class = WEIGHT_CLASS_BULKY
ammo_type = list(/obj/item/ammo_casing/energy/xray)
pin = null
ammo_x_offset = 3
////////Laser Tag////////////////////
@@ -22,7 +22,6 @@
icon_state = "ioncarbine"
w_class = WEIGHT_CLASS_NORMAL
slot_flags = ITEM_SLOT_BELT
pin = null
flight_x_offset = 18
flight_y_offset = 11
@@ -31,7 +30,6 @@
desc = "A gun that discharges high amounts of controlled radiation to slowly break a target into component elements."
icon_state = "decloner"
ammo_type = list(/obj/item/ammo_casing/energy/declone)
pin = null
ammo_x_offset = 1
/obj/item/gun/energy/decloner/update_overlays()
@@ -112,11 +110,10 @@
name = "energy crossbow"
desc = "A reverse engineered weapon using syndicate technology."
icon_state = "crossbowlarge"
w_class = WEIGHT_CLASS_NORMAL
w_class = WEIGHT_CLASS_BULKY
custom_materials = list(/datum/material/iron=4000)
suppressed = null
ammo_type = list(/obj/item/ammo_casing/energy/bolt/large)
pin = null
/obj/item/gun/energy/plasmacutter
@@ -13,7 +13,6 @@
inhand_icon_state = "tesla"
ammo_type = list(/obj/item/ammo_casing/energy/tesla_revolver)
can_flashlight = FALSE
pin = null
shaded_charge = 1
/obj/item/gun/energy/e_gun/advtaser
@@ -31,7 +31,6 @@
ammo_type = list(/obj/item/ammo_casing/energy/beam_rifle/hitscan)
cell_type = /obj/item/stock_parts/cell/beam_rifle
canMouseDown = TRUE
pin = null
var/aiming = FALSE
var/aiming_time = 12
var/aiming_time_fire_threshold = 5