Merge pull request #16402 from Core0verload/revert-15671-Newtaser

Revert "Introduces the new taser"
This commit is contained in:
Cheridan
2016-03-28 18:44:34 -05:00
5 changed files with 12 additions and 25 deletions
@@ -29,11 +29,6 @@
variance = 0.8
select_name = "scatter"
/obj/item/ammo_casing/energy/laser/light
projectile_type = /obj/item/projectile/beam/laser/lightlaser
select_name = "kill"
fire_sound = "sound/weapons/taser2.ogg"
/obj/item/ammo_casing/energy/laser/heavy
projectile_type = /obj/item/projectile/beam/laser/heavylaser
select_name = "anti-vehicle"
@@ -62,14 +57,14 @@
projectile_type = /obj/item/projectile/energy/electrode
select_name = "stun"
fire_sound = 'sound/weapons/taser.ogg'
e_cost = 83
e_cost = 200
/obj/item/ammo_casing/energy/electrode/gun
fire_sound = 'sound/weapons/gunshot.ogg'
e_cost = 100
/obj/item/ammo_casing/energy/electrode/hos
e_cost = 83
e_cost = 200
/obj/item/ammo_casing/energy/ion
projectile_type = /obj/item/projectile/ion
+2 -2
View File
@@ -18,9 +18,9 @@
/obj/item/weapon/gun/energy/gun/advtaser
name = "hybrid taser"
desc = "A dual-mode taser designed to fire both high-power electrodes and puny tickling laser beams."
desc = "A dual-mode taser designed to fire both short-range high-power electrodes and long-range disabler beams."
icon_state = "advtaser"
ammo_type = list(/obj/item/ammo_casing/energy/electrode, /obj/item/ammo_casing/energy/laser/light)
ammo_type = list(/obj/item/ammo_casing/energy/electrode, /obj/item/ammo_casing/energy/disabler)
origin_tech = null
ammo_x_offset = 2
@@ -10,11 +10,6 @@
/obj/item/projectile/beam/laser
/obj/item/projectile/beam/laser/lightlaser
name = "light laser"
icon_state = "bluelaser"
damage = 10
/obj/item/projectile/beam/laser/heavylaser
name = "heavy laser"
icon_state = "heavylaser"
+8 -11
View File
@@ -10,16 +10,17 @@
name = "electrode"
icon_state = "spark"
color = "#FFFF00"
damage = 30
damage_type = STAMINA
nodamage = 1
stun = 5
weaken = 5
stutter = 5
jitter = 15
jitter = 20
hitsound = 'sound/weapons/taserhit.ogg'
range = 14
range = 7
/obj/item/projectile/energy/electrode/on_hit(atom/target, blocked = 0)
. = ..()
if(!ismob(target) || blocked >= 100) //Fully blocked by mob or collided with dense object - burst into sparks!
if(!ismob(target) || blocked >= 2) //Fully blocked by mob or collided with dense object - burst into sparks!
var/datum/effect_system/spark_spread/sparks = new /datum/effect_system/spark_spread
sparks.set_up(1, 1, src)
sparks.start()
@@ -28,12 +29,8 @@
if(C.dna && C.dna.check_mutation(HULK))
C.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ))
else if(C.status_flags & CANWEAKEN)
C.do_jitter_animation(jitter)
C.drop_l_hand()
C.drop_r_hand()
if(C.getStaminaLoss() > 45)
C.Stun(5)
C.Weaken(5)
spawn(5)
C.do_jitter_animation(jitter)
/obj/item/projectile/energy/electrode/on_range() //to ensure the bolt sparks when it reaches the end of its range if it didn't hit a target yet
var/datum/effect_system/spark_spread/sparks = new /datum/effect_system/spark_spread
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