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Merge pull request #16402 from Core0verload/revert-15671-Newtaser
Revert "Introduces the new taser"
This commit is contained in:
@@ -29,11 +29,6 @@
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variance = 0.8
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select_name = "scatter"
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/obj/item/ammo_casing/energy/laser/light
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projectile_type = /obj/item/projectile/beam/laser/lightlaser
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select_name = "kill"
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fire_sound = "sound/weapons/taser2.ogg"
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/obj/item/ammo_casing/energy/laser/heavy
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projectile_type = /obj/item/projectile/beam/laser/heavylaser
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select_name = "anti-vehicle"
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@@ -62,14 +57,14 @@
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projectile_type = /obj/item/projectile/energy/electrode
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select_name = "stun"
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fire_sound = 'sound/weapons/taser.ogg'
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e_cost = 83
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e_cost = 200
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/obj/item/ammo_casing/energy/electrode/gun
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fire_sound = 'sound/weapons/gunshot.ogg'
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e_cost = 100
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/obj/item/ammo_casing/energy/electrode/hos
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e_cost = 83
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e_cost = 200
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/obj/item/ammo_casing/energy/ion
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projectile_type = /obj/item/projectile/ion
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@@ -18,9 +18,9 @@
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/obj/item/weapon/gun/energy/gun/advtaser
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name = "hybrid taser"
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desc = "A dual-mode taser designed to fire both high-power electrodes and puny tickling laser beams."
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desc = "A dual-mode taser designed to fire both short-range high-power electrodes and long-range disabler beams."
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icon_state = "advtaser"
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ammo_type = list(/obj/item/ammo_casing/energy/electrode, /obj/item/ammo_casing/energy/laser/light)
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ammo_type = list(/obj/item/ammo_casing/energy/electrode, /obj/item/ammo_casing/energy/disabler)
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origin_tech = null
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ammo_x_offset = 2
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@@ -10,11 +10,6 @@
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/obj/item/projectile/beam/laser
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/obj/item/projectile/beam/laser/lightlaser
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name = "light laser"
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icon_state = "bluelaser"
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damage = 10
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/obj/item/projectile/beam/laser/heavylaser
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name = "heavy laser"
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icon_state = "heavylaser"
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@@ -10,16 +10,17 @@
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name = "electrode"
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icon_state = "spark"
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color = "#FFFF00"
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damage = 30
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damage_type = STAMINA
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nodamage = 1
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stun = 5
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weaken = 5
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stutter = 5
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jitter = 15
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jitter = 20
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hitsound = 'sound/weapons/taserhit.ogg'
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range = 14
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range = 7
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/obj/item/projectile/energy/electrode/on_hit(atom/target, blocked = 0)
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. = ..()
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if(!ismob(target) || blocked >= 100) //Fully blocked by mob or collided with dense object - burst into sparks!
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if(!ismob(target) || blocked >= 2) //Fully blocked by mob or collided with dense object - burst into sparks!
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var/datum/effect_system/spark_spread/sparks = new /datum/effect_system/spark_spread
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sparks.set_up(1, 1, src)
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sparks.start()
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@@ -28,12 +29,8 @@
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if(C.dna && C.dna.check_mutation(HULK))
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C.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ))
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else if(C.status_flags & CANWEAKEN)
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C.do_jitter_animation(jitter)
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C.drop_l_hand()
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C.drop_r_hand()
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if(C.getStaminaLoss() > 45)
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C.Stun(5)
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C.Weaken(5)
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spawn(5)
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C.do_jitter_animation(jitter)
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/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
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var/datum/effect_system/spark_spread/sparks = new /datum/effect_system/spark_spread
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