/// Abductor troopers /mob/living/basic/trooper/abductor name = "Abductor Agent" desc = "Mezaflorp?" faction = list(ROLE_SYNDICATE) mob_spawner = /obj/effect/mob_spawn/corpse/human/abductor corpse = /obj/effect/mob_spawn/corpse/human/abductor /mob/living/basic/trooper/abductor/melee melee_damage_lower = 15 melee_damage_upper = 15 corpse = /obj/effect/gibspawner/human attack_verb_continuous = "beats" attack_verb_simple = "beat" attack_sound = 'sound/items/weapons/egloves.ogg' attack_vis_effect = ATTACK_EFFECT_SLASH r_hand = /obj/item/melee/baton/abductor var/projectile_deflect_chance = 0 /mob/living/basic/trooper/abductor/ranged corpse = /obj/effect/gibspawner/human ai_controller = /datum/ai_controller/basic_controller/trooper/ranged r_hand = /obj/item/gun/energy/alien /// Type of bullet we use var/casingtype = /obj/item/ammo_casing/energy/lasergun /// Sound to play when firing weapon var/projectilesound = 'sound/items/weapons/laser2.ogg' /// number of burst shots var/burst_shots = 1 /// Time between taking shots var/ranged_cooldown = 5 SECONDS /mob/living/basic/trooper/abductor/ranged/Initialize(mapload) . = ..() AddComponent(\ /datum/component/ranged_attacks,\ casing_type = casingtype,\ projectile_sound = projectilesound,\ cooldown_time = ranged_cooldown,\ burst_shots = burst_shots,\ )