// GENERIC PROJECTILE /obj/projectile/beam/ctf damage = 0 icon_state = "omnilaser" /obj/projectile/beam/ctf/prehit_pierce(atom/target) if(!is_ctf_target(target)) damage = 0 return PROJECTILE_PIERCE_NONE /// hey uhhh don't hit anyone behind them . = ..() /obj/projectile/beam/ctf/on_hit(atom/target, blocked = 0, pierce_hit) . = ..() if(is_ctf_target(target) && blocked == FALSE) if(iscarbon(target)) var/mob/living/carbon/target_mob = target target_mob.apply_damage(150) return BULLET_ACT_HIT /obj/item/ammo_box/magazine/recharge/ctf ammo_type = /obj/item/ammo_casing/laser/ctf /obj/item/ammo_box/magazine/recharge/ctf/Initialize(mapload) . = ..() AddElement(/datum/element/delete_on_drop) /obj/item/ammo_casing/laser/ctf projectile_type = /obj/projectile/beam/ctf/ /obj/item/ammo_casing/laser/ctf/Initialize(mapload) . = ..() AddElement(/datum/element/delete_on_drop) // LASER RIFLE /obj/item/gun/ballistic/automatic/laser/ctf accepted_magazine_type = /obj/item/ammo_box/magazine/recharge/ctf/rifle desc = "This looks like it could really hurt in melee." force = 50 weapon_weight = WEAPON_HEAVY slot_flags = null /obj/item/gun/ballistic/automatic/laser/ctf/Initialize(mapload) . = ..() AddElement(/datum/element/delete_on_drop) /obj/item/ammo_box/magazine/recharge/ctf/rifle ammo_type = /obj/item/ammo_casing/laser/ctf/rifle /obj/item/ammo_casing/laser/ctf/rifle projectile_type = /obj/projectile/beam/ctf/rifle /obj/projectile/beam/ctf/rifle damage = 45 light_color = LIGHT_COLOR_BLUE impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser // LASER SHOTGUN /obj/item/gun/ballistic/shotgun/ctf name = "laser shotgun" desc = "This looks like it could really hurt in melee." icon_state = "ctfshotgun" inhand_icon_state = "shotgun_combat" worn_icon_state = "gun" slot_flags = null accepted_magazine_type = /obj/item/ammo_box/magazine/recharge/ctf/shotgun empty_indicator = TRUE fire_sound = 'sound/items/weapons/gun/shotgun/shot_alt.ogg' semi_auto = TRUE internal_magazine = FALSE tac_reloads = TRUE /obj/item/gun/ballistic/shotgun/ctf/Initialize(mapload) . = ..() AddElement(/datum/element/delete_on_drop) /obj/item/ammo_box/magazine/recharge/ctf/shotgun ammo_type = /obj/item/ammo_casing/laser/ctf/shotgun max_ammo = 6 /obj/item/ammo_casing/laser/ctf/shotgun projectile_type = /obj/projectile/beam/ctf/shotgun pellets = 6 variance = 25 /obj/projectile/beam/ctf/shotgun damage = 15 light_color = LIGHT_COLOR_BLUE impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser // MARKSMAN RIFLE /obj/item/gun/ballistic/automatic/laser/ctf/marksman name = "designated marksman rifle" icon_state = "ctfmarksman" inhand_icon_state = "ctfmarksman" accepted_magazine_type = /obj/item/ammo_box/magazine/recharge/ctf/marksman fire_delay = 1 SECONDS /obj/item/gun/ballistic/automatic/laser/ctf/marksman/Initialize(mapload) . = ..() AddComponent(/datum/component/scope, range_modifier = 1.7) /obj/item/ammo_box/magazine/recharge/ctf/marksman ammo_type = /obj/item/ammo_casing/laser/ctf/marksman max_ammo = 10 /obj/item/ammo_casing/laser/ctf/marksman projectile_type = /obj/projectile/beam/ctf/marksman /obj/projectile/beam/ctf/marksman damage = 30 icon_state = null hitscan = TRUE tracer_type = /obj/effect/projectile/tracer/laser/blue muzzle_type = /obj/effect/projectile/muzzle/laser/blue impact_type = /obj/effect/projectile/impact/laser/blue // DESERT EAGLE /obj/item/gun/ballistic/automatic/pistol/deagle/ctf desc = "This looks like it could really hurt in melee." force = 75 accepted_magazine_type = /obj/item/ammo_box/magazine/recharge/ctf/deagle /obj/item/gun/ballistic/automatic/pistol/deagle/ctf/Initialize(mapload) . = ..() AddElement(/datum/element/delete_on_drop) /obj/item/ammo_box/magazine/recharge/ctf/deagle ammo_type = /obj/item/ammo_casing/laser/ctf/deagle max_ammo = 7 /obj/item/ammo_casing/laser/ctf/deagle projectile_type = /obj/projectile/beam/ctf/deagle /obj/projectile/beam/ctf/deagle icon_state = "bullet" damage = 60 light_color = COLOR_WHITE impact_effect_type = /obj/effect/temp_visual/impact_effect // INSTAKILL RIFLE /obj/item/gun/energy/laser/instakill name = "instakill rifle" icon_state = "instagib" inhand_icon_state = "instagib" desc = "A specialized ASMD laser-rifle, capable of flat-out disintegrating most targets in a single hit." w_class = WEIGHT_CLASS_BULKY ammo_type = list(/obj/item/ammo_casing/energy/instakill) force = 60 slot_flags = null charge_sections = 5 ammo_x_offset = 2 shaded_charge = FALSE /obj/item/gun/energy/laser/instakill/Initialize(mapload) . = ..() AddElement(/datum/element/empprotection, EMP_PROTECT_ALL) /obj/item/gun/energy/laser/instakill/ctf/Initialize(mapload) . = ..() AddElement(/datum/element/delete_on_drop) /obj/item/ammo_casing/energy/instakill projectile_type = /obj/projectile/beam/instakill e_cost = 0 // Not possible to use the macro select_name = "DESTROY" /obj/projectile/beam/instakill name = "instagib laser" icon_state = "purple_laser" damage = 200 damage_type = BURN impact_effect_type = /obj/effect/temp_visual/impact_effect/purple_laser light_color = LIGHT_COLOR_PURPLE /obj/projectile/beam/instakill/on_hit(atom/target, blocked = 0, pierce_hit) . = ..() if(iscarbon(target)) var/mob/living/carbon/target_mob = target target_mob.visible_message(span_danger("[target_mob] explodes into a shower of gibs!")) target_mob.gib() // SHIELDED VEST /obj/item/clothing/suit/armor/vest/ctf name = "white shielded vest" desc = "Standard issue vest for playing capture the flag." worn_icon = 'icons/mob/clothing/suits/ctf.dmi' // Adding TRAIT_NODROP is done when the CTF spawner equips people armor_type = /datum/armor/none allowed = null icon = 'icons/map_icons/clothing/suit/_suit.dmi' icon_state = "/obj/item/clothing/suit/armor/vest/ctf" post_init_icon_state = "standard" greyscale_config = /datum/greyscale_config/ctf_standard greyscale_config_worn = /datum/greyscale_config/ctf_standard/worn greyscale_colors = "#ffffff" ///Icon state to be fed into the shielded component var/team_shield_icon = "shield-old" var/max_charges = 150 var/recharge_start_delay = 12 SECONDS var/charge_increment_delay = 1 SECONDS var/charge_recovery = 30 var/lose_multiple_charges = TRUE var/show_charge_as_alpha = TRUE /obj/item/clothing/suit/armor/vest/ctf/Initialize(mapload) . = ..() AddComponent( \ /datum/component/shielded, \ max_charges = max_charges, \ recharge_start_delay = recharge_start_delay, \ charge_increment_delay = charge_increment_delay, \ charge_recovery = charge_recovery, \ lose_multiple_charges = lose_multiple_charges, \ show_charge_as_alpha = show_charge_as_alpha, \ shield_icon = team_shield_icon, \ ) // LIGHT SHIELDED VEST /obj/item/clothing/suit/armor/vest/ctf/light name = "light white shielded vest" desc = "Lightweight vest for playing capture the flag." icon = 'icons/map_icons/clothing/suit/_suit.dmi' icon_state = "/obj/item/clothing/suit/armor/vest/ctf/light" post_init_icon_state = "light" greyscale_config = /datum/greyscale_config/ctf_light greyscale_config_worn = /datum/greyscale_config/ctf_light/worn slowdown = -0.25 max_charges = 30 // RED TEAM GUNS // Rifle /obj/item/gun/ballistic/automatic/laser/ctf/red accepted_magazine_type = /obj/item/ammo_box/magazine/recharge/ctf/rifle/red /obj/item/ammo_box/magazine/recharge/ctf/rifle/red ammo_type = /obj/item/ammo_casing/laser/ctf/rifle/red /obj/item/ammo_casing/laser/ctf/rifle/red projectile_type = /obj/projectile/beam/ctf/rifle/red /obj/projectile/beam/ctf/rifle/red icon_state = "laser" light_color = COLOR_SOFT_RED impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser // Shotgun /obj/item/gun/ballistic/shotgun/ctf/red accepted_magazine_type = /obj/item/ammo_box/magazine/recharge/ctf/shotgun/red /obj/item/ammo_box/magazine/recharge/ctf/shotgun/red ammo_type = /obj/item/ammo_casing/laser/ctf/shotgun/red /obj/item/ammo_casing/laser/ctf/shotgun/red projectile_type = /obj/projectile/beam/ctf/shotgun/red /obj/projectile/beam/ctf/shotgun/red icon_state = "laser" light_color = COLOR_SOFT_RED impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser // DMR /obj/item/gun/ballistic/automatic/laser/ctf/marksman/red accepted_magazine_type = /obj/item/ammo_box/magazine/recharge/ctf/marksman/red /obj/item/ammo_box/magazine/recharge/ctf/marksman/red ammo_type = /obj/item/ammo_casing/laser/ctf/marksman/red /obj/item/ammo_casing/laser/ctf/marksman/red projectile_type = /obj/projectile/beam/ctf/marksman/red /obj/projectile/beam/ctf/marksman/red icon_state = "laser" tracer_type = /obj/effect/projectile/tracer/laser muzzle_type = /obj/effect/projectile/muzzle/laser impact_type = /obj/effect/projectile/impact/laser // Instakill /obj/item/gun/energy/laser/instakill/ctf/red desc = "A specialized ASMD laser-rifle, capable of flat-out disintegrating most targets in a single hit. This one has a red design." icon_state = "instagibred" inhand_icon_state = "instagibred" ammo_type = list(/obj/item/ammo_casing/energy/instakill/red) /obj/item/ammo_casing/energy/instakill/red projectile_type = /obj/projectile/beam/instakill/red /obj/projectile/beam/instakill/red icon_state = "red_laser" impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser light_color = COLOR_SOFT_RED // BLUE TEAM GUNS // Rifle /obj/item/gun/ballistic/automatic/laser/ctf/blue accepted_magazine_type = /obj/item/ammo_box/magazine/recharge/ctf/rifle/blue /obj/item/ammo_box/magazine/recharge/ctf/rifle/blue ammo_type = /obj/item/ammo_casing/laser/ctf/rifle/blue /obj/item/ammo_casing/laser/ctf/rifle/blue projectile_type = /obj/projectile/beam/ctf/rifle/blue /obj/projectile/beam/ctf/rifle/blue icon_state = "bluelaser" impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser // Shotgun /obj/item/gun/ballistic/shotgun/ctf/blue accepted_magazine_type = /obj/item/ammo_box/magazine/recharge/ctf/shotgun/blue /obj/item/ammo_box/magazine/recharge/ctf/shotgun/blue ammo_type = /obj/item/ammo_casing/laser/ctf/shotgun/blue /obj/item/ammo_casing/laser/ctf/shotgun/blue projectile_type = /obj/projectile/beam/ctf/shotgun/blue /obj/projectile/beam/ctf/shotgun/blue icon_state = "bluelaser" impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser // DMR /obj/item/gun/ballistic/automatic/laser/ctf/marksman/blue accepted_magazine_type = /obj/item/ammo_box/magazine/recharge/ctf/marksman/blue /obj/item/ammo_box/magazine/recharge/ctf/marksman/blue ammo_type = /obj/item/ammo_casing/laser/ctf/marksman/blue /obj/item/ammo_casing/laser/ctf/marksman/blue projectile_type = /obj/projectile/beam/ctf/marksman/blue /obj/projectile/beam/ctf/marksman/blue // Instakill /obj/item/gun/energy/laser/instakill/ctf/blue desc = "A specialized ASMD laser-rifle, capable of flat-out disintegrating most targets in a single hit. This one has a blue design." icon_state = "instagibblue" inhand_icon_state = "instagibblue" ammo_type = list(/obj/item/ammo_casing/energy/instakill/blue) /obj/item/ammo_casing/energy/instakill/blue projectile_type = /obj/projectile/beam/instakill/blue /obj/projectile/beam/instakill/blue icon_state = "blue_laser" impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser light_color = LIGHT_COLOR_BLUE // GREEN TEAM GUNS // Rifle /obj/item/gun/ballistic/automatic/laser/ctf/green accepted_magazine_type = /obj/item/ammo_box/magazine/recharge/ctf/rifle/green /obj/item/ammo_box/magazine/recharge/ctf/rifle/green ammo_type = /obj/item/ammo_casing/laser/ctf/rifle/green /obj/item/ammo_casing/laser/ctf/rifle/green projectile_type = /obj/projectile/beam/ctf/rifle/green /obj/projectile/beam/ctf/rifle/green icon_state = "xray" light_color = COLOR_VERY_PALE_LIME_GREEN impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser // Shotgun /obj/item/gun/ballistic/shotgun/ctf/green accepted_magazine_type = /obj/item/ammo_box/magazine/recharge/ctf/shotgun/green /obj/item/ammo_box/magazine/recharge/ctf/shotgun/green ammo_type = /obj/item/ammo_casing/laser/ctf/shotgun/green /obj/item/ammo_casing/laser/ctf/shotgun/green projectile_type = /obj/projectile/beam/ctf/shotgun/green /obj/projectile/beam/ctf/shotgun/green icon_state = "xray" light_color = COLOR_VERY_PALE_LIME_GREEN impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser // DMR /obj/item/gun/ballistic/automatic/laser/ctf/marksman/green accepted_magazine_type = /obj/item/ammo_box/magazine/recharge/ctf/marksman/green /obj/item/ammo_box/magazine/recharge/ctf/marksman/green ammo_type = /obj/item/ammo_casing/laser/ctf/marksman/green /obj/item/ammo_casing/laser/ctf/marksman/green projectile_type = /obj/projectile/beam/ctf/marksman/green /obj/projectile/beam/ctf/marksman/green icon_state = "xray" tracer_type = /obj/effect/projectile/tracer/xray muzzle_type = /obj/effect/projectile/muzzle/xray impact_type = /obj/effect/projectile/impact/xray // Instakill /obj/item/gun/energy/laser/instakill/ctf/green desc = "A specialized ASMD laser-rifle, capable of flat-out disintegrating most targets in a single hit. This one has a green design." icon_state = "instagibgreen" inhand_icon_state = "instagibgreen" ammo_type = list(/obj/item/ammo_casing/energy/instakill/green) /obj/item/ammo_casing/energy/instakill/green projectile_type = /obj/projectile/beam/instakill/green /obj/projectile/beam/instakill/green icon_state = "green_laser" impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser light_color = COLOR_VERY_PALE_LIME_GREEN // YELLOW TEAM GUNS // Rifle /obj/item/gun/ballistic/automatic/laser/ctf/yellow accepted_magazine_type = /obj/item/ammo_box/magazine/recharge/ctf/rifle/yellow /obj/item/ammo_box/magazine/recharge/ctf/rifle/yellow ammo_type = /obj/item/ammo_casing/laser/ctf/rifle/yellow /obj/item/ammo_casing/laser/ctf/rifle/yellow projectile_type = /obj/projectile/beam/ctf/rifle/yellow /obj/projectile/beam/ctf/rifle/yellow icon_state = "gaussstrong" light_color = COLOR_VERY_SOFT_YELLOW impact_effect_type = /obj/effect/temp_visual/impact_effect/yellow_laser // Shotgun /obj/item/gun/ballistic/shotgun/ctf/yellow accepted_magazine_type = /obj/item/ammo_box/magazine/recharge/ctf/shotgun/yellow /obj/item/ammo_box/magazine/recharge/ctf/shotgun/yellow ammo_type = /obj/item/ammo_casing/laser/ctf/shotgun/yellow /obj/item/ammo_casing/laser/ctf/shotgun/yellow projectile_type = /obj/projectile/beam/ctf/shotgun/yellow /obj/projectile/beam/ctf/shotgun/yellow icon_state = "gaussstrong" light_color = COLOR_VERY_SOFT_YELLOW impact_effect_type = /obj/effect/temp_visual/impact_effect/yellow_laser // DMR /obj/item/gun/ballistic/automatic/laser/ctf/marksman/yellow accepted_magazine_type = /obj/item/ammo_box/magazine/recharge/ctf/marksman/yellow /obj/item/ammo_box/magazine/recharge/ctf/marksman/yellow ammo_type = /obj/item/ammo_casing/laser/ctf/marksman/yellow /obj/item/ammo_casing/laser/ctf/marksman/yellow projectile_type = /obj/projectile/beam/ctf/marksman/yellow /obj/projectile/beam/ctf/marksman/yellow icon_state = "gaussstrong" tracer_type = /obj/effect/projectile/tracer/solar muzzle_type = /obj/effect/projectile/muzzle/solar impact_type = /obj/effect/projectile/impact/solar // Instakill /obj/item/gun/energy/laser/instakill/ctf/yellow desc = "A specialized ASMD laser-rifle, capable of flat-out disintegrating most targets in a single hit. This one has a yellow design." icon_state = "instagibyellow" inhand_icon_state = "instagibyellow" ammo_type = list(/obj/item/ammo_casing/energy/instakill/yellow) /obj/item/ammo_casing/energy/instakill/yellow projectile_type = /obj/projectile/beam/instakill/yellow /obj/projectile/beam/instakill/yellow icon_state = "yellow_laser" impact_effect_type = /obj/effect/temp_visual/impact_effect/yellow_laser light_color = COLOR_VERY_SOFT_YELLOW // RED TEAM SUITS // Regular /obj/item/clothing/suit/armor/vest/ctf/red name = "red shielded vest" icon_state = "/obj/item/clothing/suit/armor/vest/ctf/red" inhand_icon_state = null team_shield_icon = "shield-red" greyscale_colors = COLOR_VIVID_RED // Light /obj/item/clothing/suit/armor/vest/ctf/light/red name = "light red shielded vest" icon_state = "/obj/item/clothing/suit/armor/vest/ctf/light/red" inhand_icon_state = null team_shield_icon = "shield-red" greyscale_colors = COLOR_VIVID_RED // BLUE TEAM SUITS // Regular /obj/item/clothing/suit/armor/vest/ctf/blue name = "blue shielded vest" icon_state = "/obj/item/clothing/suit/armor/vest/ctf/blue" inhand_icon_state = null team_shield_icon = "shield-old" greyscale_colors = COLOR_DARK_CYAN // Light /obj/item/clothing/suit/armor/vest/ctf/light/blue name = "light blue shielded vest" icon_state = "/obj/item/clothing/suit/armor/vest/ctf/light/blue" inhand_icon_state = null team_shield_icon = "shield-old" greyscale_colors = COLOR_DARK_CYAN // GREEN TEAM SUITS // Regular /obj/item/clothing/suit/armor/vest/ctf/green name = "green shielded vest" icon_state = "/obj/item/clothing/suit/armor/vest/ctf/green" inhand_icon_state = null team_shield_icon = "shield-green" greyscale_colors = COLOR_LIME // Light /obj/item/clothing/suit/armor/vest/ctf/light/green name = "light green shielded vest" icon_state = "/obj/item/clothing/suit/armor/vest/ctf/light/green" inhand_icon_state = null team_shield_icon = "shield-green" greyscale_colors = COLOR_LIME // YELLOW TEAM SUITS // Regular /obj/item/clothing/suit/armor/vest/ctf/yellow name = "yellow shielded vest" icon_state = "/obj/item/clothing/suit/armor/vest/ctf/yellow" inhand_icon_state = null team_shield_icon = "shield-yellow" greyscale_colors = COLOR_VIVID_YELLOW // Light /obj/item/clothing/suit/armor/vest/ctf/light/yellow name = "light yellow shielded vest" icon_state = "/obj/item/clothing/suit/armor/vest/ctf/light/yellow" inhand_icon_state = null team_shield_icon = "shield-yellow" greyscale_colors = COLOR_VIVID_YELLOW