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# Conflicts: # .github/workflows/compile_all_maps.yml # .github/workflows/run_integration_tests.yml # _maps/map_files/CatwalkStation/CatwalkStation_2023.dmm # code/_onclick/hud/credits.dm # code/controllers/subsystem/networks/id_access.dm # code/datums/diseases/advance/advance.dm # code/datums/diseases/advance/symptoms/heal.dm # code/game/machinery/doors/door.dm # code/game/objects/structures/crates_lockers/closets/secure/medical.dm # code/game/objects/structures/crates_lockers/closets/secure/security.dm # code/modules/antagonists/malf_ai/malf_ai_modules.dm # code/modules/jobs/job_types/_job.dm # code/modules/loadout/categories/accessories.dm # code/modules/loadout/loadout_helpers.dm # code/modules/loadout/loadout_items.dm # code/modules/loadout/loadout_preference.dm # code/modules/mob/living/silicon/robot/robot_defense.dm # code/modules/mod/mod_theme.dm # code/modules/projectiles/ammunition/energy/laser.dm # code/modules/reagents/reagent_containers/cups/drinks.dm # code/modules/shuttle/mobile_port/variants/supply.dm # code/modules/surgery/organs/internal/eyes/_eyes.dm # code/modules/unit_tests/screenshots/screenshot_antag_icons_heretic.png # icons/hud/screen_full.dmi
187 lines
6.2 KiB
Plaintext
187 lines
6.2 KiB
Plaintext
/obj/item/ammo_casing/energy/laser
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projectile_type = /obj/projectile/beam/laser
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e_cost = LASER_SHOTS(16, STANDARD_CELL_CHARGE)
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select_name = "kill"
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muzzle_flash_color = COLOR_SOFT_RED
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/obj/item/ammo_casing/energy/laser/hellfire
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projectile_type = /obj/projectile/beam/laser/hellfire
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e_cost = LASER_SHOTS(12, STANDARD_CELL_CHARGE)
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select_name = "maim"
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/obj/item/ammo_casing/energy/laser/accelerator
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projectile_type = /obj/projectile/beam/laser/accelerator
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select_name = "accelerator"
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fire_sound = 'sound/items/weapons/lasercannonfire.ogg'
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/obj/item/ammo_casing/energy/lasergun
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projectile_type = /obj/projectile/beam/laser
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e_cost = LASER_SHOTS(20, STANDARD_CELL_CHARGE)
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select_name = "kill"
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muzzle_flash_color = COLOR_SOFT_RED
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/obj/item/ammo_casing/energy/lasergun/pistol
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e_cost = LASER_SHOTS(10, STANDARD_CELL_CHARGE)
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/obj/item/ammo_casing/energy/lasergun/assault
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projectile_type = /obj/projectile/beam/laser/rapid
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e_cost = LASER_SHOTS(40, STANDARD_CELL_CHARGE)
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/obj/item/ammo_casing/energy/lasergun/carbine
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projectile_type = /obj/projectile/beam/laser/rapid
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e_cost = LASER_SHOTS(26, STANDARD_CELL_CHARGE)
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select_name = "kill"
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fire_sound = 'sound/items/weapons/laser2.ogg'
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/obj/item/ammo_casing/energy/lasergun/cybersun
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projectile_type = /obj/projectile/beam/laser/cybersun
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e_cost = LASER_SHOTS(54, STANDARD_CELL_CHARGE)
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select_name = "rapid fire"
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fire_sound = 'sound/items/weapons/laser2.ogg'
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/obj/item/ammo_casing/energy/lasergun/carbine/practice
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projectile_type = /obj/projectile/beam/laser/rapid/practice
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select_name = "practice"
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harmful = FALSE
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/obj/item/ammo_casing/energy/lasergun/old
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projectile_type = /obj/projectile/beam/laser
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e_cost = LASER_SHOTS(6, STANDARD_CELL_CHARGE)
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select_name = "kill"
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/obj/item/ammo_casing/energy/laser/hos
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e_cost = LASER_SHOTS(12, STANDARD_CELL_CHARGE * 1.2)
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/obj/item/ammo_casing/energy/laser/musket
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projectile_type = /obj/projectile/beam/laser/musket
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e_cost = LASER_SHOTS(1, STANDARD_CELL_CHARGE)
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/obj/item/ammo_casing/energy/laser/musket/prime
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projectile_type = /obj/projectile/beam/laser/musket/prime
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pellets = 3
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variance = 10
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/obj/item/ammo_casing/energy/laser/practice
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projectile_type = /obj/projectile/beam/practice
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select_name = "practice"
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harmful = FALSE
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/obj/item/ammo_casing/energy/chameleon
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projectile_type = /obj/projectile/energy/chameleon
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e_cost = 0 // Can't really use the macro here, unfortunately
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harmful = FALSE
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var/projectile_vars = list()
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/obj/item/ammo_casing/energy/chameleon/ready_proj()
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. = ..()
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loaded_projectile.name = projectile_vars["name"]
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loaded_projectile.icon = projectile_vars["icon"]
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loaded_projectile.icon_state = projectile_vars["icon_state"]
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loaded_projectile.speed = projectile_vars["speed"]
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loaded_projectile.color = projectile_vars["color"]
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loaded_projectile.hitsound = projectile_vars["hitsound"]
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loaded_projectile.impact_effect_type = projectile_vars["impact_effect_type"]
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loaded_projectile.range = projectile_vars["range"]
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loaded_projectile.suppressed = projectile_vars["suppressed"]
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loaded_projectile.hitsound_wall = projectile_vars["hitsound_wall"]
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loaded_projectile.pass_flags = projectile_vars["pass_flags"]
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if(!loaded_projectile)
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newshot()
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/obj/item/ammo_casing/energy/laser/scatter
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projectile_type = /obj/projectile/beam/scatter
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pellets = 5
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variance = 25
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select_name = "scatter"
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/obj/item/ammo_casing/energy/laser/scatter/disabler
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projectile_type = /obj/projectile/beam/disabler
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pellets = 3
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variance = 15
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harmful = FALSE
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firing_effect_type = /obj/effect/temp_visual/dir_setting/firing_effect/blue
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/obj/item/ammo_casing/energy/laser/heavy
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projectile_type = /obj/projectile/beam/laser/heavylaser
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select_name = "anti-vehicle"
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fire_sound = 'sound/items/weapons/lasercannonfire.ogg'
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/obj/item/ammo_casing/energy/laser/pulse
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projectile_type = /obj/projectile/beam/pulse
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e_cost = LASER_SHOTS(200, STANDARD_CELL_CHARGE * 40)
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select_name = "DESTROY"
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fire_sound = 'sound/items/weapons/pulse.ogg'
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firing_effect_type = /obj/effect/temp_visual/dir_setting/firing_effect/blue
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muzzle_flash_color = LIGHT_COLOR_BLUE
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/obj/item/ammo_casing/energy/laser/bluetag
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projectile_type = /obj/projectile/beam/lasertag/bluetag
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select_name = "bluetag"
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harmful = FALSE
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/obj/item/ammo_casing/energy/laser/bluetag/hitscan
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projectile_type = /obj/projectile/beam/lasertag/bluetag/hitscan
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/obj/item/ammo_casing/energy/laser/redtag
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projectile_type = /obj/projectile/beam/lasertag/redtag
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select_name = "redtag"
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harmful = FALSE
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/obj/item/ammo_casing/energy/laser/redtag/hitscan
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projectile_type = /obj/projectile/beam/lasertag/redtag/hitscan
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/obj/item/ammo_casing/energy/xray
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projectile_type = /obj/projectile/beam/xray
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e_cost = LASER_SHOTS(20, STANDARD_CELL_CHARGE)
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fire_sound = 'sound/items/weapons/laser3.ogg'
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/obj/item/ammo_casing/energy/mindflayer
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projectile_type = /obj/projectile/beam/mindflayer
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select_name = "MINDFUCK"
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fire_sound = 'sound/items/weapons/laser.ogg'
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/obj/item/ammo_casing/energy/laser/minigun
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select_name = "kill"
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projectile_type = /obj/projectile/beam/weak/penetrator
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variance = 0.8
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/obj/item/ammo_casing/energy/nanite
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projectile_type = /obj/projectile/bullet/c10mm //henk
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select_name = "bullet"
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e_cost = LASER_SHOTS(8, STANDARD_CELL_CHARGE)
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fire_sound = 'sound/items/weapons/thermalpistol.ogg'
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/obj/item/ammo_casing/energy/nanite/inferno
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projectile_type = /obj/projectile/energy/inferno
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select_name = "inferno"
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/obj/item/ammo_casing/energy/nanite/cryo
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projectile_type = /obj/projectile/energy/cryo
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select_name = "cryo"
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firing_effect_type = /obj/effect/temp_visual/dir_setting/firing_effect/blue
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///not exactly an energy ammo casing, but it's used by the laser gatling.
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/obj/item/ammo_casing/laser
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name = "laser casing"
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desc = "You shouldn't be seeing this."
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caliber = CALIBER_LASER
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icon_state = "s-casing-live"
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base_icon_state = "s-casing-live"
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slot_flags = null
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projectile_type = /obj/projectile/beam
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fire_sound = 'sound/items/weapons/laser.ogg'
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firing_effect_type = /obj/effect/temp_visual/dir_setting/firing_effect/red
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/obj/item/ammo_casing/laser/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/caseless)
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/obj/item/ammo_casing/laser/update_icon_state()
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. = ..()
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icon_state = "[base_icon_state]"
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/obj/item/ammo_casing/energy/laser/blueshield // BUBBER ADDITION
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e_cost = LASER_SHOTS(12, STANDARD_CELL_CHARGE)
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