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Bubberstation/code/modules/holodeck/items.dm
phil235 b7efc2cef4 Make energy guns able to use burst fire. (#21005)
* Make energy guns able to use burst fire.

* Changed obj/item/weapon/gun/projectile to /gun/ballistic and the name of the folder from "projectile" to "ballistic" to avoid confusion between actually projectiles and guns.

Syringe gun, energy guns and magic guns can now use burst fire.

* fixing merge conflict shit

* fixing map conflicts

* more map conflict fix

* two tiny fixes.

* tiny tweak

* fixing merge conflicts.
Moving the practice mini egun to the gun module.
Renamed nuclear.dm to energy_gun.dm

* map conflict fixes
2016-11-02 16:16:21 +13:00

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/*
Items, Structures, Machines
*/
//
// Items
//
/obj/item/weapon/holo
damtype = STAMINA
/obj/item/weapon/holo/esword
name = "holographic energy sword"
desc = "May the force be with you. Sorta"
icon_state = "sword0"
force = 3.0
throw_speed = 2
throw_range = 5
throwforce = 0
w_class = 2.0
hitsound = "swing_hit"
armour_penetration = 50
var/active = 0
/obj/item/weapon/holo/esword/green/New()
item_color = "green"
/obj/item/weapon/holo/esword/red/New()
item_color = "red"
/obj/item/weapon/holo/esword/hit_reaction(mob/living/carbon/human/owner, attack_text, final_block_chance)
if(active)
return ..()
return 0
/obj/item/weapon/holo/esword/attack(target as mob, mob/user as mob)
..()
/obj/item/weapon/holo/esword/New()
item_color = pick("red","blue","green","purple")
/obj/item/weapon/holo/esword/attack_self(mob/living/user as mob)
active = !active
if (active)
force = 30
icon_state = "sword[item_color]"
w_class = 4
hitsound = 'sound/weapons/blade1.ogg'
playsound(user, 'sound/weapons/saberon.ogg', 20, 1)
user << "<span class='warning'>[src] is now active.</span>"
else
force = 3
icon_state = "sword0"
w_class = 2
hitsound = "swing_hit"
playsound(user, 'sound/weapons/saberoff.ogg', 20, 1)
user << "<span class='warning'>[src] can now be concealed.</span>"
return
//BASKETBALL OBJECTS
/obj/item/toy/beach_ball/holoball
name = "basketball"
icon = 'icons/obj/items.dmi'
icon_state = "basketball"
item_state = "basketball"
desc = "Here's your chance, do your dance at the Space Jam."
w_class = 4 //Stops people from hiding it in their bags/pockets
/obj/item/toy/beach_ball/holoball/dodgeball
name = "dodgeball"
icon_state = "dodgeball"
item_state = "dodgeball"
desc = "Used for playing the most violent and degrading of childhood games."
/obj/item/toy/beach_ball/holoball/dodgeball/throw_impact(atom/hit_atom)
..()
if((ishuman(hit_atom)))
var/mob/living/carbon/M = hit_atom
playsound(src, 'sound/items/dodgeball.ogg', 50, 1)
M.apply_damage(10, STAMINA)
if(prob(5))
M.Weaken(3)
visible_message("<span class='danger'>[M] is knocked right off \his feet!</span>")
//
// Structures
//
/obj/structure/holohoop
name = "basketball hoop"
desc = "Boom, shakalaka!"
icon = 'icons/obj/basketball.dmi'
icon_state = "hoop"
anchored = 1
density = 1
/obj/structure/holohoop/attackby(obj/item/weapon/W as obj, mob/user as mob, params)
if(get_dist(src,user)<2)
if(user.drop_item(src))
visible_message("<span class='warning'> [user] dunks [W] into \the [src]!</span>")
/obj/structure/holohoop/attack_hand(mob/user)
if(user.pulling && user.a_intent == "grab" && isliving(user.pulling))
var/mob/living/L = user.pulling
if(user.grab_state < GRAB_AGGRESSIVE)
user << "<span class='warning'>You need a better grip to do that!</span>"
return
L.loc = src.loc
L.Weaken(5)
visible_message("<span class='danger'>[user] dunks [L] into \the [src]!</span>")
user.stop_pulling()
else
..()
/obj/structure/holohoop/CanPass(atom/movable/mover, turf/target, height=0)
if (istype(mover,/obj/item) && mover.throwing)
var/obj/item/I = mover
if(istype(I, /obj/item/projectile))
return
if(prob(50))
I.loc = src.loc
visible_message("<span class='warning'> Swish! \the [I] lands in \the [src].</span>")
else
visible_message("<span class='danger'> \the [I] bounces off of \the [src]'s rim!</span>")
return 0
else
return ..()
//
// Machines
//
/obj/machinery/readybutton
name = "ready declaration device"
desc = "This device is used to declare ready. If all devices in an area are ready, the event will begin!"
icon = 'icons/obj/monitors.dmi'
icon_state = "auth_off"
var/ready = 0
var/area/currentarea = null
var/eventstarted = 0
anchored = 1.0
use_power = 1
idle_power_usage = 2
active_power_usage = 6
power_channel = ENVIRON
/obj/machinery/readybutton/attack_ai(mob/user as mob)
user << "The station AI is not to interact with these devices"
return
/obj/machinery/readybutton/attack_paw(mob/user as mob)
user << "<span class='warning'>You are too primitive to use this device!</span>"
return
/obj/machinery/readybutton/attackby(obj/item/weapon/W as obj, mob/user as mob, params)
user << "The device is a solid button, there's nothing you can do with it!"
/obj/machinery/readybutton/attack_hand(mob/user as mob)
if(user.stat || stat & (NOPOWER|BROKEN))
user << "<span class='warning'>This device is not powered!</span>"
return
currentarea = get_area(src.loc)
if(!currentarea)
qdel(src)
if(eventstarted)
usr << "<span class='warning'>The event has already begun!</span>"
return
ready = !ready
update_icon()
var/numbuttons = 0
var/numready = 0
for(var/obj/machinery/readybutton/button in currentarea)
numbuttons++
if (button.ready)
numready++
if(numbuttons == numready)
begin_event()
/obj/machinery/readybutton/update_icon()
if(ready)
icon_state = "auth_on"
else
icon_state = "auth_off"
/obj/machinery/readybutton/proc/begin_event()
eventstarted = 1
for(var/obj/structure/window/W in currentarea)
if(W.flags&NODECONSTRUCT) // Just in case: only holo-windows
qdel(W)
for(var/mob/M in currentarea)
M << "FIGHT!"
/obj/machinery/conveyor/holodeck
/obj/machinery/conveyor/holodeck/attackby(obj/item/I, mob/user, params)
if(user.drop_item())
I.loc = src.loc
else
return ..()
/obj/item/weapon/paper/trek_diploma
name = "paper - Starfleet Academy Diploma"
info = {"<h2>Starfleet Academy</h2></br><p>Official Diploma</p></br>"}