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* 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
28 lines
970 B
Plaintext
28 lines
970 B
Plaintext
/obj/item/weapon/gun/energy/e_gun/advtaser/mounted
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name = "mounted taser"
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desc = "An arm mounted dual-mode weapon that fires electrodes and disabler shots."
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icon = 'icons/obj/items_cyborg.dmi'
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icon_state = "taser"
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item_state = "armcannonstun4"
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force = 5
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selfcharge = 1
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can_flashlight = 0
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trigger_guard = TRIGGER_GUARD_ALLOW_ALL // Has no trigger at all, uses neural signals instead
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/obj/item/weapon/gun/energy/e_gun/advtaser/mounted/dropped()//if somebody manages to drop this somehow...
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..()
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src.loc = null//send it to nullspace to get retrieved by the implant later on. gotta cover those edge cases.
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/obj/item/weapon/gun/energy/laser/mounted
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name = "mounted laser"
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desc = "An arm mounted cannon that fires lethal lasers."
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icon = 'icons/obj/items_cyborg.dmi'
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icon_state = "laser"
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item_state = "armcannonlase"
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force = 5
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selfcharge = 1
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trigger_guard = TRIGGER_GUARD_ALLOW_ALL
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/obj/item/weapon/gun/energy/laser/mounted/dropped()
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..()
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src.loc = null |