mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2025-12-10 17:52:36 +00:00
## About The Pull Request This PR does many things, I'll try to explain the basic/background stuff to the main thing first: 1. Adds a new remote that allows a human to function like an AI. It controls a fly that will fly around the station slowly, and when it reaches a machine then the person can interact with it as if they were an AI. This required changing a lot of silicon/AI checks with one that also checks for this remote, and some messing with shared ui state. 2. Moves req_access from the obj and bot to ``/atom/movable`` which lets it be shared between the two, no more copy-paste and one side lacking features/checks/signals the other has. 3. Adds a check for AI config for AI-related station traits, which was lacking prior Now for the good part... Adds a new station trait that replaces the AI with a Human. This person is equipped with an AI headset (including Binary), an advanced camera console, an omni door wand, the machine controller, and their laws. They are immune to the SAT's turrets (even if set to target borgs) and are slow outside of the SAT, mimicing the actions of the AI. They interact with the world through their advanced camera console, which allows them to do most AI stuff needed, and the holopad they can connect to without having to ring first (like Command can). They are given a paper with the laws they must follow, but since they are human they are able to bend it. Cyborgs that run the default lawset are "slaved" to them via an unremovable law 0, so the Human AI can bend the laws if they really need to (for their own survival n such), and make the cyborgs obey their commands above laws, but in general this shouldn't be a frequent occurrence. This does take into account the unique AI trait, so it's not guaranteed Asimov. When this station trait rolls, all Intellicards, AI uploads, and AI core boards are destroyed and are unresearchable. They can be spawned by admins in-game if necessary. Maybe in the future we can also exclude Oldstation from this but I haven't really decided. Extra perks: Human AI spawns with a Robotic voicebox (unless they are a body purist) and teleport blocking implant, so they can't use teleporters to bypass their on-station slowdown. They also have an infinite laser pointer that can be used to blind through their camera console. This is unfortunately nerfed from the recent borg balance PR that removed its stun. This was meant to be the alternative to no longer being able to permanently lock borgs down like AIs can (or more than one, for that matter). They aren't affected by Roburgers, Acid, and Fuel's toxicity. Bots salute them like they do Beepsky (which is now a trait) They spawn with SyndEye to replace the AI's tracking ability They do not have a bank account ### The machine remote The machine remote has a little fly in it that flies to the machines it is pointed to, working as the arms and legs of the Human AI. It scans the machine and punches in the action the AI does, and is how the AI accesses basically anything. This fly slowly moves from one machine to the next, and can be recalled with Alt Click. It works on machines and bots. ### Video (Low quality to fit Github) https://github.com/tgstation/tgstation/assets/53777086/e16509f8-8bed-42b5-9fbf-7e37165a11e8 ## Why It's Good For The Game I've seen a funny screenshot one day of a person replacing the AI by using a bunch of door remotes, camera console, crew monitoring console, and a few other things. I've been thinking about that for a few years and really wanted to make it official if not easier to make possible, because it is an incredibly funny interaction. This makes it a reality, and while they aren't as powerful as regular AIs, I think it makes for better and funnier in-game moments. With the same weight as Cargorilla (1), I hope this wouldn't be rolling too often and ruin rounds, but instead show off the different capabilities that Humans and AIs can do, to do the job of an AI. You win some you lose some. ## Changelog 🆑 JohnFulpWillard, Tattax add: Adds a new station trait job: The Human AI. /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
544 lines
17 KiB
Plaintext
544 lines
17 KiB
Plaintext
// GENERIC PROJECTILE
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/obj/projectile/beam/ctf
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damage = 0
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icon_state = "omnilaser"
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/obj/projectile/beam/ctf/prehit_pierce(atom/target)
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if(!is_ctf_target(target))
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damage = 0
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return PROJECTILE_PIERCE_NONE /// hey uhhh don't hit anyone behind them
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. = ..()
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/obj/projectile/beam/ctf/on_hit(atom/target, blocked = 0, pierce_hit)
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. = ..()
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if(is_ctf_target(target) && blocked == FALSE)
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if(iscarbon(target))
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var/mob/living/carbon/target_mob = target
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target_mob.apply_damage(150)
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return BULLET_ACT_HIT
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/obj/item/ammo_box/magazine/recharge/ctf
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ammo_type = /obj/item/ammo_casing/laser/ctf
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/obj/item/ammo_box/magazine/recharge/ctf/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/delete_on_drop)
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/obj/item/ammo_casing/laser/ctf
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projectile_type = /obj/projectile/beam/ctf/
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/obj/item/ammo_casing/laser/ctf/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/delete_on_drop)
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// LASER RIFLE
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/obj/item/gun/ballistic/automatic/laser/ctf
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accepted_magazine_type = /obj/item/ammo_box/magazine/recharge/ctf/rifle
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desc = "This looks like it could really hurt in melee."
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force = 50
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weapon_weight = WEAPON_HEAVY
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slot_flags = null
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/obj/item/gun/ballistic/automatic/laser/ctf/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/delete_on_drop)
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/obj/item/ammo_box/magazine/recharge/ctf/rifle
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ammo_type = /obj/item/ammo_casing/laser/ctf/rifle
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/obj/item/ammo_casing/laser/ctf/rifle
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projectile_type = /obj/projectile/beam/ctf/rifle
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/obj/projectile/beam/ctf/rifle
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damage = 45
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light_color = LIGHT_COLOR_BLUE
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impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
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// LASER SHOTGUN
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/obj/item/gun/ballistic/shotgun/ctf
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name = "laser shotgun"
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desc = "This looks like it could really hurt in melee."
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icon_state = "ctfshotgun"
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inhand_icon_state = "shotgun_combat"
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worn_icon_state = "gun"
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slot_flags = null
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accepted_magazine_type = /obj/item/ammo_box/magazine/recharge/ctf/shotgun
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empty_indicator = TRUE
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fire_sound = 'sound/weapons/gun/shotgun/shot_alt.ogg'
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semi_auto = TRUE
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internal_magazine = FALSE
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tac_reloads = TRUE
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/obj/item/gun/ballistic/shotgun/ctf/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/delete_on_drop)
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/obj/item/ammo_box/magazine/recharge/ctf/shotgun
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ammo_type = /obj/item/ammo_casing/laser/ctf/shotgun
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max_ammo = 6
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/obj/item/ammo_casing/laser/ctf/shotgun
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projectile_type = /obj/projectile/beam/ctf/shotgun
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pellets = 6
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variance = 25
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/obj/projectile/beam/ctf/shotgun
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damage = 15
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light_color = LIGHT_COLOR_BLUE
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impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
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// MARKSMAN RIFLE
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/obj/item/gun/ballistic/automatic/laser/ctf/marksman
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name = "designated marksman rifle"
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icon_state = "ctfmarksman"
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inhand_icon_state = "ctfmarksman"
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accepted_magazine_type = /obj/item/ammo_box/magazine/recharge/ctf/marksman
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fire_delay = 1 SECONDS
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/obj/item/gun/ballistic/automatic/laser/ctf/marksman/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/scope, range_modifier = 1.7)
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/obj/item/ammo_box/magazine/recharge/ctf/marksman
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ammo_type = /obj/item/ammo_casing/laser/ctf/marksman
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max_ammo = 10
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/obj/item/ammo_casing/laser/ctf/marksman
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projectile_type = /obj/projectile/beam/ctf/marksman
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/obj/projectile/beam/ctf/marksman
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damage = 30
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hitscan = TRUE
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tracer_type = /obj/effect/projectile/tracer/laser/blue
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muzzle_type = /obj/effect/projectile/muzzle/laser/blue
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impact_type = /obj/effect/projectile/impact/laser/blue
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// DESERT EAGLE
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/obj/item/gun/ballistic/automatic/pistol/deagle/ctf
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desc = "This looks like it could really hurt in melee."
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force = 75
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accepted_magazine_type = /obj/item/ammo_box/magazine/recharge/ctf/deagle
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/obj/item/gun/ballistic/automatic/pistol/deagle/ctf/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/delete_on_drop)
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/obj/item/ammo_box/magazine/recharge/ctf/deagle
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ammo_type = /obj/item/ammo_casing/laser/ctf/deagle
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max_ammo = 7
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/obj/item/ammo_casing/laser/ctf/deagle
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projectile_type = /obj/projectile/beam/ctf/deagle
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/obj/projectile/beam/ctf/deagle
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icon_state = "bullet"
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damage = 60
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light_color = COLOR_WHITE
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impact_effect_type = /obj/effect/temp_visual/impact_effect
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// INSTAKILL RIFLE
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/obj/item/gun/energy/laser/instakill
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name = "instakill rifle"
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icon_state = "instagib"
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inhand_icon_state = "instagib"
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desc = "A specialized ASMD laser-rifle, capable of flat-out disintegrating most targets in a single hit."
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w_class = WEIGHT_CLASS_BULKY
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ammo_type = list(/obj/item/ammo_casing/energy/instakill)
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force = 60
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slot_flags = null
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charge_sections = 5
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ammo_x_offset = 2
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shaded_charge = FALSE
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/obj/item/gun/energy/laser/instakill/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/empprotection, EMP_PROTECT_ALL)
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/obj/item/gun/energy/laser/instakill/ctf/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/delete_on_drop)
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/obj/item/ammo_casing/energy/instakill
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projectile_type = /obj/projectile/beam/instakill
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e_cost = 0 // Not possible to use the macro
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select_name = "DESTROY"
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/obj/projectile/beam/instakill
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name = "instagib laser"
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icon_state = "purple_laser"
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damage = 200
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damage_type = BURN
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impact_effect_type = /obj/effect/temp_visual/impact_effect/purple_laser
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light_color = LIGHT_COLOR_PURPLE
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/obj/projectile/beam/instakill/on_hit(atom/target, blocked = 0, pierce_hit)
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. = ..()
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if(iscarbon(target))
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var/mob/living/carbon/target_mob = target
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target_mob.visible_message(span_danger("[target_mob] explodes into a shower of gibs!"))
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target_mob.gib()
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// SHIELDED VEST
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/obj/item/clothing/suit/armor/vest/ctf
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name = "white shielded vest"
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desc = "Standard issue vest for playing capture the flag."
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icon = 'icons/mob/clothing/suits/ctf.dmi'
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worn_icon = 'icons/mob/clothing/suits/ctf.dmi'
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icon_state = "standard"
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// Adding TRAIT_NODROP is done when the CTF spawner equips people
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armor_type = /datum/armor/none
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allowed = null
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greyscale_config = /datum/greyscale_config/ctf_standard
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greyscale_config_worn = /datum/greyscale_config/ctf_standard/worn
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greyscale_colors = "#ffffff"
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///Icon state to be fed into the shielded component
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var/team_shield_icon = "shield-old"
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var/max_charges = 150
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var/recharge_start_delay = 12 SECONDS
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var/charge_increment_delay = 1 SECONDS
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var/charge_recovery = 30
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var/lose_multiple_charges = TRUE
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var/show_charge_as_alpha = TRUE
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/obj/item/clothing/suit/armor/vest/ctf/Initialize(mapload)
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. = ..()
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AddComponent( \
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/datum/component/shielded, \
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max_charges = max_charges, \
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recharge_start_delay = recharge_start_delay, \
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charge_increment_delay = charge_increment_delay, \
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charge_recovery = charge_recovery, \
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lose_multiple_charges = lose_multiple_charges, \
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show_charge_as_alpha = show_charge_as_alpha, \
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shield_icon = team_shield_icon, \
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)
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// LIGHT SHIELDED VEST
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/obj/item/clothing/suit/armor/vest/ctf/light
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name = "light white shielded vest"
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desc = "Lightweight vest for playing capture the flag."
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icon_state = "light"
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greyscale_config = /datum/greyscale_config/ctf_light
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greyscale_config_worn = /datum/greyscale_config/ctf_light/worn
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slowdown = -0.25
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max_charges = 30
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// RED TEAM GUNS
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// Rifle
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/obj/item/gun/ballistic/automatic/laser/ctf/red
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accepted_magazine_type = /obj/item/ammo_box/magazine/recharge/ctf/rifle/red
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/obj/item/ammo_box/magazine/recharge/ctf/rifle/red
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ammo_type = /obj/item/ammo_casing/laser/ctf/rifle/red
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/obj/item/ammo_casing/laser/ctf/rifle/red
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projectile_type = /obj/projectile/beam/ctf/rifle/red
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/obj/projectile/beam/ctf/rifle/red
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icon_state = "laser"
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light_color = COLOR_SOFT_RED
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impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser
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// Shotgun
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/obj/item/gun/ballistic/shotgun/ctf/red
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accepted_magazine_type = /obj/item/ammo_box/magazine/recharge/ctf/shotgun/red
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/obj/item/ammo_box/magazine/recharge/ctf/shotgun/red
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ammo_type = /obj/item/ammo_casing/laser/ctf/shotgun/red
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/obj/item/ammo_casing/laser/ctf/shotgun/red
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projectile_type = /obj/projectile/beam/ctf/shotgun/red
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/obj/projectile/beam/ctf/shotgun/red
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icon_state = "laser"
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light_color = COLOR_SOFT_RED
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impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser
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// DMR
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/obj/item/gun/ballistic/automatic/laser/ctf/marksman/red
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accepted_magazine_type = /obj/item/ammo_box/magazine/recharge/ctf/marksman/red
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/obj/item/ammo_box/magazine/recharge/ctf/marksman/red
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ammo_type = /obj/item/ammo_casing/laser/ctf/marksman/red
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/obj/item/ammo_casing/laser/ctf/marksman/red
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projectile_type = /obj/projectile/beam/ctf/marksman/red
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/obj/projectile/beam/ctf/marksman/red
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icon_state = "laser"
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tracer_type = /obj/effect/projectile/tracer/laser
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muzzle_type = /obj/effect/projectile/muzzle/laser
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impact_type = /obj/effect/projectile/impact/laser
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// Instakill
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/obj/item/gun/energy/laser/instakill/ctf/red
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desc = "A specialized ASMD laser-rifle, capable of flat-out disintegrating most targets in a single hit. This one has a red design."
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icon_state = "instagibred"
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inhand_icon_state = "instagibred"
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ammo_type = list(/obj/item/ammo_casing/energy/instakill/red)
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/obj/item/ammo_casing/energy/instakill/red
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projectile_type = /obj/projectile/beam/instakill/red
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/obj/projectile/beam/instakill/red
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icon_state = "red_laser"
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impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser
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light_color = COLOR_SOFT_RED
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// BLUE TEAM GUNS
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// Rifle
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/obj/item/gun/ballistic/automatic/laser/ctf/blue
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accepted_magazine_type = /obj/item/ammo_box/magazine/recharge/ctf/rifle/blue
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/obj/item/ammo_box/magazine/recharge/ctf/rifle/blue
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ammo_type = /obj/item/ammo_casing/laser/ctf/rifle/blue
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/obj/item/ammo_casing/laser/ctf/rifle/blue
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projectile_type = /obj/projectile/beam/ctf/rifle/blue
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/obj/projectile/beam/ctf/rifle/blue
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icon_state = "bluelaser"
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impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
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// Shotgun
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/obj/item/gun/ballistic/shotgun/ctf/blue
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accepted_magazine_type = /obj/item/ammo_box/magazine/recharge/ctf/shotgun/blue
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/obj/item/ammo_box/magazine/recharge/ctf/shotgun/blue
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ammo_type = /obj/item/ammo_casing/laser/ctf/shotgun/blue
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/obj/item/ammo_casing/laser/ctf/shotgun/blue
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projectile_type = /obj/projectile/beam/ctf/shotgun/blue
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/obj/projectile/beam/ctf/shotgun/blue
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icon_state = "bluelaser"
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impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
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// DMR
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/obj/item/gun/ballistic/automatic/laser/ctf/marksman/blue
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accepted_magazine_type = /obj/item/ammo_box/magazine/recharge/ctf/marksman/blue
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/obj/item/ammo_box/magazine/recharge/ctf/marksman/blue
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ammo_type = /obj/item/ammo_casing/laser/ctf/marksman/blue
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/obj/item/ammo_casing/laser/ctf/marksman/blue
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projectile_type = /obj/projectile/beam/ctf/marksman/blue
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/obj/projectile/beam/ctf/marksman/blue
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// Instakill
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/obj/item/gun/energy/laser/instakill/ctf/blue
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desc = "A specialized ASMD laser-rifle, capable of flat-out disintegrating most targets in a single hit. This one has a blue design."
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icon_state = "instagibblue"
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inhand_icon_state = "instagibblue"
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ammo_type = list(/obj/item/ammo_casing/energy/instakill/blue)
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/obj/item/ammo_casing/energy/instakill/blue
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projectile_type = /obj/projectile/beam/instakill/blue
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/obj/projectile/beam/instakill/blue
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icon_state = "blue_laser"
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impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
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light_color = LIGHT_COLOR_BLUE
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// GREEN TEAM GUNS
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// Rifle
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/obj/item/gun/ballistic/automatic/laser/ctf/green
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accepted_magazine_type = /obj/item/ammo_box/magazine/recharge/ctf/rifle/green
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/obj/item/ammo_box/magazine/recharge/ctf/rifle/green
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ammo_type = /obj/item/ammo_casing/laser/ctf/rifle/green
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/obj/item/ammo_casing/laser/ctf/rifle/green
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projectile_type = /obj/projectile/beam/ctf/rifle/green
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/obj/projectile/beam/ctf/rifle/green
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icon_state = "xray"
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light_color = COLOR_VERY_PALE_LIME_GREEN
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impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser
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// Shotgun
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/obj/item/gun/ballistic/shotgun/ctf/green
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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"
|
|
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"
|
|
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"
|
|
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"
|
|
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"
|
|
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"
|
|
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"
|
|
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"
|
|
inhand_icon_state = null
|
|
team_shield_icon = "shield-yellow"
|
|
greyscale_colors = COLOR_VIVID_YELLOW
|