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https://github.com/Bubberstation/Bubberstation.git
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## About The Pull Request Updates the laser gun into four proper subtypes: Standard, Pistol, Rifle and Carbine. <img width="229" height="210" alt="image" src="https://github.com/user-attachments/assets/12c03076-8ebf-4d87-8c98-6a8cce6821db" /> Current sprites are pending a palette change. **Standard:** Functions as you would expect. Same as ever. **Pistol**: Lower charge, 20 force, normal sized, recharges faster. **Carbine**: 15 force, 26 mag, two round burst. Projectiles flight slightly faster. Cannot dual-wield. **Rifle**: 20 force. 40 mag. Two round burst. EMP resistant (not immune). Projectiles fly slightly faster. Cannot dual-wield (not that you need to). All but the rifle can be sourced from cargo. You can also buy the sovl version of the laser gun if you're especially nostalgic. ### Armory Changes The Armory now can potentially spawn either pistols, carbines or standard. The weighting leans closer to spawning carbines and standard as opposed to pistols. ### Lore Dump The laser line of weapons now all have lore. That rich, deep lore that every game needs and is totally not important at all to the meat and potatoes of the game. I'm paid by the hour ($0.00) ### Code Tidying Lasers are old and a total mess code-wise so we've tidied up while we're here. ## Why It's Good For The Game Variety is the spice of life and also some of these weapons could have used a face lift. Especially the laser carbine. Both functionaltiy wise and appearance wise. A bit of randomness in the armory means some rounds might have unique outcomes compared to others. Sometimes, items in cargo don't see particularly much use, so peppering in a few random potential deviations can maybe nudge people to utilize variant gear on future rounds. I'm obsessed with writing too much information. I blame Hatterhat. ## Changelog 🆑 add: Three variants of the laser gun; Carbine (replacing the existing one), Pistol and Rifle! Find it (possibly) in your armory today! balance: The armory laser guns might be different variants of the laser gun, rather than always being the standard. The standard is the same as ever, even if it looks different. add: If you care, the sovl version is available as a goodie. And in the hands of pirates... spellcheck: Lore! LORE FOR LASER GUNS! LOOOORE! Examine laser guns closely and you might learn more about them. balance: The new set of laser guns come with brand new sprites. /🆑 --------- Co-authored-by: StaringGasMask <62149527+Exester509@users.noreply.github.com>
559 lines
18 KiB
Plaintext
559 lines
18 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/items/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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icon_state = null
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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/add_deep_lore()
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return
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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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worn_icon = 'icons/mob/clothing/suits/ctf.dmi'
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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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icon = 'icons/map_icons/clothing/suit/_suit.dmi'
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icon_state = "/obj/item/clothing/suit/armor/vest/ctf"
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post_init_icon_state = "standard"
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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 = 'icons/map_icons/clothing/suit/_suit.dmi'
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icon_state = "/obj/item/clothing/suit/armor/vest/ctf/light"
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post_init_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
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/obj/item/ammo_box/magazine/recharge/ctf/shotgun/green
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ammo_type = /obj/item/ammo_casing/laser/ctf/shotgun/green
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/obj/item/ammo_casing/laser/ctf/shotgun/green
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projectile_type = /obj/projectile/beam/ctf/shotgun/green
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/obj/projectile/beam/ctf/shotgun/green
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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
|