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## About The Pull Request Updates the guns that the event can spawn. Mystery boxes use the same list. List now contains all lethal guns currently in the game, besides cosmetic/downgraded variants of other guns (some exceptions made if the variants are cool/iconic), craftable guns, and unique heist targets. Some of the newer guns weren't added to this list and now they're there. This means the sci portal guns are gone, gimmick guns are gone, if you get a gun from this you can immediately use it to harm someone as intended. Medbeam stays as the sole "dud" gun. Tasers and disablers stay in the list because they are used in the same way as lethal guns. You can shoot someone with them until they fall over. That counts, IMO. List now uses the unrestricted guns, for those with firing pins. This ensures non nukies can actually use them out of the box. Having to source a firing pin to make the gun that magically appeared in your hands actually work sucked, and went against the theme of the event. Alphabetises the list too. ## Why It's Good For The Game Event did dumb stuff like giving people non-guns or guns they couldn't use. List was also dated so some of the new cool guns weren't spawned. ## Changelog 🆑 fix: Summon Guns event will no longer spawn guns with restricted firing pins. fix: Summon Guns event will now only spawn guns that are intended to harm people (except the medbeam) balance: Added more guns to the Summon Guns event. /🆑
222 lines
8.5 KiB
Plaintext
222 lines
8.5 KiB
Plaintext
/obj/item/gun/energy/laser
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name = "laser gun"
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desc = "A basic energy-based laser gun that fires concentrated beams of light which pass through glass and thin metal."
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icon_state = "laser"
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inhand_icon_state = "laser"
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w_class = WEIGHT_CLASS_BULKY
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custom_materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT)
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ammo_type = list(/obj/item/ammo_casing/energy/lasergun)
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ammo_x_offset = 1
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shaded_charge = 1
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/obj/item/gun/energy/laser/Initialize(mapload)
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. = ..()
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// Only actual lasguns can be converted
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if(type != /obj/item/gun/energy/laser)
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return
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var/static/list/slapcraft_recipe_list = list(/datum/crafting_recipe/xraylaser, /datum/crafting_recipe/hellgun, /datum/crafting_recipe/ioncarbine)
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AddElement(
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/datum/element/slapcrafting,\
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slapcraft_recipes = slapcraft_recipe_list,\
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)
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/obj/item/gun/energy/laser/add_seclight_point()
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AddComponent(/datum/component/seclite_attachable, \
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light_overlay_icon = 'icons/obj/weapons/guns/flashlights.dmi', \
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light_overlay = "flight", \
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overlay_x = 18, \
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overlay_y = 12)
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/obj/item/gun/energy/laser/practice
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name = "practice laser gun"
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desc = "A modified version of the basic laser gun, this one fires less concentrated energy bolts designed for target practice."
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ammo_type = list(/obj/item/ammo_casing/energy/laser/practice)
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clumsy_check = FALSE
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item_flags = NONE
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gun_flags = NOT_A_REAL_GUN
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/obj/item/gun/energy/laser/retro
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name ="retro laser gun"
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icon_state = "retro"
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desc = "An older model of the basic lasergun, no longer used by Nanotrasen's private security or military forces. Nevertheless, it is still quite deadly and easy to maintain, making it a favorite amongst pirates and other outlaws."
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ammo_x_offset = 3
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/obj/item/gun/energy/laser/carbine
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name = "laser carbine"
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desc = "A modified laser gun which can shoot far faster, but each shot is far less damaging."
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icon_state = "laser_carbine"
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ammo_type = list(/obj/item/ammo_casing/energy/lasergun/carbine)
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/obj/item/gun/energy/laser/carbine/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/automatic_fire, 0.15 SECONDS, allow_akimbo = FALSE)
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/obj/item/gun/energy/laser/carbine/cybersun
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name = "\improper Cybersun S-120"
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desc = "A laser gun primarily used by syndicate security guards. It fires a rapid spray of low-power plasma beams."
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icon_state = "cybersun_s120"
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inhand_icon_state = "s120"
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ammo_type = list(/obj/item/ammo_casing/energy/lasergun/carbine/cybersun)
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spread = 14
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pin = /obj/item/firing_pin/implant/pindicate
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/obj/item/gun/energy/laser/carbine/cybersun/unrestricted
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pin = /obj/item/firing_pin
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/obj/item/gun/energy/laser/carbine/practice
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name = "practice laser carbine"
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desc = "A modified version of the laser carbine, this one fires even less concentrated energy bolts designed for target practice."
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ammo_type = list(/obj/item/ammo_casing/energy/lasergun/carbine/practice)
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clumsy_check = FALSE
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item_flags = NONE
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gun_flags = NOT_A_REAL_GUN
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/obj/item/gun/energy/laser/retro/old
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name ="laser gun"
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icon_state = "retro"
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desc = "First generation lasergun, developed by Nanotrasen. Suffers from ammo issues but its unique ability to recharge its ammo without the need of a magazine helps compensate. You really hope someone has developed a better lasergun while you were in cryo."
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ammo_type = list(/obj/item/ammo_casing/energy/lasergun/old)
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ammo_x_offset = 3
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/obj/item/gun/energy/laser/hellgun
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name ="hellfire laser gun"
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desc = "A relic of a weapon, built before NT began installing regulators on its laser weaponry. This pattern of laser gun became infamous for the gruesome burn wounds it caused, and was quietly discontinued once it began to affect NT's reputation."
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icon_state = "hellgun"
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ammo_type = list(/obj/item/ammo_casing/energy/laser/hellfire)
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/obj/item/gun/energy/laser/captain
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name = "antique laser gun"
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icon_state = "caplaser"
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w_class = WEIGHT_CLASS_NORMAL
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inhand_icon_state = null
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desc = "This is an antique laser gun. All craftsmanship is of the highest quality. It is decorated with assistant leather and chrome. The object menaces with spikes of energy. On the item is an image of Space Station 13. The station is exploding."
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force = 10
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ammo_x_offset = 3
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selfcharge = 1
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
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flags_1 = PREVENT_CONTENTS_EXPLOSION_1
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ammo_type = list(/obj/item/ammo_casing/energy/laser/hellfire)
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/obj/item/gun/energy/laser/captain/scattershot
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name = "scatter shot laser rifle"
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icon_state = "lasercannon"
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w_class = WEIGHT_CLASS_BULKY
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inhand_icon_state = "laser"
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desc = "An industrial-grade heavy-duty laser rifle with a modified laser lens to scatter its shot into multiple smaller lasers. The inner-core can self-charge for theoretically infinite use."
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ammo_type = list(/obj/item/ammo_casing/energy/laser/scatter, /obj/item/ammo_casing/energy/laser)
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shaded_charge = FALSE
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/obj/item/gun/energy/laser/cyborg
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can_charge = FALSE
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desc = "An energy-based laser gun that draws power from the cyborg's internal energy cell directly. So this is what freedom looks like?"
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use_cyborg_cell = TRUE
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/obj/item/gun/energy/laser/cyborg/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/scatter
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name = "scatter laser gun"
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desc = "A laser gun equipped with a refraction kit that spreads bolts."
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ammo_type = list(/obj/item/ammo_casing/energy/laser/scatter, /obj/item/ammo_casing/energy/laser)
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/obj/item/gun/energy/laser/scatter/shotty
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name = "energy shotgun"
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icon = 'icons/obj/weapons/guns/ballistic.dmi'
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icon_state = "cshotgun"
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inhand_icon_state = "shotgun"
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desc = "A combat shotgun gutted and refitted with an internal laser system. Can switch between taser and scattered disabler shots."
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shaded_charge = 0
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pin = /obj/item/firing_pin/implant/mindshield
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ammo_type = list(/obj/item/ammo_casing/energy/laser/scatter/disabler, /obj/item/ammo_casing/energy/electrode)
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automatic_charge_overlays = FALSE
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///Laser Cannon
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/obj/item/gun/energy/lasercannon
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name = "accelerator laser cannon"
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desc = "An advanced laser cannon that does more damage the farther away the target is."
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icon_state = "lasercannon"
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inhand_icon_state = "laser"
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worn_icon_state = null
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w_class = WEIGHT_CLASS_BULKY
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force = 10
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obj_flags = CONDUCTS_ELECTRICITY
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slot_flags = ITEM_SLOT_BACK
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ammo_type = list(/obj/item/ammo_casing/energy/laser/accelerator)
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pin = null
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ammo_x_offset = 3
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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/projectile/beam/laser/accelerator
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name = "accelerator laser"
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icon_state = "scatterlaser"
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range = 255
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damage = 6
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var/size_per_tile = 0.1
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var/max_scale = 4
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/obj/projectile/beam/laser/accelerator/reduce_range()
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..()
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damage += 7
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transform = matrix()
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transform *= min(1 + (maximum_range - range) * size_per_tile, max_scale)
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///X-ray gun
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/obj/item/gun/energy/xray
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name = "\improper X-ray laser gun"
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desc = "A high-power laser gun capable of expelling concentrated X-ray blasts that pass through multiple soft targets and heavier materials."
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icon_state = "xray"
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w_class = WEIGHT_CLASS_BULKY
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inhand_icon_state = null
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ammo_type = list(/obj/item/ammo_casing/energy/xray)
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ammo_x_offset = 3
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////////Laser Tag////////////////////
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/obj/item/gun/energy/laser/bluetag
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name = "laser tag gun"
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icon_state = "bluetag"
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desc = "A retro laser gun modified to fire harmless blue beams of light. Sound effects included!"
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ammo_type = list(/obj/item/ammo_casing/energy/laser/bluetag)
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item_flags = NONE
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clumsy_check = FALSE
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pin = /obj/item/firing_pin/tag/blue
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ammo_x_offset = 2
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selfcharge = TRUE
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gun_flags = NOT_A_REAL_GUN
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/obj/item/gun/energy/laser/bluetag/hitscan
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ammo_type = list(/obj/item/ammo_casing/energy/laser/bluetag/hitscan)
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/obj/item/gun/energy/laser/redtag
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name = "laser tag gun"
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icon_state = "redtag"
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desc = "A retro laser gun modified to fire harmless beams red of light. Sound effects included!"
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ammo_type = list(/obj/item/ammo_casing/energy/laser/redtag)
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item_flags = NONE
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clumsy_check = FALSE
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pin = /obj/item/firing_pin/tag/red
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ammo_x_offset = 2
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selfcharge = TRUE
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gun_flags = NOT_A_REAL_GUN
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/obj/item/gun/energy/laser/redtag/hitscan
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ammo_type = list(/obj/item/ammo_casing/energy/laser/redtag/hitscan)
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// luxury shuttle funnies
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/obj/item/firing_pin/paywall/luxury
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multi_payment = TRUE
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owned = TRUE
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payment_amount = 20
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/obj/item/gun/energy/laser/luxurypaywall
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name = "luxurious laser gun"
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desc = "A laser gun modified to cost 20 credits to fire. Point towards poor people."
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pin = /obj/item/firing_pin/paywall/luxury
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