mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-17 04:27:39 +00:00
* dont look at the branch name * removes the rechargeable attachment from cargo, fixes a desc * its a two handed weapon y'all * its a tradeoff, not a flat upgrade * copypaste naming my beloved * unless its admin or has big downsides, everything should be a sidegrade * reorders the messages * a whole bunch of realizing these modules dont mean anything anymore * we dont need ammo pouches since we dont reload these anymore * i forgor a few * some fixes to make self charging usable * indentation fixes, this is also a constantly running fusion reaction * damnit i forgor
80 lines
2.5 KiB
Plaintext
80 lines
2.5 KiB
Plaintext
/obj/item/ammo_casing
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///What volume should the sound play at?
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var/fire_sound_volume = 50
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/obj/item/ammo_casing/energy/laser/microfusion
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name = "microfusion energy lens"
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projectile_type = /obj/projectile/beam/laser/microfusion
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e_cost = 100 // 12 shots with a normal cell.
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select_name = "laser"
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fire_sound = 'modular_skyrat/modules/microfusion/sound/laser_1.ogg'
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fire_sound_volume = 100
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/obj/item/ammo_casing/proc/refresh_shot()
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loaded_projectile = new projectile_type(src, src)
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/obj/projectile/beam/laser/microfusion
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name = "microfusion laser"
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icon = 'modular_skyrat/modules/microfusion/icons/projectiles.dmi'
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damage = 20
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/obj/projectile/beam/microfusion_disabler
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name = "microfusion disabler laser"
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icon = 'modular_skyrat/modules/microfusion/icons/projectiles.dmi'
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icon_state = "disabler"
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damage = 41
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damage_type = STAMINA
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armor_flag = ENERGY
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hitsound = 'sound/weapons/tap.ogg'
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eyeblur = 0
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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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tracer_type = /obj/effect/projectile/tracer/disabler
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muzzle_type = /obj/effect/projectile/muzzle/disabler
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impact_type = /obj/effect/projectile/impact/disabler
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/obj/projectile/beam/laser/microfusion/superheated
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name = "superheated microfusion laser"
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icon_state = "laser_greyscale"
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damage = 15 //Trading damage for fire stacks
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color = LIGHT_COLOR_FIRE
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light_color = LIGHT_COLOR_FIRE
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/obj/projectile/beam/laser/microfusion/superheated/on_hit(atom/target, blocked)
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. = ..()
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if(isliving(target))
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var/mob/living/living = target
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living.fire_stacks += 2
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living.ignite_mob()
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/obj/projectile/beam/laser/microfusion/hellfire
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name = "hellfire microfusion laser"
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icon_state = "laser_greyscale"
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wound_bonus = 0
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damage = 15 // You are trading damage for a significant wound bonus and speed increase
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speed = 0.6
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color = LIGHT_COLOR_FLARE
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light_color = LIGHT_COLOR_FLARE
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/obj/projectile/beam/laser/microfusion/scatter
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name = "scatter microfusion laser"
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/obj/projectile/beam/laser/microfusion/scattermax
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name = "scatter microfusion laser"
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/obj/projectile/beam/laser/microfusion/repeater
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damage = 10
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/obj/projectile/beam/laser/microfusion/penetrator
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name = "scatter microfusion laser"
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damage = 15
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armour_penetration = 50
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/obj/projectile/beam/laser/microfusion/lance
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name = "lance microfusion laser"
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damage = 40 // Were turning the gun into a heavylaser
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tracer_type = /obj/effect/projectile/tracer/heavy_laser
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muzzle_type = /obj/effect/projectile/muzzle/heavy_laser
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impact_type = /obj/effect/projectile/impact/heavy_laser
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speed = 0.4
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