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Bubberstation/modular_skyrat/modules/microfusion/code/projectiles.dm
Paxilmaniac 7bf66e8780 Reworks microfusion guns to behave like energy guns that can be upgraded, not like ballistic guns that happen to fire lasers (#16017)
* 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
2022-09-17 22:42:49 -07:00

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/obj/item/ammo_casing
///What volume should the sound play at?
var/fire_sound_volume = 50
/obj/item/ammo_casing/energy/laser/microfusion
name = "microfusion energy lens"
projectile_type = /obj/projectile/beam/laser/microfusion
e_cost = 100 // 12 shots with a normal cell.
select_name = "laser"
fire_sound = 'modular_skyrat/modules/microfusion/sound/laser_1.ogg'
fire_sound_volume = 100
/obj/item/ammo_casing/proc/refresh_shot()
loaded_projectile = new projectile_type(src, src)
/obj/projectile/beam/laser/microfusion
name = "microfusion laser"
icon = 'modular_skyrat/modules/microfusion/icons/projectiles.dmi'
damage = 20
/obj/projectile/beam/microfusion_disabler
name = "microfusion disabler laser"
icon = 'modular_skyrat/modules/microfusion/icons/projectiles.dmi'
icon_state = "disabler"
damage = 41
damage_type = STAMINA
armor_flag = ENERGY
hitsound = 'sound/weapons/tap.ogg'
eyeblur = 0
impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
light_color = LIGHT_COLOR_BLUE
tracer_type = /obj/effect/projectile/tracer/disabler
muzzle_type = /obj/effect/projectile/muzzle/disabler
impact_type = /obj/effect/projectile/impact/disabler
/obj/projectile/beam/laser/microfusion/superheated
name = "superheated microfusion laser"
icon_state = "laser_greyscale"
damage = 15 //Trading damage for fire stacks
color = LIGHT_COLOR_FIRE
light_color = LIGHT_COLOR_FIRE
/obj/projectile/beam/laser/microfusion/superheated/on_hit(atom/target, blocked)
. = ..()
if(isliving(target))
var/mob/living/living = target
living.fire_stacks += 2
living.ignite_mob()
/obj/projectile/beam/laser/microfusion/hellfire
name = "hellfire microfusion laser"
icon_state = "laser_greyscale"
wound_bonus = 0
damage = 15 // You are trading damage for a significant wound bonus and speed increase
speed = 0.6
color = LIGHT_COLOR_FLARE
light_color = LIGHT_COLOR_FLARE
/obj/projectile/beam/laser/microfusion/scatter
name = "scatter microfusion laser"
/obj/projectile/beam/laser/microfusion/scattermax
name = "scatter microfusion laser"
/obj/projectile/beam/laser/microfusion/repeater
damage = 10
/obj/projectile/beam/laser/microfusion/penetrator
name = "scatter microfusion laser"
damage = 15
armour_penetration = 50
/obj/projectile/beam/laser/microfusion/lance
name = "lance microfusion laser"
damage = 40 // Were turning the gun into a heavylaser
tracer_type = /obj/effect/projectile/tracer/heavy_laser
muzzle_type = /obj/effect/projectile/muzzle/heavy_laser
impact_type = /obj/effect/projectile/impact/heavy_laser
speed = 0.4