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https://github.com/CHOMPStation2/CHOMPStation2.git
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Merge branch 'CHOMPStation2:master' into items
This commit is contained in:
@@ -29,6 +29,10 @@
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light_state = "prot_light"
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flight_x_offset = 0
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flight_y_offset = 0
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action_button_name = "Toggle gun-light"
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var/gun_light_icon = TRUE
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var/gun_light_on = FALSE
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var/brightness_on = 5
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w_class = ITEMSIZE_SMALL
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@@ -46,6 +50,17 @@
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return ..()
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/obj/item/weapon/gun/energy/gun/protector/ui_action_click(mob/user, actiontype)
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gun_light_on = !gun_light_on
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playsound(src, 'sound/weapons/empty.ogg', 40, TRUE)
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update_brightness(user)
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update_icon()
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/obj/item/weapon/gun/energy/gun/protector/proc/update_brightness(mob/user = null)
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if(gun_light_on)
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set_light(brightness_on)
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else
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set_light(0)
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/obj/item/weapon/gun/energy/gun/protector/emag_act(var/remaining_charges,var/mob/user)
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..()
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@@ -88,11 +103,12 @@
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else
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add_overlay("[icon_state]_[modifystate][ratio]")
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if(can_flashlight & gun_light)
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if(can_flashlight & gun_light_on)
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var/mutable_appearance/flashlight_overlay = mutable_appearance(icon, light_state)
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flashlight_overlay.pixel_x = flight_x_offset
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flashlight_overlay.pixel_y = flight_y_offset
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add_overlay(flashlight_overlay)
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add_overlay(light_state)
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/* Don't have one for this gun
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if(itemState)
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@@ -104,3 +120,43 @@
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emagged = TRUE
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name = "small energy gun"
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desc = "The LAEP95 'Protector' is another firearm from Lawson Arms and "+TSC_HEPH+", unlike the Perun this is designed for issue to non-security staff. It contains a detachable cell. It also features an integrated flashlight!"
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/obj/item/weapon/gun/energy/gun/protector/pilotgun/locked
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name = "secure shuttle-protection pistol"
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desc = "The LAEP97 'Defender' is a variant of another firearm from Lawson Arms and "+TSC_HEPH+", designed to be issued to pilots for defence of their craft from trespassers whilst in-flight. It contains a detachable cell, two modes of fire and a safety interlock to minimize workplace accidents. It also features an integrated flashlight!"
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description_info = "This gun can only fire non-lethally. Additionally, it's incapable of firing within the proximity of Nanotrasen facilities courtesy of the built-in safety interlock."
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description_fluff = "A lighter weapon designed for pilots, this gun has a wireless connection to the computer's datacore to ensure it can't be used within the bounds of NT facilities without authorization from ranking members of security, or the Captain."
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firemodes = list(
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list(mode_name="stunbeam", projectile_type=/obj/item/projectile/beam/stun/med, modifystate="stun", charge_cost = 400),
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list(mode_name="electrode", projectile_type=/obj/item/projectile/energy/electrode/strong, modifystate="zap", charge_cost = 800),
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)
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req_access = list(access_armory) //for toggling safety
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var/locked = 1
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var/lockable = 1
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/obj/item/weapon/gun/energy/gun/protector/pilotgun/locked/attackby(obj/item/I, mob/user)
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var/obj/item/weapon/card/id/id = I.GetID()
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if(istype(id) && lockable)
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if(check_access(id))
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locked = !locked
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to_chat(user, "<span class='warning'>You [locked ? "enable" : "disable"] the safety interlock on \the [src].</span>")
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else
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to_chat(user, "<span class='warning'>Access denied.</span>")
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user.visible_message("<span class='notice'>[user] swipes \the [I] against \the [src].</span>")
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else
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return ..()
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/obj/item/weapon/gun/energy/gun/protector/pilotgun/locked/emag_act(var/remaining_charges,var/mob/user)
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return ..()
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/obj/item/weapon/gun/energy/gun/protector/pilotgun/locked/special_check(mob/user)
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if(locked)
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var/turf/T = get_turf(src)
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if(T.z in using_map.station_levels)
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to_chat(user, "<span class='warning'>The safety device prevents the gun from firing this close to the facility.</span>")
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return 0
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return ..()
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@@ -183,6 +183,9 @@
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scoped_accuracy = 40
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one_handed_penalty = 50 // The weapon itself is heavy, and the long barrel makes it hard to hold steady with just one hand.
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phase_power = 150 //efficient crank charger
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fire_sound = null
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charge_cost = 600
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fire_delay = 35
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projectile_type = /obj/item/projectile/beam/sniper
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modifystate = "phrifledmr"
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@@ -218,16 +218,12 @@
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* Mako
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*/
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/obj/item/weapon/gun/projectile/revolver/lemat
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name = "\improper \"Mako\" Revolver"
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desc = "The Bishamonten P100 Mako is a 9 shot revolver with a secondary firing barrel loading shotgun shells. \
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For when you really need something dead. A rare yet deadly collector's item. Uses .38-Special and 12g rounds depending on the barrel."
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description_fluff = "The Bishamonten Company operated from roughly 2150-2280 - the height of the first \
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extrasolar colonisation boom - before filing for bankruptcy and selling off its assets to various companies \
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that would go on to become today’s TSCs. Focused on sleek ‘futurist’ designs which have largely fallen out of \
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fashion but remain popular with collectors and people hoping to make some quick thalers from replica weapons. \
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Bishamonten weapons tended to be form over function - despite their flashy looks, most were completely \
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unremarkable one way or another as weapons and used very standard firing mechanisms - the Mako was a notable \
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exception, and original examples are much sought after."
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name = "Mako revolver"
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desc = "The Bishamonten P100 Mako is a 9 shot revolver with a secondary firing barrel loading shotgun shells. For when you really need something dead. A rare yet deadly collector's item. Uses .38-Special and 12g rounds depending on the barrel."
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description_fluff = "The Bishamonten Company operated from roughly 2150-2280 - the height of the first extrasolar colonisation boom - before filing for bankruptcy and selling off its assets to various companies that would go on to become today’s TSCs. \
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Focused on sleek ‘futurist’ designs which have largely fallen out of fashion but remain popular with collectors and people hoping to make some quick thalers from replica weapons. \
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Bishamonten weapons tended to be form over function - despite their flashy looks, most were completely unremarkable one way or another as weapons, and used very standard firing mechanisms - \
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the Mako was a notable exception, so original examples are much sought after."
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icon_state = "combatrevolver"
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item_state = "revolver"
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origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2)
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