Late September Sync (#579)

* Elevators aren't bottomless voids!

* Updates changelog

* Sombrero Code

* Fixes #2365

* Adds changelog

* Sleeper is evil.

* no message

* Changelog

* Stops observers from leaving prints on the ground.

No more spooking the mortals, ghosts.

* Allows autotraitor in secret to start with 0 players

* Adds changelog

* Makes diona slightly less slow

* Adds changelog

* Bowling Shirts

* Updates changelog

* Adds a missing description

* Flat Cap Changes and Hair Bow

* Fixed Error

* Adds an in-hand

* Lower Torso cannot be amputated

* Smoke works, adds changelog

* Updates changelog

* Makes Unathi Voidsuits Less Fat

* Medical related fixes

* Fuzzy Cuffs

* Tube Top

* Made Icons for Security Suit Less Gaunt

* Revert "Medical related fixes"

This reverts commit d7c59520e6.

* Just the fix to random med item now

* Adds organ fixing

* Fixes Evening Glove Coloring

* HAZMAT Suits

* Changes Unathi sprite slightly

* Tweaks skirt pathing

* Corrects changelog

* Adds changelog

* Construction Voidsuits

* makes people bleed real good

* adderino changeling

* Biohazard Voidsuit

* Revert "Revert "Adds hub passwordu""

* Explosive implants should no longer gib on limbs.

* Adds space penguins and space geese.

* Revert "Revert "Revert "Adds hub passwordu"""

* Makes flash rounds respect eye protection

* Water > Fire

* There's plenty lying around, I think

* Naming inconsistencies fixed

The short naming of central command has been really inconsistent across
the game's files. This has always annoyed the shit out of me.

CentComm and Centcomm and Centcom are now all CentCom, specifically with
that capitalization. Why one M instead of two M's? Because Comm with two
'M's = Communications. Hence, Telecomms, NOT Telecoms. Telecoms is
incorrect. CentCom was also chosen because CentCom with one M and this
casing is most found throughout the game's files.

Speaking of Telecomms, I corrected one instance in the game where it's
Telecom. Like I said, this is not correct. There was only one
inconsistency.

Likewise, Nanotrasen has been changed to NanoTrasen. Nanotrasen only
appears 20 times, where NanoTrasen appears 62. NanoTrasen is clearly the
preferred, correct naming.

* Almost forgot plural of Telecomm

* Finalizes work, adds designs to research.

* Press Vest

* Removes Mags/Shells, Adds Recorder and Flashlight

* Fixes spans.

* Raises the number of players needed to start Ninja

* Still needs to fix internal bleeding

* Allows Wirer To Attach to Toolbelts

* Fixes #393

* Tweaks FBP temperature

* Corrects Changelog

* Fixes some Advanced Egun oversights

* Embiggens the laser carbine and the lasercannon.

* Messenger Bags

* Health analyzers detect appendicitis

* Custom Circuit Additions & Fixes
Adds Med Scanner and Advanced Med Scanner circuits.
Clock circuit is now functional.
Five second delay will delay for five seconds and not one second.
Renaming circuitry now respects ability to do so (e.g. being alive).
Firing circuit can now be obtained by science normally.
Examining inside assembly cases now requires adjacency.

* More Additions
You can now cancel inputting on a text or numberpad.
Zero is now displayed properly on the UI and not be shown as null.
The small and medium assemblies now have real sprites.
Total health percentage for med scanners and advanced med scanners now reports a proper percentage and not 1 or 0.
The constant memory chip now can be set by using it in hand, making it usable.
The constant memory chip now accepts refs as data to store.  To use, select 'ref' when using inhand, then hit it against the thing you want to store.

* Allows Chemists to View Medical Records on their PDA

* Refactors splinting

* Refactors the forceMove() drop.

Makes dropping a its proc instead, cleaning up forceMove() handling.

* Replaces ORGAN_SPLINTED

* Supportive suits now only loop through bad organs

* Adds changelog

* Lasercannon tweaks

* Bloodloss tweak

* Adds hawaii shirt

Attachable to any uniform, works like suit jackets.

* Changelog cause why not

At this rate I'll forget how to do those otherwise

* Adds randomized alohas

Also some color matrix helpers from TG

* Appendicitis doesn't cancel itself out.

* Removes debug stuff

* Radsuit Sprite Changes

* Allows us to actually use the messenger bags

* Fixes spelling mistake

* Ported ventcrawling from vg.

* Fixes changelog errors

* Updates changelog

* Tweaks vent crawling.

The ability to ventcrawl is now checked by the /handle_ventcrawl() proc, making it possible to properly check before and after the do_after() call.
Moves various checks into the base can_ventcrawl proc.
Now lists the first object that prevents a mob from ventcrawling, making it easier to correct the exception list.
Removes the issmall() check, instead checks if the crawling mob has the relevant verb. Fixes #14081.

* Suit Storage Items

* Adds in IB removal

* More Circuit Things
Adds Locomotion circuit, which makes the machine move in a given direction.
Adds Signaler circuit, which can send and receive signals from a signaler.
Adds a new tool, the Debugger, which lets one directly set data in a specific pin.  It can also pulse activation pins.
Adds ability to define custom cooldown times for each component.
Smoke generator now has a 30 second cooldown.
Cleans up some code somewhat.

* Adds design for locomotion circuit.

* Cleans up code

* Even more sprites by Mechoid.
Fixes abs to rel converter.

* Black Messenger Bag

* Powersink fix

* Even More Sodding Circuits
Adds new RNG circuit, to make random numbers each time.
Adds new Concatenating circuit, so you can make lots of small strings into one big one.
Adds new light and advanced light circuit.  Basic just has a normal light that can be toggled.  Advanced allows it to be any color using RGB, and a brightness between 0 and 6.
New sprites for the debugger and wirer, by Mechoid.
Hopefully finally fixes smoke generator from being unobtainable.

* Adds basic circuit kit and spare circuit tools to Tech Storage.

* Part the first

* Changelog

* Allows robots to be constructed with prosthetic limbs as well as borg limbs.

* Map change

* Secbelt can hold stun revolvers and eguns

* Voidsuit Sprite Changes

* Tweaks burst laser

* Lasers, energy projectiles, and muzzle flashes now produce light.

It's a bit wonky due to lighting only updating once every half-second,
but it's very much functional, at least on my desktop.

* Adds bridge bunnies

* Slightly cleans up the occupation screen, adds uniform to locker

* Map Changes

* Adds Changelog

* Fixes stuff

* Allows jobbanning of cargo department jobs

* Re-adds balance changes to heavy lasers.

They got changed by accident when I did the laser light show.
Also, adds changelogs for my last couple changes, because I'm an
    idiot and forgot them.

* Fixed missing sprite

* Dress Loadout Additions

* I Can't Believe It's Not Circuits (it is)
Fixes numberpad and letterpad pulsing.
Debugger and Constant chip can now have null written to it.
Adds new sound output, with two types so far.  One being the 'beeper' type, which can do things like buzz, ping, beep, etc.  The second type is a securitron speaker, which allows us to get closer to building a functioning Beepsky.

* Adds EPv2 Circuit
Adds a circuit that allows it to send and receive EPv2 messages, allowing for a more robust transmission of data that signalers cannot deliver.  Bonus: Communicators can send text messages to custom machines using this.

* Updates changelog

* Fixes not being able to put things in medkits.

* Technomancer Tweaks

Cost for various spells and equipment adjusted greatly.  In general, things are cheaper, and everything should now be in multiples of 25, so no points are wasted.
The default jumpsuit for Technomancers is now heavily insulated, protecting them from tasers, batons, and perhaps unfortunate lightning strikes.
Instability between 31 and 50 made less harsh.
Wards made with a scepter of enhancement will break the cloak of anyone invisible that it can see.
Fire aura buffed, increased rate of heating as well as temperature cap for both non-scepter and scepter effects.
Reflect spell made more forgiving for the Technomancer, lasting longer before expiring.
Projectile spells should be able to hit people more reliably.

* Shotgun Reloading Tweak
Adds ability to hit a shotgun or similar weapon with a container containing ammo, to load said ammo into the shotgun one at a time automatically, instead of having to play inventory tetris, as requested by some people.

* Use sanitizeName for the guest pass terminal name input to prevent excessively long names.

* Circuit UI and Assembly Tweaks
Adds new drone assembly, which has stats between the medium and large assembly.  Sprites by Mechoid.
Assemblies now have a light UI when examined while opened, which displays what's inside, as well as how close to the cap for parts or complexity you are getting.  Click the names of a component to open the wiring interface for that component.  You can also rename each component from the UI.  Bonus:  Having multiple components of the same name will no longer appear as one component.
Adds ability to rename the assembly, using the new UI.

* Revert "Ported ventcrawling from vg."

* Re-adds a nice, useful macro

* Fixes #2431

* Tweaks Riot armor

* Fixes a typo in the DNA Modifier

* Ripped Jeans (And White Shorts)

* Adds shanking

* Adds changelog

* Removes a stray world <<

* Ported ventcrawling from vg.

* Tweaks vent crawling.

The ability to ventcrawl is now checked by the /handle_ventcrawl() proc, making it possible to properly check before and after the do_after() call.
Moves various checks into the base can_ventcrawl proc.
Now lists the first object that prevents a mob from ventcrawling, making it easier to correct the exception list.
Removes the issmall() check, instead checks if the crawling mob has the relevant verb. Fixes #14081.

* Long, time-consuming not one-line fix

* Makes cigs branded too

Description of cig/cigbutt would reveal its brand for dastardly murdersolving revelations.

* Adding a article

* The door hacker now only pings the user

* Removes implants from Deathsquad

* Adds the ability to apply pressure to bleeding wounds

* Shoes

* EVA rigs should use their default sprites on Taj and Unathi

* Fixing some errors

* Update loadout_xeno.dm

* Delete back_vr.dmi

* Add files via upload
This commit is contained in:
Cameron653
2016-09-24 14:12:43 -04:00
committed by Spades
parent 5c7f6f9863
commit 28175d86c7
211 changed files with 4812 additions and 518 deletions

View File

@@ -11,7 +11,8 @@
if(istype(M))
transform = M
/obj/effect/projectile/proc/activate(var/kill_delay = 3)
/obj/effect/projectile/proc/activate(var/kill_delay = 5)
update_light()
spawn(kill_delay)
qdel(src) //see effect_system.dm - sets loc to null and lets GC handle removing these effects
@@ -22,117 +23,207 @@
//----------------------------
/obj/effect/projectile/laser/tracer
icon_state = "beam"
light_range = 2
light_power = 0.5
light_color = "#FF0D00"
/obj/effect/projectile/laser/muzzle
icon_state = "muzzle_laser"
light_range = 2
light_power = 0.5
light_color = "#FF0D00"
/obj/effect/projectile/laser/impact
icon_state = "impact_laser"
light_range = 2
light_power = 0.5
light_color = "#FF0D00"
//----------------------------
// Blue laser beam
//----------------------------
/obj/effect/projectile/laser_blue/tracer
icon_state = "beam_blue"
light_range = 2
light_power = 0.5
light_color = "#0066FF"
/obj/effect/projectile/laser_blue/muzzle
icon_state = "muzzle_blue"
light_range = 2
light_power = 0.5
light_color = "#0066FF"
/obj/effect/projectile/laser_blue/impact
icon_state = "impact_blue"
light_range = 2
light_power = 0.5
light_color = "#0066FF"
//----------------------------
// Omni laser beam
//----------------------------
/obj/effect/projectile/laser_omni/tracer
icon_state = "beam_omni"
light_range = 2
light_power = 0.5
light_color = "#00C6FF"
/obj/effect/projectile/laser_omni/muzzle
icon_state = "muzzle_omni"
light_range = 2
light_power = 0.5
light_color = "#00C6FF"
/obj/effect/projectile/laser_omni/impact
icon_state = "impact_omni"
light_range = 2
light_power = 0.5
light_color = "#00C6FF"
//----------------------------
// Xray laser beam
//----------------------------
/obj/effect/projectile/xray/tracer
icon_state = "xray"
light_range = 2
light_power = 0.5
light_color = "#00CC33"
/obj/effect/projectile/xray/muzzle
icon_state = "muzzle_xray"
light_range = 2
light_power = 0.5
light_color = "#00CC33"
/obj/effect/projectile/xray/impact
icon_state = "impact_xray"
light_range = 2
light_power = 0.5
light_color = "#00CC33"
//----------------------------
// Heavy laser beam
//----------------------------
/obj/effect/projectile/laser_heavy/tracer
icon_state = "beam_heavy"
light_range = 3
light_power = 1
light_color = "#FF0D00"
/obj/effect/projectile/laser_heavy/muzzle
icon_state = "muzzle_beam_heavy"
light_range = 3
light_power = 1
light_color = "#FF0D00"
/obj/effect/projectile/laser_heavy/impact
icon_state = "impact_beam_heavy"
light_range = 3
light_power = 1
light_color = "#FF0D00"
//----------------------------
// Pulse laser beam
//----------------------------
/obj/effect/projectile/laser_pulse/tracer
icon_state = "u_laser"
light_range = 2
light_power = 0.5
light_color = "#0066FF"
/obj/effect/projectile/laser_pulse/muzzle
icon_state = "muzzle_u_laser"
light_range = 2
light_power = 0.5
light_color = "#0066FF"
/obj/effect/projectile/laser_pulse/impact
icon_state = "impact_u_laser"
light_range = 2
light_power = 0.5
light_color = "#0066FF"
//----------------------------
// Pulse muzzle effect only
//----------------------------
/obj/effect/projectile/pulse/muzzle
icon_state = "muzzle_pulse"
light_range = 2
light_power = 0.5
light_color = "#0066FF"
//----------------------------
// Emitter beam
//----------------------------
/obj/effect/projectile/emitter/tracer
icon_state = "emitter"
icon_state = "impact_xray"
light_range = 2
light_power = 0.5
light_color = "#00CC33"
/obj/effect/projectile/emitter/muzzle
icon_state = "muzzle_emitter"
icon_state = "impact_xray"
light_range = 2
light_power = 0.5
light_color = "#00CC33"
/obj/effect/projectile/emitter/impact
icon_state = "impact_emitter"
icon_state = "impact_xray"
light_range = 2
light_power = 0.5
light_color = "#00CC33"
//----------------------------
// Stun beam
//----------------------------
/obj/effect/projectile/stun/tracer
icon_state = "stun"
light_range = 2
light_power = 0.5
light_color = "#FFFFFF"
/obj/effect/projectile/stun/muzzle
icon_state = "muzzle_stun"
light_range = 2
light_power = 0.5
light_color = "#FFFFFF"
/obj/effect/projectile/stun/impact
icon_state = "impact_stun"
light_range = 2
light_power = 0.5
light_color = "#FFFFFF"
//----------------------------
// Bullet
//----------------------------
/obj/effect/projectile/bullet/muzzle
icon_state = "muzzle_bullet"
light_range = 2
light_power = 0.5
light_color = "#FFFFFF"
//----------------------------
// Lightning beam
//----------------------------
/obj/effect/projectile/lightning/tracer
icon_state = "lightning"
light_range = 2
light_power = 0.5
light_color = "#00C6FF"
/obj/effect/projectile/lightning/muzzle
icon_state = "muzzle_lightning"
light_range = 2
light_power = 0.5
light_color = "#00C6FF"
/obj/effect/projectile/lightning/impact
icon_state = "impact_lightning"
icon_state = "impact_lightning"
light_range = 2
light_power = 0.5
light_color = "#00C6FF"

View File

@@ -290,6 +290,76 @@
if(muzzle_flash)
set_light(0)
// Similar to the above proc, but does not require a user, which is ideal for things like turrets.
/obj/item/weapon/gun/proc/Fire_userless(atom/target)
if(!target)
return
if(world.time < next_fire_time)
return
var/shoot_time = (burst - 1)* burst_delay
next_fire_time = world.time + shoot_time
var/turf/targloc = get_turf(target) //cache this in case target gets deleted during shooting, e.g. if it was a securitron that got destroyed.
for(var/i in 1 to burst)
var/obj/projectile = consume_next_projectile()
if(!projectile)
handle_click_empty()
break
if(istype(projectile, /obj/item/projectile))
var/obj/item/projectile/P = projectile
var/acc = burst_accuracy[min(i, burst_accuracy.len)]
var/disp = dispersion[min(i, dispersion.len)]
P.accuracy = accuracy + acc
P.dispersion = disp
P.shot_from = src.name
P.silenced = silenced
P.launch(target)
if(silenced)
playsound(src, fire_sound, 10, 1)
else
playsound(src, fire_sound, 50, 1)
if(muzzle_flash)
set_light(muzzle_flash)
update_icon()
//process_accuracy(projectile, user, target, acc, disp)
// if(pointblank)
// process_point_blank(projectile, user, target)
// if(process_projectile(projectile, null, target, user.zone_sel.selecting, clickparams))
// handle_post_fire(null, target, pointblank, reflex)
// update_icon()
if(i < burst)
sleep(burst_delay)
if(!(target && target.loc))
target = targloc
//pointblank = 0
log_and_message_admins("Fired [src].")
//admin_attack_log(usr, attacker_message="Fired [src]", admin_message="fired a gun ([src]) (MODE: [src.mode_name]) [reflex ? "by reflex" : "manually"].")
//update timing
next_fire_time = world.time + fire_delay
if(muzzle_flash)
set_light(0)
//obtains the next projectile to fire
/obj/item/weapon/gun/proc/consume_next_projectile()
return null

View File

@@ -6,7 +6,7 @@
item_state = "laser"
fire_sound = 'sound/weapons/Laser.ogg'
slot_flags = SLOT_BELT|SLOT_BACK
w_class = 3
w_class = 4
force = 10
origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 2)
matter = list(DEFAULT_WALL_MATERIAL = 2000)
@@ -69,8 +69,9 @@ obj/item/weapon/gun/energy/retro
origin_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 3, TECH_POWER = 3)
slot_flags = SLOT_BELT|SLOT_BACK
projectile_type = /obj/item/projectile/beam/heavylaser/cannon
max_shots = 1
fire_delay = 30
max_shots = 4
fire_delay = 20
w_class = 4
// requires_two_hands = 1
one_handed_penalty = 6 // The thing's heavy and huge.
accuracy = 3

View File

@@ -24,11 +24,14 @@
/obj/item/weapon/gun/energy/gun/burst
name = "burst laser"
desc = "The FM-2t is a versatile energy based small arm, capable of switching between stun or kill with a three round burst option for both settings."
icon_state = "fm-2tstun100"
desc = "The FM-2t is a versatile energy based weapon, capable of switching between stun or kill with a three round burst option for both settings."
icon_state = "fm-2tstun100" //May resprite this to be more rifley
item_state = null //so the human update icon uses the icon_state instead.
fire_sound = 'sound/weapons/Taser.ogg'
max_shots = 21 //7 trigger pulls
max_shots = 18
force = 8
w_class = 4 //Probably gonna make it a rifle sooner or later
fire_delay = 6
projectile_type = /obj/item/projectile/beam/stun/weak
origin_tech = list(TECH_COMBAT = 4, TECH_MAGNET = 2, TECH_ILLEGAL = 3)
@@ -39,9 +42,9 @@
firemodes = list(
list(mode_name="stun", burst=1, projectile_type=/obj/item/projectile/beam/stun/weak, modifystate="fm-2tstun", fire_sound='sound/weapons/Taser.ogg'),
list(mode_name="stun burst", burst=3, fire_delay=null, move_delay=4, burst_accuracy=list(0,-1,-1), dispersion=list(0.0, 0.6, 1.0), projectile_type=/obj/item/projectile/beam/stun/weak, modifystate="fm-2tstun", fire_sound='sound/weapons/Taser.ogg'),
list(mode_name="lethal", burst=1, projectile_type=/obj/item/projectile/beam/weaklaser, modifystate="fm-2tkill", fire_sound='sound/weapons/Laser.ogg'),
list(mode_name="lethal burst", burst=3, fire_delay=null, move_delay=4, burst_accuracy=list(0,-1,-1), dispersion=list(0.0, 0.6, 1.0), projectile_type=/obj/item/projectile/beam/weaklaser, modifystate="fm-2tkill", fire_sound='sound/weapons/Laser.ogg'),
list(mode_name="stun burst", burst=3, fire_delay=null, move_delay=4, burst_accuracy=list(0,0,0), dispersion=list(0.0, 0.2, 0.5), projectile_type=/obj/item/projectile/beam/stun/weak, modifystate="fm-2tstun", fire_sound='sound/weapons/Taser.ogg'),
list(mode_name="lethal", burst=1, projectile_type=/obj/item/projectile/beam/burstlaser, modifystate="fm-2tkill", fire_sound='sound/weapons/Laser.ogg'),
list(mode_name="lethal burst", burst=3, fire_delay=null, move_delay=4, burst_accuracy=list(0,0,0), dispersion=list(0.0, 0.2, 0.5), projectile_type=/obj/item/projectile/beam/burstlaser, modifystate="fm-2tkill", fire_sound='sound/weapons/Laser.ogg'),
)
/obj/item/weapon/gun/energy/gun/nuclear
@@ -51,6 +54,8 @@
origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 5, TECH_POWER = 3)
slot_flags = SLOT_BELT
force = 8 //looks heavier than a pistol
w_class = 4 //Looks bigger than a pistol, too.
fire_delay = 6 //This one's not a handgun, it should have the same fire delay as everything else
self_recharge = 1
modifystate = null

View File

@@ -141,6 +141,24 @@
user.visible_message("[user] inserts \a [C] into [src].", "<span class='notice'>You insert \a [C] into [src].</span>")
playsound(src.loc, 'sound/weapons/empty.ogg', 50, 1)
else if(istype(A, /obj/item/weapon/storage))
var/obj/item/weapon/storage/storage = A
if(!(load_method & SINGLE_CASING))
return //incompatible
user << "<span class='notice'>You start loading \the [src].</span>"
sleep(1 SECOND)
for(var/obj/item/ammo_casing/ammo in storage.contents)
if(caliber != ammo.caliber)
continue
load_ammo(ammo, user)
if(loaded.len >= max_shells)
user << "<span class='warning'>[src] is full.</span>"
break
sleep(1 SECOND)
update_icon()
//attempts to unload src. If allow_dump is set to 0, the speedloader unloading method will be disabled

View File

@@ -293,6 +293,7 @@
trajectory.increment() // increment the current location
location = trajectory.return_location(location) // update the locally stored location data
update_light() //energy projectiles will look glowy and fun
if(!location)
qdel(src) // if it's left the world... kill it
@@ -354,6 +355,7 @@
M.set_transform(T)
M.pixel_x = location.pixel_x
M.pixel_y = location.pixel_y
M.update_light()
M.activate()
/obj/item/projectile/proc/tracer_effect(var/matrix/M)
@@ -364,6 +366,7 @@
P.set_transform(M)
P.pixel_x = location.pixel_x
P.pixel_y = location.pixel_y
P.update_light()
if(!hitscan)
P.activate(step_delay) //if not a hitscan projectile, remove after a single delay
else
@@ -377,6 +380,7 @@
P.set_transform(M)
P.pixel_x = location.pixel_x
P.pixel_y = location.pixel_y
P.update_light()
P.activate()
//"Tracing" projectile

View File

@@ -5,6 +5,9 @@
damage_type = BURN
nodamage = 1
check_armour = "energy"
light_range = 2
light_power = 0.5
light_color = "#55AAFF"
/obj/item/projectile/animate/Bump(var/atom/change)
if((istype(change, /obj/item) || istype(change, /obj/structure)) && !is_type_in_list(change, protected_objects))

View File

@@ -9,6 +9,9 @@
var/frequency = 1
hitscan = 1
invisibility = 101 //beam projectiles are invisible as they are rendered by the effect engine
light_range = 2
light_power = 0.5
light_color = "#FF0D00"
muzzle_type = /obj/effect/projectile/laser/muzzle
tracer_type = /obj/effect/projectile/laser/tracer
@@ -28,6 +31,11 @@
icon_state = "laser"
damage = 15
/obj/item/projectile/beam/burstlaser
damage = 30
armor_penetration = 10
/obj/item/projectile/beam/midlaser
damage = 40
armor_penetration = 10
@@ -37,20 +45,25 @@
icon_state = "heavylaser"
damage = 60
armor_penetration = 30
light_range = 3
light_power = 1
light_color = "#FF0D00"
muzzle_type = /obj/effect/projectile/laser_heavy/muzzle
tracer_type = /obj/effect/projectile/laser_heavy/tracer
impact_type = /obj/effect/projectile/laser_heavy/impact
/obj/item/projectile/beam/heavylaser/cannon
damage = 90
armor_penetration = 100
damage = 80
armor_penetration = 50
light_color = "#FF0D00"
/obj/item/projectile/beam/xray
name = "xray beam"
icon_state = "xray"
damage = 25
armor_penetration = 50
light_color = "#00CC33"
muzzle_type = /obj/effect/projectile/xray/muzzle
tracer_type = /obj/effect/projectile/xray/tracer
@@ -61,6 +74,7 @@
icon_state = "u_laser"
damage = 50
armor_penetration = 30
light_color = "#0066FF"
muzzle_type = /obj/effect/projectile/laser_pulse/muzzle
tracer_type = /obj/effect/projectile/laser_pulse/tracer
@@ -75,6 +89,7 @@
name = "emitter beam"
icon_state = "emitter"
damage = 0 // The actual damage is computed in /code/modules/power/singularity/emitter.dm
light_color = "#00CC33"
muzzle_type = /obj/effect/projectile/emitter/muzzle
tracer_type = /obj/effect/projectile/emitter/tracer
@@ -88,6 +103,7 @@
no_attack_log = 1
damage_type = BURN
check_armour = "laser"
light_color = "#0066FF"
muzzle_type = /obj/effect/projectile/laser_blue/muzzle
tracer_type = /obj/effect/projectile/laser_blue/tracer
@@ -108,6 +124,7 @@
no_attack_log = 1
damage_type = BURN
check_armour = "laser"
light_color = "#FF0D00"
/obj/item/projectile/beam/lastertag/red/on_hit(var/atom/target, var/blocked = 0)
if(istype(target, /mob/living/carbon/human))
@@ -123,6 +140,7 @@
damage = 0
damage_type = BURN
check_armour = "laser"
light_color = "#00C6FF"
muzzle_type = /obj/effect/projectile/laser_omni/muzzle
tracer_type = /obj/effect/projectile/laser_omni/tracer
@@ -140,6 +158,7 @@
icon_state = "xray"
damage = 50
armor_penetration = 10
light_color = "#00CC33"
muzzle_type = /obj/effect/projectile/xray/muzzle
tracer_type = /obj/effect/projectile/xray/tracer
@@ -152,6 +171,7 @@
taser_effect = 1
agony = 40
damage_type = HALLOSS
light_color = "#FFFFFF"
muzzle_type = /obj/effect/projectile/stun/muzzle
tracer_type = /obj/effect/projectile/stun/tracer

View File

@@ -25,14 +25,14 @@
for (var/mob/living/carbon/M in viewers(T, flash_range))
if(M.eyecheck() < 1)
M.flash_eyes()
if(ishuman(M))
var/mob/living/carbon/human/H = M
flash_strength *= H.species.flash_mod
if(ishuman(M))
var/mob/living/carbon/human/H = M
flash_strength *= H.species.flash_mod
if(flash_strength > 0)
H.confused = max(H.confused, flash_strength + 5)
H.eye_blind = max(H.eye_blind, flash_strength)
H.eye_blurry = max(H.eye_blurry, flash_strength + 5)
if(flash_strength > 0)
H.confused = max(H.confused, flash_strength + 5)
H.eye_blind = max(H.eye_blind, flash_strength)
H.eye_blurry = max(H.eye_blurry, flash_strength + 5)
//snap pop
@@ -68,6 +68,9 @@
taser_effect = 1
agony = 40
damage_type = HALLOSS
light_range = 2
light_power = 0.5
light_color = "#FFFFFF"
//Damage will be handled on the MOB side, to prevent window shattering.
/obj/item/projectile/energy/electrode/strong
@@ -85,6 +88,9 @@
nodamage = 1
damage_type = CLONE
irradiate = 40
light_range = 2
light_power = 0.5
light_color = "#33CC00"
/obj/item/projectile/energy/dart
@@ -124,3 +130,6 @@
damage = 20
damage_type = TOX
irradiate = 20
light_range = 2
light_power = 0.5
light_color = "#33CC00"

View File

@@ -5,6 +5,9 @@
damage_type = BURN
nodamage = 1
check_armour = "energy"
light_range = 2
light_power = 0.5
light_color = "#55AAFF"
on_hit(var/atom/target, var/blocked = 0)
@@ -32,6 +35,9 @@
nodamage = 1
check_armour = "energy"
var/temperature = 300
light_range = 2
light_power = 0.5
light_color = "#55AAFF"
on_hit(var/atom/target, var/blocked = 0)//These two could likely check temp protection on the mob
@@ -77,6 +83,9 @@
damage_type = TOX
nodamage = 1
check_armour = "energy"
light_range = 2
light_power = 0.5
light_color = "#33CC00"
on_hit(var/atom/target, var/blocked = 0)
var/mob/living/M = target
@@ -116,6 +125,9 @@
damage_type = TOX
nodamage = 1
check_armour = "energy"
light_range = 2
light_power = 0.5
light_color = "#FFFFFF"
on_hit(var/atom/target, var/blocked = 0)
var/mob/M = target
@@ -136,6 +148,7 @@
if(ishuman(target))
var/mob/living/carbon/human/M = target
M.confused += rand(5,8)
/obj/item/projectile/chameleon
name = "bullet"
icon_state = "bullet"