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Ion Beam Redux
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CHOMPStation2
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95d6752941
commit
317fc95a7e
@@ -9,6 +9,7 @@
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#define ELECTROCUTE "electrocute"
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#define BIOACID "bioacid"
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#define SEARING "searing"
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#define ELECTROMAG "electromagnetic"
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#define CUT "cut"
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#define BRUISE "bruise"
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@@ -14,6 +14,12 @@
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light_power = 1
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light_color = "#FF0D00"
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/obj/effect/projectile/impact/laser_em
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icon_state = "impact_em_laser"
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light_range = 3
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light_power = 1
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light_color = "#00C6FF"
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/obj/effect/projectile/impact/xray
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icon_state = "impact_xray"
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light_range = 2
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@@ -38,6 +38,12 @@
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light_power = 1
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light_color = "#FF0D00"
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/obj/effect/projectile/muzzle/laser_em
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icon_state = "muzzle_em_laser"
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light_range = 3
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light_power = 1
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light_color = "#00C6FF"
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/obj/effect/projectile/muzzle/lightning
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icon_state = "muzzle_lightning"
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light_range = 2
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@@ -83,6 +83,12 @@
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light_power = 1
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light_color = "#FF0D00"
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/obj/effect/projectile/tracer/laser_em
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icon_state = "em_laser"
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light_range = 3
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light_power = 1
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light_color = "#00C6FF"
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/obj/effect/projectile/tracer/darkmatter
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icon_state = "darkb"
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light_range = 2
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@@ -94,6 +94,32 @@
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apply_damage(damage, BURN, def_zone, initial_blocked, soaked, used_weapon, sharp, edge) // Handle it as normal burn.
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else
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adjustToxLoss(damage * blocked)
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if(ELECTROMAG)
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damage = damage * blocked
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switch(round(damage))
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if(91 to INFINITY)
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emp_act(1)
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if(76 to 90)
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if(prob(50))
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emp_act(1)
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else
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emp_act(2)
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if(61 to 75)
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emp_act(2)
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if(46 to 60)
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if(prob(50))
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emp_act(2)
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else
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emp_act(3)
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if(31 to 45)
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emp_act(3)
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if(16 to 30)
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if(prob(50))
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emp_act(3)
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else
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emp_act(4)
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if(0 to 15)
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emp_act(4)
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flash_weak_pain()
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updatehealth()
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return 1
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@@ -49,20 +49,63 @@
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tracer_type = /obj/effect/projectile/tracer/laser_blue
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impact_type = /obj/effect/projectile/impact/laser_blue
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/obj/item/projectile/beam/weaklaser/ion
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damage_type = ELECTROMAG
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light_color = "#00CCFF"
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muzzle_type = /obj/effect/projectile/muzzle/laser_em
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tracer_type = /obj/effect/projectile/tracer/laser_em
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impact_type = /obj/effect/projectile/impact/laser_em
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/obj/item/projectile/beam/smalllaser
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damage = 25
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hud_state = "laser"
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/obj/item/projectile/beam/smalllaser/ion
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damage_type = ELECTROMAG
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light_color = "#00CCFF"
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muzzle_type = /obj/effect/projectile/muzzle/laser_em
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tracer_type = /obj/effect/projectile/tracer/laser_em
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impact_type = /obj/effect/projectile/impact/laser_em
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/obj/item/projectile/beam/burstlaser
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damage = 30
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armor_penetration = 10
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hud_state = "laser"
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/obj/item/projectile/beam/burstlaser/ion
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damage_type = ELECTROMAG
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light_color = "#00CCFF"
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muzzle_type = /obj/effect/projectile/muzzle/laser_em
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tracer_type = /obj/effect/projectile/tracer/laser_em
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impact_type = /obj/effect/projectile/impact/laser_em
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/obj/item/projectile/beam/midlaser
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damage = 40
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armor_penetration = 10
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hud_state = "laser"
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<<<<<<< HEAD
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=======
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/obj/item/projectile/beam/midlaser/ion
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damage_type = ELECTROMAG
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light_color = "#00CCFF"
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muzzle_type = /obj/effect/projectile/muzzle/laser_em
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tracer_type = /obj/effect/projectile/tracer/laser_em
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impact_type = /obj/effect/projectile/impact/laser_em
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/obj/item/projectile/beam/mininglaser
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name = "pulsating laser"
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damage = 10
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armor_penetration = 20
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fire_sound = 'sound/weapons/eluger.ogg'
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excavation_amount = 100
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muzzle_type = /obj/effect/projectile/muzzle/emitter
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tracer_type = /obj/effect/projectile/tracer/emitter
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impact_type = /obj/effect/projectile/impact/emitter
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>>>>>>> da8a583936... Merge pull request #14812 from KillianKirilenko/kk-ionbeams
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/obj/item/projectile/beam/heavylaser
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name = "heavy laser"
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icon_state = "heavylaser"
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@@ -90,6 +133,13 @@
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tracer_type = /obj/effect/projectile/tracer/emitter
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impact_type = /obj/effect/projectile/impact/emitter
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/obj/item/projectile/beam/heavylaser/ion
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damage_type = ELECTROMAG
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light_color = "#00CCFF"
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muzzle_type = /obj/effect/projectile/muzzle/laser_em
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tracer_type = /obj/effect/projectile/tracer/laser_em
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impact_type = /obj/effect/projectile/impact/laser_em
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/obj/item/projectile/beam/heavylaser/cannon
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damage = 80
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armor_penetration = 50
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