mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 18:22:39 +00:00
Replaced all 'file.extension' references with 'relativepath/file.extension' using a script by thvortex of ss13-daedalus.
All credits to the author for this handy little script. I Committed the modified python script to tool directory. Although it needs to be in the root folder of your repo to work. To notice the improved compile times, in dreammaker go to Build > Preferences > and untick "automatically set file_dir for subfolders" If this commit inteferes with any large projects just revert it, do your thing, then rerun the script. Easy-peasy. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4488 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -15,7 +15,7 @@
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origin_tech = "combat=1"
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attack_verb = list("struck", "hit", "bashed")
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var/fire_sound = 'Gunshot.ogg'
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var/fire_sound = 'sound/weapons/Gunshot.ogg'
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var/obj/item/projectile/in_chamber = null
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var/caliber = ""
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var/silenced = 0
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@@ -2,7 +2,7 @@
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icon_state = "energy"
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name = "energy gun"
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desc = "A basic energy-based gun."
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fire_sound = 'Taser.ogg'
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fire_sound = 'sound/weapons/Taser.ogg'
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var/obj/item/weapon/cell/power_supply //What type of power cell this uses
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var/charge_cost = 100 //How much energy is needed to fire.
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@@ -3,7 +3,7 @@
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desc = "a basic weapon designed kill with concentrated energy bolts"
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icon_state = "laser"
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item_state = "laser"
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fire_sound = 'Laser.ogg'
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fire_sound = 'sound/weapons/Laser.ogg'
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w_class = 3.0
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m_amt = 2000
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origin_tech = "combat=3;magnets=2"
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@@ -67,7 +67,7 @@ obj/item/weapon/gun/energy/laser/retro
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name = "laser cannon"
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desc = "With the L.A.S.E.R. cannon, the lasing medium is enclosed in a tube lined with uranium-235 and subjected to high neutron flux in a nuclear reactor core. This incredible technology may help YOU achieve high excitation rates with small laser volumes!"
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icon_state = "lasercannon"
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fire_sound = 'lasercannonfire.ogg'
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fire_sound = 'sound/weapons/lasercannonfire.ogg'
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origin_tech = "combat=4;materials=3;powerstorage=3"
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projectile_type = "/obj/item/projectile/beam/heavylaser"
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@@ -76,7 +76,7 @@ obj/item/weapon/gun/energy/laser/retro
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name = "xray laser gun"
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desc = "A high-power laser gun capable of expelling concentrated xray blasts."
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icon_state = "xray"
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fire_sound = 'laser3.ogg'
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fire_sound = 'sound/weapons/laser3.ogg'
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origin_tech = "combat=5;materials=3;magnets=2;syndicate=2"
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projectile_type = "/obj/item/projectile/beam/xray"
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charge_cost = 50
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@@ -2,7 +2,7 @@
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icon_state = "energystun100"
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name = "energy gun"
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desc = "A basic energy-based gun with two settings: Stun and kill."
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fire_sound = 'Taser.ogg'
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fire_sound = 'sound/weapons/Taser.ogg'
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charge_cost = 100 //How much energy is needed to fire.
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projectile_type = "/obj/item/projectile/energy/electrode"
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@@ -17,14 +17,14 @@
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if(0)
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mode = 1
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charge_cost = 100
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fire_sound = 'Laser.ogg'
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fire_sound = 'sound/weapons/Laser.ogg'
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user << "\red [src.name] is now set to kill."
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projectile_type = "/obj/item/projectile/beam"
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modifystate = "energykill"
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if(1)
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mode = 0
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charge_cost = 100
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fire_sound = 'Taser.ogg'
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fire_sound = 'sound/weapons/Taser.ogg'
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user << "\red [src.name] is now set to stun."
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projectile_type = "/obj/item/projectile/energy/electrode"
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modifystate = "energystun"
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@@ -3,7 +3,7 @@
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desc = "A heavy-duty, pulse-based energy weapon, preferred by front-line combat personnel."
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icon_state = "pulse"
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force = 10
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fire_sound = 'pulse.ogg'
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fire_sound = 'sound/weapons/pulse.ogg'
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charge_cost = 200
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projectile_type = "/obj/item/projectile/beam/pulse"
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cell_type = "/obj/item/weapon/cell/super"
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@@ -15,19 +15,19 @@
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if(2)
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mode = 0
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charge_cost = 100
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fire_sound = 'Taser.ogg'
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fire_sound = 'sound/weapons/Taser.ogg'
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user << "\red [src.name] is now set to stun."
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projectile_type = "/obj/item/projectile/energy/electrode"
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if(0)
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mode = 1
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charge_cost = 100
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fire_sound = 'Laser.ogg'
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fire_sound = 'sound/weapons/Laser.ogg'
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user << "\red [src.name] is now set to kill."
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projectile_type = "/obj/item/projectile/beam"
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if(1)
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mode = 2
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charge_cost = 200
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fire_sound = 'pulse.ogg'
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fire_sound = 'sound/weapons/pulse.ogg'
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user << "\red [src.name] is now set to DESTROY."
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projectile_type = "/obj/item/projectile/beam/pulse"
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return
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@@ -2,7 +2,7 @@
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name = "ion rifle"
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desc = "A man portable anti-armor weapon designed to disable mechanical threats"
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icon_state = "ionrifle"
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fire_sound = 'Laser.ogg'
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fire_sound = 'sound/weapons/Laser.ogg'
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origin_tech = "combat=2;magnets=4"
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w_class = 4.0
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flags = FPRINT | TABLEPASS | CONDUCT | USEDELAY
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@@ -21,7 +21,7 @@
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name = "biological demolecularisor"
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desc = "A gun that discharges high amounts of controlled radiation to slowly break a target into component elements."
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icon_state = "decloner"
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fire_sound = 'pulse3.ogg'
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fire_sound = 'sound/weapons/pulse3.ogg'
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origin_tech = "combat=5;materials=4;powerstorage=3"
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charge_cost = 100
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projectile_type = "/obj/item/projectile/energy/declone"
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@@ -32,7 +32,7 @@ obj/item/weapon/gun/energy/staff
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icon = 'icons/obj/gun.dmi'
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icon_state = "staffofchange"
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item_state = "staffofchange"
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fire_sound = 'emitter.ogg'
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fire_sound = 'sound/weapons/emitter.ogg'
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flags = FPRINT | TABLEPASS | CONDUCT | USEDELAY
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slot_flags = SLOT_BACK
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w_class = 4.0
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@@ -67,7 +67,7 @@ obj/item/weapon/gun/energy/staff
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desc = "A tool that discharges controlled radiation which induces mutation in plant cells."
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icon_state = "floramut100"
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item_state = "gun"
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fire_sound = 'stealthoff.ogg'
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fire_sound = 'sound/effects/stealthoff.ogg'
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charge_cost = 100
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projectile_type = "/obj/item/projectile/energy/floramut"
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origin_tech = "materials=2;biotech=3;powerstorage=3"
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@@ -3,7 +3,7 @@
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name = "taser gun"
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desc = "A small, low capacity gun used for non-lethal takedowns."
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icon_state = "taser"
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fire_sound = 'Taser.ogg'
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fire_sound = 'sound/weapons/Taser.ogg'
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charge_cost = 100
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projectile_type = "/obj/item/projectile/energy/electrode"
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cell_type = "/obj/item/weapon/cell/crap"
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@@ -12,7 +12,7 @@
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name = "taser gun"
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desc = "A small, low capacity gun used for non-lethal takedowns."
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icon_state = "taser"
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fire_sound = 'Taser.ogg'
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fire_sound = 'sound/weapons/Taser.ogg'
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charge_cost = 100
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projectile_type = "/obj/item/projectile/energy/electrode"
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cell_type = "/obj/item/weapon/cell/secborg"
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@@ -48,7 +48,7 @@
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name = "stun revolver"
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desc = "A high-tech revolver that fires stun cartridges. The stun cartridges can be recharged using a conventional energy weapon recharger."
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icon_state = "stunrevolver"
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fire_sound = 'Gunshot.ogg'
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fire_sound = 'sound/weapons/Gunshot.ogg'
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origin_tech = "combat=3;materials=3;powerstorage=2"
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charge_cost = 125
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projectile_type = "/obj/item/projectile/energy/electrode"
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@@ -65,7 +65,7 @@
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m_amt = 2000
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origin_tech = "combat=2;magnets=2;syndicate=5"
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silenced = 1
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fire_sound = 'Genhit.ogg'
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fire_sound = 'sound/weapons/Genhit.ogg'
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projectile_type = "/obj/item/projectile/energy/bolt"
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cell_type = "/obj/item/weapon/cell/crap"
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var/charge_tick = 0
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@@ -1,7 +1,7 @@
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/obj/item/weapon/gun/energy/temperature
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name = "temperature gun"
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icon_state = "freezegun"
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fire_sound = 'pulse3.ogg'
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fire_sound = 'sound/weapons/pulse3.ogg'
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desc = "A gun that changes temperatures."
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var/temperature = T20C
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var/current_temperature = T20C
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@@ -32,7 +32,7 @@
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caliber = "12mm"
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origin_tech = "combat=5;materials=2;syndicate=8"
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ammo_type = "/obj/item/ammo_casing/a12mm"
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fire_sound = 'Gunshot_smg.ogg'
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fire_sound = 'sound/weapons/Gunshot_smg.ogg'
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load_method = 2
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@@ -48,7 +48,7 @@
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if(!loaded.len && empty_mag)
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empty_mag.loc = get_turf(src.loc)
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empty_mag = null
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playsound(user, 'smg_empty_alarm.ogg', 40, 1)
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playsound(user, 'sound/weapons/smg_empty_alarm.ogg', 40, 1)
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update_icon()
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return
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@@ -32,7 +32,7 @@
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if(!loaded.len && empty_mag)
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empty_mag.loc = get_turf(src.loc)
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empty_mag = null
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playsound(user, 'smg_empty_alarm.ogg', 40, 1)
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playsound(user, 'sound/weapons/smg_empty_alarm.ogg', 40, 1)
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update_icon()
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return
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@@ -61,6 +61,6 @@
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icon_state = "gyropistol"
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max_shells = 8
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caliber = "a75"
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fire_sound = 'Explosion1.ogg'
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fire_sound = 'sound/effects/Explosion1.ogg'
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origin_tech = "combat=3"
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ammo_type = "/obj/item/ammo_casing/a75"
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@@ -32,7 +32,7 @@
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proc/pump(mob/M as mob)
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playsound(M, 'shotgunpump.ogg', 60, 1)
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playsound(M, 'sound/weapons/shotgunpump.ogg', 60, 1)
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pumped = 0
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if(current_shell)//We have a shell in the chamber
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current_shell.loc = get_turf(src)//Eject casing
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