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Merge pull request #4644 from VOREStation/upstream-merge-5803
[MIRROR] Guns sounds refactor and improvements
This commit is contained in:
@@ -31,14 +31,14 @@
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"Shotgun Pumping" = 'sound/weapons/shotgunpump.ogg',
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"Flash" = 'sound/weapons/flash.ogg',
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"Bite" = 'sound/weapons/bite.ogg',
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"Gun Firing" = 'sound/weapons/gunshot.ogg',
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"Desert Eagle Firing" = 'sound/weapons/deagle.ogg',
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"Rifle Firing" = 'sound/weapons/rifleshot.ogg',
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"Sniper Rifle Firing" = 'sound/weapons/svd_shot.ogg',
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"AT Rifle Firing" = 'sound/weapons/sniper.ogg',
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"Shotgun Firing" = 'sound/weapons/shotgun.ogg',
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"Handgun Firing" = 'sound/weapons/gunshot3.ogg',
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"Machinegun Firing" = 'sound/weapons/machinegun.ogg',
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"Gun Firing" = 'sound/weapons/Gunshot1.ogg',
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"Desert Eagle Firing" = 'sound/weapons/Gunshot_deagle.ogg',
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"Rifle Firing" = 'sound/weapons/Gunshot_generic_rifle.ogg',
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"Sniper Rifle Firing" = 'sound/weapons/Gunshot_sniper.ogg',
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"AT Rifle Firing" = 'sound/weapons/Gunshot_cannon.ogg',
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"Shotgun Firing" = 'sound/weapons/Gunshot_shotgun.ogg',
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"Handgun Firing" = 'sound/weapons/Gunshot2.ogg',
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"Machinegun Firing" = 'sound/weapons/Gunshot_machinegun.ogg',
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"Rocket Launcher Firing"= 'sound/weapons/rpg.ogg',
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"Taser Firing" = 'sound/weapons/Taser.ogg',
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"Laser Gun Firing" = 'sound/weapons/laser.ogg',
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@@ -92,4 +92,4 @@
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M.Paralyse(4)
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else
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M.make_jittery(50)
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M << "<font color='red' size='7'><b>HONK</b></font>"
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M << "<font color='red' size='7'><b>HONK</b></font>"
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@@ -4,7 +4,7 @@
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icon_state = "mecha_uac2"
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equip_cooldown = 60 // 6 seconds
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projectile = /obj/item/projectile/bullet/cannon
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fire_sound = 'sound/weapons/cannon.ogg'
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fire_sound = 'sound/weapons/Gunshot_cannon.ogg'
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projectiles = 1
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projectile_energy_cost = 1000
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salvageable = 0 // We don't want players ripping this off a dead mech. Could potentially be a prize for beating it if Devs bless me and someone offers a nerf idea.
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@@ -296,7 +296,7 @@
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description_info = "This weapon cannot be fired indoors, underground, or on-station."
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icon_state = "mecha_mortar"
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equip_cooldown = 30
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fire_sound = 'sound/weapons/cannon.ogg'
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fire_sound = 'sound/weapons/Gunshot_cannon.ogg'
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fire_volume = 100
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projectiles = 3
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deviation = 0.6
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@@ -319,7 +319,7 @@
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icon_state = "mecha_scatter"
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equip_cooldown = 20
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projectile = /obj/item/projectile/bullet/pellet/shotgun/flak
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fire_sound = 'sound/weapons/gunshot/shotgun.ogg'
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fire_sound = 'sound/weapons/Gunshot_shotgun.ogg'
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fire_volume = 80
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projectiles = 40
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projectiles_per_shot = 4
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@@ -345,7 +345,7 @@
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icon_state = "mecha_uac2"
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equip_cooldown = 10
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projectile = /obj/item/projectile/bullet/pistol/medium
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fire_sound = 'sound/weapons/machinegun.ogg'
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fire_sound = 'sound/weapons/Gunshot_machinegun.ogg'
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projectiles = 30 //10 bursts, matching the Scattershot's 10. Also, conveniently, doesn't eat your powercell when reloading like 300 bullets does.
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projectiles_per_shot = 3
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deviation = 0.3
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@@ -523,7 +523,7 @@
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icon_state = "mecha_drac3"
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equip_cooldown = 20
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projectile = /obj/item/projectile/bullet/incendiary
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fire_sound = 'sound/weapons/machinegun.ogg'
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fire_sound = 'sound/weapons/Gunshot_machinegun.ogg'
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projectiles = 30
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projectiles_per_shot = 2
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deviation = 0.4
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@@ -49,7 +49,7 @@
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equip_cooldown = 15
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var/mode = 0 //0 - buckshot, 1 - beanbag, 2 - slug.
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projectile = /obj/item/projectile/bullet/pellet/shotgun
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fire_sound = 'sound/weapons/shotgun.ogg'
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fire_sound = 'sound/weapons/Gunshot_shotgun.ogg'
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fire_volume = 80
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projectiles = 6
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projectiles_per_shot = 1
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@@ -82,13 +82,13 @@
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/obj/effect/map_effect/interval/sound_emitter/ballistic_gunfight
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sounds_to_play = list(
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'sound/weapons/gunshot.ogg',
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'sound/weapons/deagle.ogg',
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'sound/weapons/rifleshot.ogg',
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'sound/weapons/sniper.ogg',
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'sound/weapons/shotgun.ogg',
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'sound/weapons/gunshot3.ogg',
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'sound/weapons/machinegun.ogg'
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'sound/weapons/Gunshot1.ogg',
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'sound/weapons/Gunshot_deagle.ogg',
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'sound/weapons/Gunshot_generic_rifle.ogg',
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'sound/weapons/Gunshot_sniper.ogg',
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'sound/weapons/Gunshot_shotgun.ogg',
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'sound/weapons/Gunshot3.ogg',
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'sound/weapons/Gunshot_machinegun.ogg'
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)
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interval_lower_bound = 5
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interval_upper_bound = 2 SECONDS
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@@ -25,7 +25,7 @@
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/obj/item/latexballon/proc/burst()
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if (!air_contents)
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return
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playsound(src, 'sound/weapons/Gunshot.ogg', 100, 1)
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playsound(src, 'sound/weapons/Gunshot_old.ogg', 100, 1)
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icon_state = "latexballon_bursted"
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item_state = "lgloves"
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loc.assume_air(air_contents)
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@@ -42,14 +42,14 @@ var/list/global/tank_gauge_cache = list()
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description_info = "These tanks are utilised to store any of the various types of gaseous substances. \
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They can be attached to various portable atmospheric devices to be filled or emptied. <br>\
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<br>\
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Each tank is fitted with an emergency relief valve. This relief valve will open if the tank is pressurised to over ~3000kPa or heated to over 173<37>C. \
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Each tank is fitted with an emergency relief valve. This relief valve will open if the tank is pressurised to over ~3000kPa or heated to over 173<37>C. \
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The valve itself will close after expending most or all of the contents into the air.<br>\
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<br>\
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Filling a tank such that experiences ~4000kPa of pressure will cause the tank to rupture, spilling out its contents and destroying the tank. \
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Tanks filled over ~5000kPa will rupture rather violently, exploding with significant force."
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description_antag = "Each tank may be incited to burn by attaching wires and an igniter assembly, though the igniter can only be used once and the mixture only burn if the igniter pushes a flammable gas mixture above the minimum burn temperature (126<32>C). \
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Wired and assembled tanks may be disarmed with a set of wirecutters. Any exploding or rupturing tank will generate shrapnel, assuming their relief valves have been welded beforehand. Even if not, they can be incited to expel hot gas on ignition if pushed above 173<37>C. \
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description_antag = "Each tank may be incited to burn by attaching wires and an igniter assembly, though the igniter can only be used once and the mixture only burn if the igniter pushes a flammable gas mixture above the minimum burn temperature (126<32>C). \
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Wired and assembled tanks may be disarmed with a set of wirecutters. Any exploding or rupturing tank will generate shrapnel, assuming their relief valves have been welded beforehand. Even if not, they can be incited to expel hot gas on ignition if pushed above 173<37>C. \
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Relatively easy to make, the single tank bomb requries no tank transfer valve, and is still a fairly formidable weapon that can be manufactured from any tank."
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/obj/item/weapon/tank/proc/init_proxy()
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@@ -65,7 +65,7 @@ var/list/global/tank_gauge_cache = list()
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src.air_contents = new /datum/gas_mixture()
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src.air_contents.volume = volume //liters
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src.air_contents.temperature = T20C
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START_PROCESSING(SSobj, src)
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START_PROCESSING(SSobj, src)
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update_gauge()
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return
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@@ -464,7 +464,7 @@ var/list/global/tank_gauge_cache = list()
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if(!T)
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return
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T.assume_air(air_contents)
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playsound(get_turf(src), 'sound/weapons/shotgun.ogg', 20, 1)
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playsound(get_turf(src), 'sound/weapons/Gunshot_shotgun.ogg', 20, 1)
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visible_message("\icon[src] <span class='danger'>\The [src] flies apart!</span>", "<span class='warning'>You hear a bang!</span>")
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T.hotspot_expose(air_contents.temperature, 70, 1)
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@@ -404,7 +404,7 @@
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origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 2, TECH_ILLEGAL = 4)
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matter = list()
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fire_sound = 'sound/weapons/Gunshot.ogg'
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fire_sound = 'sound/weapons/Gunshot1.ogg'
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projectile_type = /obj/item/projectile/chameleon
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charge_meter = 0
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charge_cost = 48 //uses next to no power, since it's just holograms
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@@ -124,9 +124,9 @@ mob/living/carbon/proc/handle_hallucinations()
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if(8) src << 'sound/machines/windowdoor.ogg'
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if(9)
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//To make it more realistic, I added two gunshots (enough to kill)
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src << 'sound/weapons/Gunshot.ogg'
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src << 'sound/weapons/Gunshot1.ogg'
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spawn(rand(10,30))
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src << 'sound/weapons/Gunshot.ogg'
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src << 'sound/weapons/Gunshot2.ogg'
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if(10) src << 'sound/weapons/smash.ogg'
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if(11)
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//Same as above, but with tasers.
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@@ -263,9 +263,9 @@
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if(8) src << 'sound/machines/windowdoor.ogg'
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if(9)
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//To make it more realistic, I added two gunshots (enough to kill)
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src << 'sound/weapons/Gunshot.ogg'
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src << 'sound/weapons/Gunshot1.ogg'
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spawn(rand(10,30))
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src << 'sound/weapons/Gunshot.ogg'
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src << 'sound/weapons/Gunshot2.ogg'
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if(10) src << 'sound/weapons/smash.ogg'
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if(11)
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//Same as above, but with tasers.
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@@ -189,7 +189,7 @@
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icon_state = "syndicateranged_shotgun"
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icon_living = "syndicateranged_shotgun"
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projectiletype = /obj/item/projectile/bullet/pellet/shotgun // Buckshot
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projectilesound = 'sound/weapons/gunshot/shotgun.ogg'
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projectilesound = 'sound/weapons/Gunshot_shotgun.ogg'
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loot_list = list(/obj/item/weapon/gun/projectile/shotgun/pump = 100)
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@@ -28,7 +28,7 @@
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projectiletype = /obj/item/projectile/bullet
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casingtype = /obj/item/ammo_casing/spent
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projectilesound = 'sound/weapons/Gunshot.ogg'
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projectilesound = 'sound/weapons/Gunshot4.ogg'
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loot_list = list(/obj/item/weapon/gun/projectile/revolver/mateba = 100)
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@@ -17,7 +17,7 @@
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movement_sound = 'sound/effects/servostep.ogg'
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attacktext = list("clawed")
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projectilesound = 'sound/weapons/Gunshot.ogg'
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projectilesound = 'sound/weapons/Gunshot_old.ogg'
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ai_holder_type = /datum/ai_holder/simple_mob/hivebot
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say_list_type = /datum/say_list/hivebot
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@@ -110,7 +110,7 @@
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/obj/item/ammo_casing/a9mm/practice
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desc = "A 9mm practice bullet casing."
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icon_state = "r-casing"
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projectile_type = /obj/item/projectile/bullet/pistol/practice
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projectile_type = /obj/item/projectile/bullet/practice
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/*
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* .45
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@@ -130,7 +130,7 @@
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/obj/item/ammo_casing/a45/practice
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desc = "A .45 practice bullet casing."
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icon_state = "r-casing"
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projectile_type = /obj/item/projectile/bullet/pistol/practice
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projectile_type = /obj/item/projectile/bullet/practice
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matter = list(DEFAULT_WALL_MATERIAL = 60)
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/obj/item/ammo_casing/a45/rubber
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@@ -202,7 +202,7 @@
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name = "shotgun shell"
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desc = "A practice shell."
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icon_state = "pshell"
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projectile_type = /obj/item/projectile/bullet/shotgun/practice
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projectile_type = /obj/item/projectile/bullet/practice
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matter = list(DEFAULT_WALL_MATERIAL = 90)
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/obj/item/ammo_casing/a12g/beanbag
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@@ -260,7 +260,7 @@
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/obj/item/ammo_casing/a762/practice
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desc = "A 7.62mm practice bullet casing."
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icon_state = "rifle-casing" // Need to make an icon for these
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projectile_type = /obj/item/projectile/bullet/rifle/practice
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projectile_type = /obj/item/projectile/bullet/practice
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matter = list(DEFAULT_WALL_MATERIAL = 90)
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/obj/item/ammo_casing/a762/blank
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@@ -306,7 +306,7 @@
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/obj/item/ammo_casing/a545/practice
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desc = "A 5.45mm practice bullet casing."
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icon_state = "rifle-casing" // Need to make an icon for these
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projectile_type = /obj/item/projectile/bullet/rifle/practice
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projectile_type = /obj/item/projectile/bullet/practice
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matter = list(DEFAULT_WALL_MATERIAL = 90)
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/obj/item/ammo_casing/a545/blank
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@@ -56,7 +56,7 @@
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var/fire_delay = 6 //delay after shooting before the gun can be used again
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var/burst_delay = 2 //delay between shots, if firing in bursts
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var/move_delay = 1
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var/fire_sound = 'sound/weapons/Gunshot.ogg'
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var/fire_sound = null // This is handled by projectile.dm's fire_sound var now, but you can override the projectile's fire_sound with this one if you want to.
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var/fire_sound_text = "gunshot"
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var/fire_anim = null
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var/recoil = 0 //screen shake
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@@ -474,10 +474,7 @@
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last_shot = world.time
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if(silenced)
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playsound(src, fire_sound, 10, 1)
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else
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playsound(src, fire_sound, 50, 1)
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play_fire_sound()
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if(muzzle_flash)
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set_light(muzzle_flash)
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@@ -673,7 +670,13 @@
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return launched
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/obj/item/weapon/gun/proc/play_fire_sound(var/mob/user, var/obj/item/projectile/P)
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var/shot_sound = (istype(P) && P.fire_sound)? P.fire_sound : fire_sound
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var/shot_sound = fire_sound
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if(!shot_sound && istype(P) && P.fire_sound) // If the gun didn't have a fire_sound, but the projectile exists, and has a sound...
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shot_sound = P.fire_sound
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if(!shot_sound) // If there's still no sound...
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return
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if(silenced)
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playsound(user, shot_sound, 10, 1)
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else
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@@ -696,11 +699,7 @@
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var/obj/item/projectile/in_chamber = consume_next_projectile()
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if (istype(in_chamber))
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user.visible_message("<span class = 'warning'>[user] pulls the trigger.</span>")
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var/shot_sound = in_chamber.fire_sound? in_chamber.fire_sound : fire_sound
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if(silenced)
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playsound(user, shot_sound, 10, 1)
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else
|
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playsound(user, shot_sound, 50, 1)
|
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play_fire_sound()
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if(istype(in_chamber, /obj/item/projectile/beam/lastertag))
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user.show_message("<span class = 'warning'>You feel rather silly, trying to commit suicide with a toy.</span>")
|
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mouthshoot = 0
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@@ -2,7 +2,6 @@
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name = "energy gun"
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desc = "A basic energy-based gun."
|
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icon_state = "energy"
|
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fire_sound = 'sound/weapons/Taser.ogg'
|
||||
fire_sound_text = "laser blast"
|
||||
|
||||
var/obj/item/weapon/cell/power_supply //What type of power cell this uses
|
||||
@@ -28,7 +27,7 @@
|
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..()
|
||||
if(self_recharge)
|
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power_supply = new /obj/item/weapon/cell/device/weapon(src)
|
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START_PROCESSING(SSobj, src)
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START_PROCESSING(SSobj, src)
|
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else
|
||||
if(cell_type)
|
||||
power_supply = new cell_type(src)
|
||||
@@ -189,7 +188,7 @@
|
||||
if(power_supply == null)
|
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power_supply = new /obj/item/weapon/cell/device/weapon(src)
|
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self_recharge = 1
|
||||
START_PROCESSING(SSobj, src)
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START_PROCESSING(SSobj, src)
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update_icon()
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||||
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||||
/obj/item/weapon/gun/energy/get_description_interaction()
|
||||
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||||
@@ -7,7 +7,6 @@
|
||||
desc = "A large, strange gauntlet."
|
||||
icon_state = "gravwhip"
|
||||
item_state = "gravwhip"
|
||||
fire_sound = 'sound/effects/zzzt.ogg'
|
||||
fire_sound_text = "laser blast"
|
||||
|
||||
fire_delay = 15
|
||||
|
||||
@@ -130,7 +130,6 @@
|
||||
icon_state = "sniper"
|
||||
item_state = "sniper"
|
||||
item_state_slots = list(slot_r_hand_str = "z8carbine", slot_l_hand_str = "z8carbine") //placeholder
|
||||
fire_sound = 'sound/weapons/gauss_shoot.ogg'
|
||||
origin_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 5, TECH_POWER = 4)
|
||||
projectile_type = /obj/item/projectile/beam/sniper
|
||||
slot_flags = SLOT_BACK
|
||||
@@ -157,7 +156,6 @@
|
||||
description_fluff = "Modeled after ancient hunting rifles, this rifle was dubbed the 'Rainy Day Special' by some, due to its use as some barmens' fight-stopper of choice. One shot is all it takes, or so they say."
|
||||
icon_state = "eshotgun"
|
||||
item_state = "shotgun"
|
||||
fire_sound = 'sound/weapons/gauss_shoot.ogg'
|
||||
origin_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 4, TECH_POWER = 3)
|
||||
projectile_type = /obj/item/projectile/beam/sniper
|
||||
slot_flags = SLOT_BACK
|
||||
|
||||
@@ -22,7 +22,6 @@
|
||||
/obj/item/weapon/gun/energy/pulse_rifle/destroyer
|
||||
name = "pulse destroyer"
|
||||
desc = "A heavy-duty, pulse-based energy weapon. Because of its complexity and cost, it is rarely seen in use except by specialists."
|
||||
fire_sound='sound/weapons/gauss_shoot.ogg'
|
||||
projectile_type=/obj/item/projectile/beam/pulse
|
||||
charge_cost = 120
|
||||
|
||||
|
||||
@@ -30,7 +30,6 @@
|
||||
desc = "A gun that discharges high amounts of controlled radiation to slowly break a target into component elements."
|
||||
icon_state = "decloner"
|
||||
item_state = "decloner"
|
||||
fire_sound = 'sound/weapons/pulse3.ogg'
|
||||
origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 4, TECH_POWER = 3)
|
||||
projectile_type = /obj/item/projectile/energy/declone
|
||||
|
||||
@@ -39,7 +38,6 @@
|
||||
desc = "A tool that discharges controlled radiation which induces mutation in plant cells."
|
||||
icon_state = "floramut100"
|
||||
item_state = "floramut"
|
||||
fire_sound = 'sound/effects/stealthoff.ogg'
|
||||
projectile_type = /obj/item/projectile/energy/floramut
|
||||
origin_tech = list(TECH_MATERIAL = 2, TECH_BIO = 3, TECH_POWER = 3)
|
||||
modifystate = "floramut"
|
||||
@@ -112,13 +110,11 @@
|
||||
desc = "A custom-built weapon of some kind."
|
||||
icon_state = "xray"
|
||||
projectile_type = /obj/item/projectile/beam/mindflayer
|
||||
fire_sound = 'sound/weapons/Laser.ogg'
|
||||
|
||||
/obj/item/weapon/gun/energy/toxgun
|
||||
name = "phoron pistol"
|
||||
desc = "A specialized firearm designed to fire lethal bolts of phoron."
|
||||
icon_state = "toxgun"
|
||||
fire_sound = 'sound/effects/stealthoff.ogg'
|
||||
w_class = ITEMSIZE_NORMAL
|
||||
origin_tech = list(TECH_COMBAT = 5, TECH_PHORON = 4)
|
||||
projectile_type = /obj/item/projectile/energy/phoron
|
||||
@@ -131,7 +127,6 @@
|
||||
icon = 'icons/obj/gun.dmi'
|
||||
item_icons = null
|
||||
icon_state = "staffofchange"
|
||||
fire_sound = 'sound/weapons/emitter.ogg'
|
||||
flags = CONDUCT
|
||||
slot_flags = SLOT_BACK
|
||||
w_class = ITEMSIZE_LARGE
|
||||
@@ -187,7 +182,6 @@ obj/item/weapon/gun/energy/staff/focus
|
||||
icon_state = "dakkalaser"
|
||||
item_state = "dakkalaser"
|
||||
wielded_item_state = "dakkalaser-wielded"
|
||||
fire_sound = 'sound/weapons/Laser.ogg'
|
||||
w_class = ITEMSIZE_HUGE
|
||||
charge_cost = 24 // 100 shots, it's a spray and pray (to RNGesus) weapon.
|
||||
projectile_type = /obj/item/projectile/energy/blue_pellet
|
||||
@@ -211,7 +205,6 @@ obj/item/weapon/gun/energy/staff/focus
|
||||
icon_state = "mhdhowitzer"
|
||||
item_state = "mhdhowitzer"
|
||||
wielded_item_state = "mhdhowitzer-wielded"
|
||||
fire_sound = 'sound/weapons/emitter2.ogg'
|
||||
w_class = ITEMSIZE_HUGE
|
||||
|
||||
charge_cost = 10000 // Uses large cells, can at max have 3 shots.
|
||||
|
||||
@@ -36,7 +36,6 @@
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 2000)
|
||||
slot_flags = SLOT_BELT | SLOT_HOLSTER
|
||||
silenced = 1
|
||||
fire_sound = 'sound/weapons/Genhit.ogg'
|
||||
projectile_type = /obj/item/projectile/energy/bolt
|
||||
charge_cost = 480
|
||||
cell_type = /obj/item/weapon/cell/device/weapon/recharge
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
/obj/item/weapon/gun/energy/temperature
|
||||
name = "temperature gun"
|
||||
icon_state = "freezegun"
|
||||
fire_sound = 'sound/weapons/pulse3.ogg'
|
||||
desc = "A gun that can add or remove heat from entities it hits. In other words, it can fire 'cold', and 'hot' beams."
|
||||
charge_cost = 240
|
||||
origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 4, TECH_POWER = 3, TECH_MAGNET = 2)
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
w_class = ITEMSIZE_LARGE
|
||||
force = 10
|
||||
|
||||
fire_sound = 'sound/weapons/empty.ogg'
|
||||
fire_sound = 'sound/weapons/grenade_launcher.ogg'
|
||||
fire_sound_text = "a metallic thunk"
|
||||
recoil = 0
|
||||
throw_distance = 7
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
flags = CONDUCT
|
||||
fire_sound_text = "a loud whoosh of moving air"
|
||||
fire_delay = 50
|
||||
fire_sound = 'sound/weapons/tablehit1.ogg'
|
||||
fire_sound = 'sound/weapons/grenade_launcher.ogg' // Formerly tablehit1.ogg but I like this better -Ace
|
||||
|
||||
var/fire_pressure // Used in fire checks/pressure checks.
|
||||
var/max_w_class = ITEMSIZE_NORMAL // Hopper intake size.
|
||||
|
||||
@@ -20,8 +20,6 @@
|
||||
var/power_cost = 950 // Cost per fire, should consume almost an entire basic cell.
|
||||
var/power_per_tick // Capacitor charge per process(). Updated based on capacitor rating.
|
||||
|
||||
fire_sound = 'sound/weapons/railgun.ogg'
|
||||
|
||||
/obj/item/weapon/gun/magnetic/New()
|
||||
START_PROCESSING(SSobj, src)
|
||||
if(capacitor)
|
||||
|
||||
@@ -102,7 +102,6 @@
|
||||
load_type = /obj/item/weapon/magnetic_ammo
|
||||
projectile_type = /obj/item/projectile/bullet/magnetic/flechette
|
||||
loaded = /obj/item/weapon/magnetic_ammo
|
||||
fire_sound = 'sound/weapons/rapidslice.ogg'
|
||||
empty_sound = 'sound/weapons/smg_empty_alarm.ogg'
|
||||
|
||||
firemodes = list(
|
||||
|
||||
@@ -121,10 +121,10 @@
|
||||
chargecost_lethal = 200
|
||||
|
||||
firemodes = list(
|
||||
new /datum/firemode(src, list(mode_name="stun", projectile_type=beammode, fire_sound='sound/weapons/Taser.ogg', charge_cost = chargecost)),
|
||||
new /datum/firemode(src, list(mode_name="lethal", projectile_type=beammode_lethal, fire_sound='sound/weapons/Laser.ogg', charge_cost = chargecost_lethal)),
|
||||
new /datum/firemode(src, list(mode_name="[burstmode] shot stun", projectile_type=beammode, fire_sound='sound/weapons/Taser.ogg', charge_cost = chargecost, burst = burstmode)),
|
||||
new /datum/firemode(src, list(mode_name="[burstmode] shot lethal", projectile_type=beammode_lethal, fire_sound='sound/weapons/Laser.ogg', charge_cost = chargecost_lethal, burst = burstmode)),
|
||||
new /datum/firemode(src, list(mode_name="stun", projectile_type=beammode, charge_cost = chargecost)),
|
||||
new /datum/firemode(src, list(mode_name="lethal", projectile_type=beammode_lethal, charge_cost = chargecost_lethal)),
|
||||
new /datum/firemode(src, list(mode_name="[burstmode] shot stun", projectile_type=beammode, charge_cost = chargecost, burst = burstmode)),
|
||||
new /datum/firemode(src, list(mode_name="[burstmode] shot lethal", projectile_type=beammode_lethal, charge_cost = chargecost_lethal, burst = burstmode)),
|
||||
)
|
||||
|
||||
/obj/item/weapon/gun/energy/modular/load_ammo(var/obj/item/C, mob/user)
|
||||
|
||||
@@ -46,7 +46,6 @@
|
||||
caliber = "10mm"
|
||||
origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 2, TECH_ILLEGAL = 8)
|
||||
slot_flags = SLOT_BELT|SLOT_BACK
|
||||
fire_sound = 'sound/weapons/Gunshot_light.ogg'
|
||||
load_method = MAGAZINE
|
||||
magazine_type = /obj/item/ammo_magazine/m10mm
|
||||
allowed_magazines = list(/obj/item/ammo_magazine/m10mm)
|
||||
@@ -107,7 +106,6 @@
|
||||
origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 2)
|
||||
slot_flags = SLOT_BELT
|
||||
ammo_type = "/obj/item/ammo_casing/a9mmr"
|
||||
fire_sound = 'sound/weapons/Gunshot_light.ogg'
|
||||
load_method = MAGAZINE
|
||||
magazine_type = /obj/item/ammo_magazine/m9mmt/rubber
|
||||
allowed_magazines = list(/obj/item/ammo_magazine/m9mmt)
|
||||
@@ -131,7 +129,6 @@
|
||||
force = 10
|
||||
caliber = "7.62mm"
|
||||
origin_tech = list(TECH_COMBAT = 8, TECH_MATERIAL = 3)
|
||||
fire_sound = 'sound/weapons/Gunshot.ogg'
|
||||
slot_flags = SLOT_BACK
|
||||
load_method = MAGAZINE
|
||||
magazine_type = /obj/item/ammo_magazine/m762
|
||||
@@ -204,7 +201,6 @@
|
||||
caliber = "5.45mm"
|
||||
origin_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 1, TECH_ILLEGAL = 2)
|
||||
slot_flags = SLOT_BACK
|
||||
fire_sound = 'sound/weapons/machinegun.ogg'
|
||||
load_method = MAGAZINE
|
||||
magazine_type = /obj/item/ammo_magazine/m545saw
|
||||
allowed_magazines = list(/obj/item/ammo_magazine/m545saw, /obj/item/ammo_magazine/m545)
|
||||
@@ -337,7 +333,6 @@
|
||||
caliber = "9mm"
|
||||
origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 2)
|
||||
slot_flags = SLOT_BELT // ToDo: Belt sprite.
|
||||
fire_sound = 'sound/weapons/Gunshot_light.ogg'
|
||||
load_method = MAGAZINE
|
||||
magazine_type = /obj/item/ammo_magazine/m9mmp90
|
||||
allowed_magazines = list(/obj/item/ammo_magazine/m9mmp90, /obj/item/ammo_magazine/m9mmt) // ToDo: New sprite for the different mag.
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
desc = "A reproduction of an almost ancient weapon design from the early 20th century. It's still popular among hunters and collectors due to its reliability. Uses 7.62mm rounds."
|
||||
item_state = "boltaction"
|
||||
icon_state = "boltaction"
|
||||
fire_sound = 'sound/weapons/rifleshot.ogg'
|
||||
fire_sound = 'sound/weapons/Gunshot_generic_rifle.ogg'
|
||||
max_shells = 5
|
||||
caliber = "7.62mm"
|
||||
origin_tech = list(TECH_COMBAT = 1)// Old as shit rifle doesn't have very good tech.
|
||||
@@ -29,7 +29,7 @@
|
||||
if(istype(A, /obj/item/weapon/surgical/circular_saw) || istype(A, /obj/item/weapon/melee/energy) || istype(A, /obj/item/weapon/pickaxe/plasmacutter) && w_class != ITEMSIZE_NORMAL)
|
||||
user << "<span class='notice'>You begin to shorten the barrel and stock of \the [src].</span>"
|
||||
if(loaded.len)
|
||||
afterattack(user, user) //will this work? //it will. we call it twice, for twice the FUN
|
||||
afterattack(user, user)
|
||||
playsound(user, fire_sound, 50, 1)
|
||||
user.visible_message("<span class='danger'>[src] goes off!</span>", "<span class='danger'>The rifle goes off in your face!</span>")
|
||||
return
|
||||
@@ -53,7 +53,6 @@
|
||||
desc = "A reproduction of an almost ancient weapon design from the 19th century. This one uses a lever-action to move new rounds into the chamber. Uses 7.62mm rounds."
|
||||
item_state = "leveraction"
|
||||
icon_state = "leveraction"
|
||||
fire_sound = 'sound/weapons/rifleshot.ogg'
|
||||
max_shells = 5
|
||||
caliber = "7.62mm"
|
||||
origin_tech = list(TECH_COMBAT = 1)// Old as shit rifle doesn't have very good tech.
|
||||
|
||||
@@ -132,8 +132,8 @@
|
||||
item_state = "deagle"
|
||||
force = 14.0
|
||||
caliber = ".44"
|
||||
fire_sound = 'sound/weapons/Gunshot_deagle.ogg'
|
||||
load_method = MAGAZINE
|
||||
fire_sound = 'sound/weapons/deagle.ogg'
|
||||
magazine_type = /obj/item/ammo_magazine/m44
|
||||
allowed_magazines = list(/obj/item/ammo_magazine/m44)
|
||||
|
||||
@@ -154,33 +154,13 @@
|
||||
icon_state = "deaglecamo"
|
||||
item_state = "deagleg"
|
||||
|
||||
/*
|
||||
/obj/item/weapon/gun/projectile/fiveseven
|
||||
name = "\improper WT-AP57"
|
||||
desc = "This tacticool pistol made by Ward-Takahashi trades stopping power for armor piercing and a large capacity. Uses 5mm rounds."
|
||||
icon_state = "fnseven"
|
||||
origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 2)
|
||||
caliber = "5mm"
|
||||
load_method = MAGAZINE
|
||||
fire_sound = 'sound/weapons/semiauto.ogg'
|
||||
magazine_type = /obj/item/ammo_magazine/c5mm
|
||||
allowed_magazines = list(/obj/item/ammo_magazine/c5mm)
|
||||
|
||||
/obj/item/weapon/gun/projectile/fiveseven/update_icon()
|
||||
..()
|
||||
if(ammo_magazine)
|
||||
icon_state = "fnseven"
|
||||
else
|
||||
icon_state = "fnseven-empty"
|
||||
*/
|
||||
|
||||
/obj/item/weapon/gun/projectile/gyropistol // Does this even appear anywhere outside of admin abuse?
|
||||
name = "gyrojet pistol"
|
||||
desc = "Speak softly, and carry a big gun. Fires rare .75 caliber self-propelled exploding bolts--because fuck you and everything around you."
|
||||
icon_state = "gyropistol"
|
||||
max_shells = 8
|
||||
caliber = ".75"
|
||||
fire_sound = 'sound/weapons/rpg.ogg'
|
||||
fire_sound = 'sound/weapons/railgun.ogg'
|
||||
origin_tech = list(TECH_COMBAT = 3)
|
||||
ammo_type = "/obj/item/ammo_casing/a75"
|
||||
load_method = MAGAZINE
|
||||
@@ -331,7 +311,6 @@
|
||||
origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 2)
|
||||
caliber = "9mm"
|
||||
load_method = MAGAZINE
|
||||
fire_sound = 'sound/weapons/gunshot3.ogg'
|
||||
magazine_type = /obj/item/ammo_magazine/m9mm
|
||||
allowed_magazines = list(/obj/item/ammo_magazine/m9mm) // Can accept illegal large capacity magazines, or compact magazines.
|
||||
|
||||
|
||||
@@ -46,7 +46,6 @@
|
||||
icon_state = "detective"
|
||||
caliber = ".38"
|
||||
origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2)
|
||||
fire_sound = 'sound/weapons/gunshot3.ogg'
|
||||
ammo_type = /obj/item/ammo_casing/a38
|
||||
|
||||
/obj/item/weapon/gun/projectile/revolver/detective/verb/rename_gun()
|
||||
@@ -73,7 +72,6 @@
|
||||
icon_state = "detective"
|
||||
caliber = ".45"
|
||||
origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2)
|
||||
fire_sound = 'sound/weapons/gunshot_heavy.ogg'
|
||||
ammo_type = /obj/item/ammo_casing/a45/rubber
|
||||
max_shells = 7
|
||||
|
||||
@@ -125,7 +123,6 @@ obj/item/weapon/gun/projectile/revolver/detective45/verb/rename_gun()
|
||||
icon_state = "deckard-empty"
|
||||
caliber = ".38"
|
||||
origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2)
|
||||
fire_sound = 'sound/weapons/gunshot3.ogg'
|
||||
ammo_type = /obj/item/ammo_casing/a38
|
||||
|
||||
/obj/item/weapon/gun/projectile/revolver/deckard/emp
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
caliber = "7.62mm"
|
||||
origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2)
|
||||
slot_flags = SLOT_BACK
|
||||
fire_sound = 'sound/weapons/rifleshot.ogg'
|
||||
//fire_sound = 'sound/weapons/rifleshot.ogg'
|
||||
load_method = MAGAZINE // ToDo: Make it so MAGAZINE, SPEEDLOADER and SINGLE_CASING can all be used on the same gun.
|
||||
magazine_type = /obj/item/ammo_magazine/m762garand
|
||||
allowed_magazines = list(/obj/item/ammo_magazine/m762garand)
|
||||
|
||||
@@ -84,7 +84,7 @@
|
||||
scoped_accuracy = 0
|
||||
// requires_two_hands = 1
|
||||
// one_handed_penalty = 60 // The weapon itself is heavy, and the long barrel makes it hard to hold steady with just one hand.
|
||||
fire_sound = 'sound/weapons/SVD_shot.ogg'
|
||||
fire_sound = 'sound/weapons/Gunshot_SVD.ogg' // Has a very unique sound.
|
||||
magazine_type = /obj/item/ammo_magazine/m762svd
|
||||
allowed_magazines = list(/obj/item/ammo_magazine/m762svd)
|
||||
|
||||
|
||||
@@ -15,8 +15,8 @@
|
||||
icon = 'icons/obj/gun.dmi'
|
||||
icon_state = "spikethrower3"
|
||||
item_state = "spikethrower"
|
||||
fire_sound_text = "a strange noise"
|
||||
fire_sound = 'sound/weapons/bladeslice.ogg'
|
||||
fire_sound_text = "a strange noise"
|
||||
|
||||
/obj/item/weapon/gun/launcher/spikethrower/New()
|
||||
..()
|
||||
|
||||
@@ -72,7 +72,7 @@
|
||||
var/tracer_type
|
||||
var/impact_type
|
||||
|
||||
var/fire_sound
|
||||
var/fire_sound = 'sound/weapons/Gunshot_old.ogg' // Can be overriden in gun.dm's fire_sound var. It can also be null but I don't know why you'd ever want to do that. -Ace
|
||||
|
||||
var/vacuum_traversal = 1 //Determines if the projectile can exist in vacuum, if false, the projectile will be deleted if it enters vacuum.
|
||||
|
||||
|
||||
@@ -98,7 +98,7 @@
|
||||
/obj/item/projectile/beam/pulse
|
||||
name = "pulse"
|
||||
icon_state = "u_laser"
|
||||
fire_sound='sound/weapons/pulse.ogg'
|
||||
fire_sound='sound/weapons/gauss_shoot.ogg' // Needs a more meaty sound than what pulse.ogg currently is; this will be a placeholder for now.
|
||||
damage = 100 //Badmin toy, don't care
|
||||
armor_penetration = 100
|
||||
light_color = "#0066FF"
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
/obj/item/projectile/bullet
|
||||
name = "bullet"
|
||||
icon_state = "bullet"
|
||||
fire_sound = 'sound/weapons/gunshot/gunshot_strong.ogg'
|
||||
fire_sound = 'sound/weapons/Gunshot4.ogg'
|
||||
damage = 60
|
||||
damage_type = BRUTE
|
||||
nodamage = 0
|
||||
@@ -65,7 +65,7 @@
|
||||
/* short-casing projectiles, like the kind used in pistols or SMGs */
|
||||
|
||||
/obj/item/projectile/bullet/pistol // 9mm pistols and most SMGs. Sacrifice power for capacity.
|
||||
fire_sound = 'sound/weapons/gunshot/gunshot_pistol.ogg' // ToDo: Different shot sounds for different strength pistols. -Ace
|
||||
fire_sound = 'sound/weapons/gunshot2.ogg'
|
||||
damage = 20
|
||||
|
||||
/obj/item/projectile/bullet/pistol/ap
|
||||
@@ -77,7 +77,7 @@
|
||||
armor_penetration = -50
|
||||
|
||||
/obj/item/projectile/bullet/pistol/medium // .45 (and maybe .40 if it ever gets added) caliber security pistols. Balance between capacity and power.
|
||||
// fire_sound = 'sound/weapons/gunshot3.ogg' // ToDo: Different shot sounds for different strength pistols.
|
||||
fire_sound = 'sound/weapons/gunshot3.ogg' // Snappier sound.
|
||||
damage = 25
|
||||
|
||||
/obj/item/projectile/bullet/pistol/medium/ap
|
||||
@@ -89,11 +89,11 @@
|
||||
armor_penetration = -50
|
||||
|
||||
/obj/item/projectile/bullet/pistol/strong // .357 and .44 caliber stuff. High power pistols like the Mateba or Desert Eagle. Sacrifice capacity for power.
|
||||
fire_sound = 'sound/weapons/gunshot/gunshot_strong.ogg' // ToDo: Replace with something less ugly. I recommend weapons/gunshot3.ogg
|
||||
fire_sound = 'sound/weapons/gunshot4.ogg'
|
||||
damage = 60
|
||||
|
||||
/obj/item/projectile/bullet/pistol/rubber/strong // "Rubber" bullets for high power pistols.
|
||||
fire_sound = 'sound/weapons/gunshot/gunshot_strong.ogg' // ToDo: Same as above.
|
||||
fire_sound = 'sound/weapons/gunshot3.ogg' // Rubber shots have less powder, but these still have more punch than normal rubber shot.
|
||||
damage = 10
|
||||
agony = 60
|
||||
embed_chance = 0
|
||||
@@ -107,12 +107,13 @@
|
||||
embed_chance = 0
|
||||
sharp = 0
|
||||
check_armour = "melee"
|
||||
fire_sound ='sound/weapons/Gunshot_pathetic.ogg' // Rubber shots have less powder in the casing.
|
||||
|
||||
/* shotgun projectiles */
|
||||
|
||||
/obj/item/projectile/bullet/shotgun
|
||||
name = "slug"
|
||||
fire_sound = 'sound/weapons/gunshot/shotgun.ogg'
|
||||
fire_sound = 'sound/weapons/Gunshot_shotgun.ogg'
|
||||
damage = 50
|
||||
armor_penetration = 15
|
||||
|
||||
@@ -128,7 +129,7 @@
|
||||
//Overall less damage than slugs in exchange for more damage at very close range and more embedding
|
||||
/obj/item/projectile/bullet/pellet/shotgun
|
||||
name = "shrapnel"
|
||||
fire_sound = 'sound/weapons/gunshot/shotgun.ogg'
|
||||
fire_sound = 'sound/weapons/Gunshot_shotgun.ogg'
|
||||
damage = 13
|
||||
pellets = 6
|
||||
range_step = 1
|
||||
@@ -143,7 +144,7 @@
|
||||
//EMP shotgun 'slug', it's basically a beanbag that pops a tiny emp when it hits. //Not currently used
|
||||
/obj/item/projectile/bullet/shotgun/ion
|
||||
name = "ion slug"
|
||||
fire_sound = 'sound/weapons/Laser.ogg'
|
||||
fire_sound = 'sound/weapons/Laser.ogg' // Really? We got nothing better than this?
|
||||
damage = 15
|
||||
embed_chance = 0
|
||||
sharp = 0
|
||||
@@ -160,14 +161,18 @@
|
||||
/* "Rifle" rounds */
|
||||
|
||||
/obj/item/projectile/bullet/rifle
|
||||
fire_sound = 'sound/weapons/gunshot/gunshot3.ogg'
|
||||
fire_sound = 'sound/weapons/Gunshot_generic_rifle.ogg'
|
||||
armor_penetration = 15
|
||||
penetrating = 1
|
||||
|
||||
/obj/item/projectile/bullet/rifle/a762
|
||||
fire_sound = 'sound/weapons/gunshot/gunshot2.ogg'
|
||||
fire_sound = 'sound/weapons/Gunshot_heavy.ogg'
|
||||
damage = 35
|
||||
|
||||
/obj/item/projectile/bullet/rifle/a762/sniper // Hitscan specifically for sniper ammo; to be implimented at a later date, probably for the SVD. -Ace
|
||||
fire_sound = 'sound/weapons/Gunshot_sniper.ogg'
|
||||
hitscan = 1 //so the ammo isn't useless as a sniper weapon
|
||||
|
||||
/obj/item/projectile/bullet/rifle/a762/ap
|
||||
damage = 30
|
||||
armor_penetration = 50 // At 30 or more armor, this will do more damage than standard rounds.
|
||||
@@ -177,12 +182,13 @@
|
||||
armor_penetration = -50
|
||||
penetrating = 0
|
||||
|
||||
/obj/item/projectile/bullet/rifle/a762/hunter // Optimized for killing simple animals and not people, because Balance.
|
||||
/obj/item/projectile/bullet/rifle/a762/hunter // Optimized for killing simple animals and not people, because Balance(tm)
|
||||
damage = 20
|
||||
SA_bonus_damage = 50 // 70 total on animals.
|
||||
SA_vulnerability = SA_ANIMAL
|
||||
|
||||
/obj/item/projectile/bullet/rifle/a545
|
||||
fire_sound = 'sound/weapons/Gunshot_light.ogg'
|
||||
damage = 25
|
||||
|
||||
/obj/item/projectile/bullet/rifle/a545/ap
|
||||
@@ -199,8 +205,8 @@
|
||||
SA_bonus_damage = 35 // 50 total on animals.
|
||||
SA_vulnerability = SA_ANIMAL
|
||||
|
||||
/obj/item/projectile/bullet/rifle/a145
|
||||
fire_sound = 'sound/weapons/gunshot/sniper.ogg'
|
||||
/obj/item/projectile/bullet/rifle/a145 // 14.5<EFBFBD>114mm is bigger than a .50 BMG round.
|
||||
fire_sound = 'sound/weapons/Gunshot_cannon.ogg' // This is literally an anti-tank rifle caliber. It better sound like a fucking cannon.
|
||||
damage = 80
|
||||
stun = 3
|
||||
weaken = 3
|
||||
@@ -258,28 +264,15 @@
|
||||
damage = 15
|
||||
kill_count = 6
|
||||
|
||||
/obj/item/projectile/bullet/blank
|
||||
invisibility = 101
|
||||
damage = 1
|
||||
embed_chance = 0
|
||||
/* Practice rounds and blanks */
|
||||
|
||||
/* Practice */
|
||||
|
||||
/obj/item/projectile/bullet/pistol/practice
|
||||
/obj/item/projectile/bullet/practice
|
||||
damage = 5
|
||||
|
||||
/obj/item/projectile/bullet/rifle/practice
|
||||
damage = 5
|
||||
penetrating = 0
|
||||
|
||||
/obj/item/projectile/bullet/shotgun/practice
|
||||
name = "practice"
|
||||
damage = 5
|
||||
|
||||
/obj/item/projectile/bullet/pistol/cap
|
||||
/obj/item/projectile/bullet/pistol/cap // Just the primer, such as a cap gun.
|
||||
name = "cap"
|
||||
damage_type = HALLOSS
|
||||
fire_sound = null
|
||||
fire_sound = 'sound/effects/snap.ogg'
|
||||
damage = 0
|
||||
nodamage = 1
|
||||
embed_chance = 0
|
||||
@@ -288,5 +281,18 @@
|
||||
combustion = FALSE
|
||||
|
||||
/obj/item/projectile/bullet/pistol/cap/process()
|
||||
loc = null
|
||||
qdel(src)
|
||||
|
||||
/obj/item/projectile/bullet/blank
|
||||
name = "blank"
|
||||
damage_type = HALLOSS
|
||||
fire_sound = 'sound/weapons/Gunshot_generic_rifle.ogg' // Blanks still make loud noises.
|
||||
damage = 0
|
||||
nodamage = 1
|
||||
embed_chance = 0
|
||||
sharp = 0
|
||||
|
||||
/obj/item/projectile/bullet/blank/cap/process()
|
||||
loc = null
|
||||
qdel(src)
|
||||
@@ -10,7 +10,7 @@
|
||||
/obj/item/projectile/energy/flash
|
||||
name = "chemical shell"
|
||||
icon_state = "bullet"
|
||||
fire_sound = 'sound/weapons/gunshot/gunshot_pistol.ogg'
|
||||
fire_sound = 'sound/weapons/gunshot_pathetic.ogg'
|
||||
damage = 5
|
||||
kill_count = 15 //if the shell hasn't hit anything after travelling this far it just explodes.
|
||||
var/flash_range = 0
|
||||
@@ -48,7 +48,7 @@
|
||||
|
||||
//blinds people like the flash round, but can also be used for temporary illumination
|
||||
/obj/item/projectile/energy/flash/flare
|
||||
fire_sound = 'sound/weapons/gunshot/shotgun.ogg'
|
||||
fire_sound = 'sound/weapons/grenade_launcher.ogg'
|
||||
damage = 10
|
||||
flash_range = 1
|
||||
brightness = 15
|
||||
@@ -65,7 +65,7 @@
|
||||
/obj/item/projectile/energy/electrode
|
||||
name = "electrode"
|
||||
icon_state = "spark"
|
||||
fire_sound = 'sound/weapons/Gunshot.ogg'
|
||||
fire_sound = 'sound/weapons/Gunshot2.ogg'
|
||||
taser_effect = 1
|
||||
agony = 40
|
||||
light_range = 2
|
||||
|
||||
@@ -16,6 +16,7 @@
|
||||
|
||||
var/impact_sound = 'sound/effects/uncloak.ogg'
|
||||
var/crack_sound = 'sound/effects/teleport.ogg'
|
||||
fire_sound = 'sound/effects/zzzt.ogg'
|
||||
|
||||
var/target_distance = null // Shamelessly stolen from arcing projectiles.
|
||||
var/my_tracking_beam = null // Beam made by the launcher. Tracked here to destroy it in time with the impact.
|
||||
|
||||
@@ -261,7 +261,7 @@
|
||||
/obj/item/projectile/beam/tungsten
|
||||
name = "core of molten tungsten"
|
||||
icon_state = "energy"
|
||||
fire_sound = 'sound/weapons/emitter2.ogg'
|
||||
fire_sound = 'sound/weapons/gauss_shoot.ogg'
|
||||
pass_flags = PASSTABLE | PASSGRILLE
|
||||
damage = 70
|
||||
damage_type = BURN
|
||||
|
||||
BIN
sound/weapons/grenade_launcher.ogg
Normal file
BIN
sound/weapons/grenade_launcher.ogg
Normal file
Binary file not shown.
Binary file not shown.
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Reference in New Issue
Block a user