All the changes required for coilgun FXs to work

Changes object/effects from "pointdefense" to "coildefense" to use when you prefer "projectile" PD turrets (point defense turrets vars and such should just use the old laser effects for cases where we wanna use those instead of the new ones Rykka and I added here!)
This commit is contained in:
Digi Purpur
2023-06-17 09:04:05 -07:00
parent dc5c19c907
commit 47d6a439f1
8 changed files with 44 additions and 5 deletions

View File

@@ -225,10 +225,10 @@ GLOBAL_LIST_BOILERPLATE(pointdefense_turrets, /obj/machinery/pointdefense)
if(!istype(M)) if(!istype(M))
return return
//We throw a laser but it doesnt have to hit for meteor to explode //We throw a laser but it doesnt have to hit for meteor to explode
var/obj/item/projectile/beam/pointdefense/beam = new(get_turf(src)) var/obj/item/projectile/beam/coildefense/coil = new(get_turf(src))
playsound(src, fire_sounds, 75, 1, 40, pressure_affected = FALSE, ignore_walls = TRUE) // CHOMPEdit: Pew playsound(src, fire_sounds, 75, 1, 40, pressure_affected = FALSE, ignore_walls = TRUE) // CHOMPEdit: Pew
use_power_oneoff(idle_power_usage * 10) use_power_oneoff(idle_power_usage * 10)
beam.launch_projectile(target = M.loc, user = src) coil.launch_projectile(target = M.loc, user = src) // CHOMPEdit: Changing "beam" var to "coil" for the new coilgun type point defense turrets (to match the coilgun sprite and sfx names)
spawn(10) spawn(10)
playsound(src, fire_sounds, 75, 1, 40, pressure_affected = FALSE, ignore_walls = TRUE) // CHOMPEdit: Pew playsound(src, fire_sounds, 75, 1, 40, pressure_affected = FALSE, ignore_walls = TRUE) // CHOMPEdit: Pew

View File

@@ -102,4 +102,12 @@
light_color = "#80F5FF" light_color = "#80F5FF"
//VOREStation edit ends //VOREStation edit ends
/obj/effect/projectile/impact/pointdefense /obj/effect/projectile/impact/pointdefense
icon_state = "impact_pointdef" icon_state = "impact_pointdef"
//CHOMPStation add coilgun pointdefense
/obj/effect/projectile/impact/coildefense
icon = 'icons/obj/projectiles_impact_ch.dmi'
icon_state = "impact_coildef"
light_range = 2
light_power = 3
light_color = "#FFFFFF"
//CHOMPStation add end <3

View File

@@ -114,4 +114,12 @@
light_color = "#80F5FF" light_color = "#80F5FF"
//VOREStation edit ends //VOREStation edit ends
/obj/effect/projectile/muzzle/pointdefense /obj/effect/projectile/muzzle/pointdefense
icon_state = "muzzle_pointdef" icon_state = "muzzle_pointdef"
//CHOMPStation add coilgun pointdefense
/obj/effect/projectile/muzzle/coildefense
icon = 'icons/obj/projectiles_muzzle_ch.dmi'
icon_state = "muzzle_coildef"
light_range = 3
light_power = 1
light_color = "#FFFFFF"
//CHOMPStation add end <3

View File

@@ -141,4 +141,12 @@
light_color = "#80F5FF" light_color = "#80F5FF"
//VOREStation edit ends //VOREStation edit ends
/obj/effect/projectile/tracer/pointdefense /obj/effect/projectile/tracer/pointdefense
icon_state = "beam_pointdef" icon_state = "beam_pointdef"
//CHOMPStation add coilgun pointdefense
/obj/effect/projectile/tracer/coildefense
icon = 'icons/obj/projectiles_tracer_ch.dmi'
icon_state = "tracer_coildef"
light_range = 1
light_power = 2
light_color = "#FFFFFF"
//CHOMPStation add end <3

View File

@@ -397,6 +397,21 @@
tracer_type = /obj/effect/projectile/tracer/pointdefense tracer_type = /obj/effect/projectile/tracer/pointdefense
impact_type = /obj/effect/projectile/impact/pointdefense impact_type = /obj/effect/projectile/impact/pointdefense
// CHOMPADD a physical/projectile coil-gun type pointdefense
/obj/item/projectile/beam/coildefense
name = "defense coil salvo"
icon_state = "coil"
damage = 15
damage_type = ELECTROCUTE //You should be safe inside a voidsuit
sharp = FALSE //"Wide" spectrum beam
light_color = "#FFFFFF"
excavation_amount = 200 // Good at shooting rocks
muzzle_type = /obj/effect/projectile/muzzle/coildefense
tracer_type = /obj/effect/projectile/tracer/coildefense
impact_type = /obj/effect/projectile/impact/coildefense
/obj/item/projectile/beam/precursor //CHOMPedit added Precursor beam /obj/item/projectile/beam/precursor //CHOMPedit added Precursor beam
name = "precursor beam" name = "precursor beam"

Binary file not shown.

Before

Width:  |  Height:  |  Size: 2.3 KiB

After

Width:  |  Height:  |  Size: 2.3 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 3.2 KiB

After

Width:  |  Height:  |  Size: 3.2 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 654 B

After

Width:  |  Height:  |  Size: 654 B