mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-13 03:33:21 +00:00
Merge pull request #1003 from Screemonster/moreparticleguns
adds more particle guns and icon fixes
This commit is contained in:
@@ -1,11 +1,20 @@
|
||||
/obj/item/weapon/gun/energy/particle
|
||||
name = "Antiparticle projector gun"
|
||||
/obj/item/weapon/gun/energy/particle //base gun, similar stats to an egun
|
||||
name = "Antiparticle projector pistol"
|
||||
icon = 'icons/obj/gun_vr.dmi'
|
||||
icon_state = "particle"
|
||||
item_state = "particle"
|
||||
desc = "An unconventional firearm, APP guns generate attogram-scale quantities of antimatter which are then launched using an electromagnetic field."
|
||||
force = 5
|
||||
fire_sound = 'sound/weapons/Laser.ogg'
|
||||
icon_state = "ppistol"
|
||||
item_state = "ppistol_item"
|
||||
icon_override = 'icons/obj/gun_vr.dmi'
|
||||
item_icons = null
|
||||
desc = "A Kawashima Material Technology Model 7 anti-particle projector, housed in a rugged casing."
|
||||
description_info = "An unconventional weapon, APP guns generate attogram-scale quantities of antimatter which \
|
||||
are then launched using an electromagnetic field. They are only suitable for use in depressurised environments, \
|
||||
else the antimatter pellet is liable to strike the air before it reaches the target. This can result in catastrophic \
|
||||
failure, making them unsuitable as military weapons in practical situations as they are prone to backfiring and \
|
||||
jamming, though they perform as adequately as any laser weapon in vacuum. Nonetheless, they have found a niche among \
|
||||
miners and salvage crews, as their lack of usefulness as a firearm in habitable areas means most authorities do not \
|
||||
classify them as dangerous weapons (at least, not dangerous to whoever they're pointed at) - instead, in most \
|
||||
jurisdictions including NT space, APP guns are officially classed as mining equipment rather than firearms."
|
||||
fire_sound = 'sound/weapons/blaster.ogg'
|
||||
slot_flags = SLOT_BELT
|
||||
w_class = ITEMSIZE_NORMAL
|
||||
projectile_type = /obj/item/projectile/bullet/particle
|
||||
@@ -13,8 +22,45 @@
|
||||
fire_delay = 10
|
||||
charge_cost = 240 //same cost as lasers
|
||||
var/safetycatch = 0 //if 1, won't let you fire in pressurised environment, rather than malfunctioning
|
||||
var/obj/item/pressurelock/attached_safety
|
||||
|
||||
|
||||
/obj/item/weapon/gun/energy/particle/advanced //particle equivalent of AEG
|
||||
name = "Advanced antiparticle rifle"
|
||||
icon_state = "particle"
|
||||
item_state = "particle_item"
|
||||
desc = "An antiparticle projector gun with an enhanced power-generation unit."
|
||||
slot_flags = SLOT_BELT
|
||||
force = 8 //looks heavier than a pistol
|
||||
w_class = ITEMSIZE_LARGE //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
|
||||
battery_lock = 1
|
||||
recharge_time = 15 // every 15 ticks, recharge 2 shots. Rather slower than AEG.
|
||||
charge_delay = 20 //Starts recharging faster after firing than an AEG, but much slower recharge rate. Balances out for a full charge.
|
||||
|
||||
/obj/item/weapon/gun/energy/particle/cannon //particle version of laser cannon
|
||||
name = "Anti-particle cannon"
|
||||
desc = "A giant beast of an antimatter gun, packed with an internal reactor to allow for extreme longevity on remote mining expeditions."
|
||||
icon_state = "heavyparticle"
|
||||
item_state = "heavyparticle_item"
|
||||
fire_sound = 'sound/weapons/lasercannonfire.ogg'
|
||||
slot_flags = SLOT_BACK
|
||||
projectile_type = /obj/item/projectile/bullet/particle/heavy
|
||||
battery_lock = 1
|
||||
fire_delay = 20
|
||||
w_class = ITEMSIZE_HUGE // So it can't fit in a backpack.
|
||||
force = 10
|
||||
one_handed_penalty = 6 // The thing's heavy and huge.
|
||||
accuracy = 3
|
||||
charge_cost = 480 // 5 shots
|
||||
self_recharge = 1
|
||||
charge_delay = 20 //won't start charging until it's ready to fire again
|
||||
recharge_time = 20 //100 ticks after that to refill the whole thing.
|
||||
|
||||
//special behaviours for particle guns below
|
||||
|
||||
/obj/item/weapon/gun/energy/particle/special_check(var/mob/user)
|
||||
if (..())
|
||||
var/turf/T = get_turf(src)
|
||||
@@ -32,56 +78,113 @@
|
||||
return 0
|
||||
else if (prob(min(pressure, 100))) //pressure% chance of failing
|
||||
var/severity = rand(pressure)
|
||||
if (severity <= 10) // just doesn't fire. 10% chance in 100 atmo.
|
||||
user.visible_message("<span class='warning'>*click*</span>", "<span class='danger'>\The [src] jams.</span>")
|
||||
playsound(src.loc, 'sound/weapons/empty.ogg', 100, 1)
|
||||
else if (severity <= 60) //50% chance of fizzling and wasting a shot
|
||||
user.visible_message("<span class='warning'>\The [user] fires \the [src], but the shot fizzles in the air!</span>", "<span class='danger'>You fire \the [src], but the shot fizzles in the air!</span>")
|
||||
power_supply.charge -= charge_cost
|
||||
playsound(src.loc, fire_sound, 100, 1)
|
||||
var/datum/effect/effect/system/spark_spread/sparks = PoolOrNew(/datum/effect/effect/system/spark_spread)
|
||||
sparks.set_up(2, 1, T)
|
||||
sparks.start()
|
||||
update_icon()
|
||||
else if (severity <= 80) //20% chance of shorting out and emptying the cell
|
||||
user.visible_message("<span class='warning'>\The [user] pulls the trigger, but \the [src] shorts out!</span>", "<span class='danger'>You pull the trigger, but \the [src] shorts out!</span>")
|
||||
power_supply.charge = 0
|
||||
var/datum/effect/effect/system/spark_spread/sparks = PoolOrNew(/datum/effect/effect/system/spark_spread)
|
||||
sparks.set_up(2, 1, T)
|
||||
sparks.start()
|
||||
update_icon()
|
||||
else if (severity <= 90) //10% chance of breaking the gun
|
||||
user.visible_message("<span class='warning'>\The [user] pulls the trigger, but \the [src] erupts in a shower of sparks!</span>", "<span class='danger'>You pull the trigger, but \the [src] bursts into a shower of sparks!</span>")
|
||||
var/datum/effect/effect/system/spark_spread/sparks = PoolOrNew(/datum/effect/effect/system/spark_spread)
|
||||
sparks.set_up(2, 1, T)
|
||||
sparks.start()
|
||||
power_supply.charge = 0
|
||||
power_supply.maxcharge = 0
|
||||
power_supply.desc += " It seems to be burnt out!"
|
||||
desc += " The casing is covered in scorch-marks."
|
||||
fire_delay += fire_delay // even if you swap out the cell for a good one, the gun's cluckety-clucked.
|
||||
charge_cost += charge_cost
|
||||
update_icon()
|
||||
else if (severity <= 150) // 10% chance of exploding
|
||||
user << "<span class='danger'>The [src] explodes!</span>"
|
||||
explosion(T, -1, -1, 1, 1)
|
||||
qdel(src)
|
||||
else //can only possibly happen if you're dumb enough to fire it in an OVER pressure environment, over 150kPa
|
||||
user << "<span class='danger'>The [src] explodes catastrophically!</span>"
|
||||
explosion(T, -1, 1, 2, 2)
|
||||
qdel(src)
|
||||
pressuremalfunction(severity, user, T)
|
||||
return 0
|
||||
return 1
|
||||
return 0
|
||||
|
||||
/obj/item/weapon/gun/energy/particle/proc/pressuremalfunction(severity, var/mob/user, var/turf/T)
|
||||
if (severity <= 10) // just doesn't fire. 10% chance in 100 atmo.
|
||||
user.visible_message("<span class='warning'>*click*</span>", "<span class='danger'>\The [src] jams.</span>")
|
||||
playsound(src.loc, 'sound/weapons/empty.ogg', 100, 1)
|
||||
else if (severity <= 60) //50% chance of fizzling and wasting a shot
|
||||
user.visible_message("<span class='warning'>\The [user] fires \the [src], but the shot fizzles in the air!</span>", "<span class='danger'>You fire \the [src], but the shot fizzles in the air!</span>")
|
||||
power_supply.charge -= charge_cost
|
||||
playsound(src.loc, fire_sound, 100, 1)
|
||||
var/datum/effect/effect/system/spark_spread/sparks = PoolOrNew(/datum/effect/effect/system/spark_spread)
|
||||
sparks.set_up(2, 1, T)
|
||||
sparks.start()
|
||||
update_icon()
|
||||
else if (severity <= 80) //20% chance of shorting out and emptying the cell
|
||||
user.visible_message("<span class='warning'>\The [user] pulls the trigger, but \the [src] shorts out!</span>", "<span class='danger'>You pull the trigger, but \the [src] shorts out!</span>")
|
||||
power_supply.charge = 0
|
||||
var/datum/effect/effect/system/spark_spread/sparks = PoolOrNew(/datum/effect/effect/system/spark_spread)
|
||||
sparks.set_up(2, 1, T)
|
||||
sparks.start()
|
||||
update_icon()
|
||||
else if (severity <= 90) //10% chance of breaking the gun
|
||||
user.visible_message("<span class='warning'>\The [user] pulls the trigger, but \the [src] erupts in a shower of sparks!</span>", "<span class='danger'>You pull the trigger, but \the [src] bursts into a shower of sparks!</span>")
|
||||
var/datum/effect/effect/system/spark_spread/sparks = PoolOrNew(/datum/effect/effect/system/spark_spread)
|
||||
sparks.set_up(2, 1, T)
|
||||
sparks.start()
|
||||
power_supply.charge = 0
|
||||
power_supply.maxcharge = 1 //just to avoid div/0 runtimes
|
||||
power_supply.desc += " It seems to be burnt out!"
|
||||
desc += " The casing is covered in scorch-marks."
|
||||
fire_delay += fire_delay // even if you swap out the cell for a good one, the gun's cluckety-clucked.
|
||||
charge_cost += charge_cost
|
||||
update_icon()
|
||||
else if (severity <= 150) // 10% chance of exploding
|
||||
user.visible_message("<span class='danger'>\The [user] pulls the trigger, but \the [src] explodes!</span>", "<span class='danger'>The [src] explodes!</span>")
|
||||
log_and_message_admins("blew themself up with a particle gun.", user)
|
||||
explosion(T, -1, -1, 1, 1)
|
||||
qdel(src)
|
||||
else //can only possibly happen if you're dumb enough to fire it in an OVER pressure environment, over 150kPa
|
||||
user.visible_message("<span class='danger'>\The [user] pulls the trigger, but \the [src] explodes!</span>", "<span class='danger'>The [src] explodes catastrophically!</span>")
|
||||
log_and_message_admins("blew their dumb ass up with a particle gun.", user)
|
||||
explosion(T, -1, 1, 2, 2)
|
||||
qdel(src)
|
||||
|
||||
/obj/item/weapon/gun/energy/particle/cannon/pressuremalfunction(severity, user, T)
|
||||
..(severity*2, user, T)
|
||||
|
||||
|
||||
/obj/item/weapon/gun/energy/particle/attackby(var/obj/item/A as obj, mob/user as mob)
|
||||
if(istype(A, /obj/item/pressurelock))
|
||||
if(safetycatch)
|
||||
user << "<span class='notice'>\The [src] already has a [attached_safety].</span>"
|
||||
return
|
||||
user << "<span class='notice'>You insert \the [A] into \the [src].</span>"
|
||||
user.drop_item()
|
||||
A.loc = src
|
||||
attached_safety = A
|
||||
safetycatch = 1
|
||||
return
|
||||
|
||||
if(istype(A, /obj/item/weapon/screwdriver))
|
||||
if(safetycatch && attached_safety)
|
||||
user << "<span class='notice'>You begin removing \the [attached_safety] from \the [src].</span>"
|
||||
if(do_after(user, 25))
|
||||
user << "<span class='notice'>You remove \the [attached_safety] from \the [src].</span>"
|
||||
user.put_in_hands(attached_safety)
|
||||
safetycatch = 0
|
||||
attached_safety = null
|
||||
return
|
||||
..()
|
||||
|
||||
|
||||
// accessory
|
||||
|
||||
/obj/item/pressurelock
|
||||
name = "Pressure interlock"
|
||||
icon = 'icons/obj/gun_vr.dmi'
|
||||
icon_state = "pressurelock"
|
||||
desc = "A safety interlock that can be installed in an antiparticle projector. It prevents the weapon from discharging in pressurised environments."
|
||||
w_class = ITEMSIZE_TINY
|
||||
|
||||
|
||||
// projectiles below
|
||||
|
||||
/obj/item/projectile/bullet/particle
|
||||
name = "particle"
|
||||
name = "antimatter pellet"
|
||||
icon = 'icons/obj/projectiles_vr.dmi'
|
||||
icon_state = "particle"
|
||||
damage = 40
|
||||
damage_type = BURN
|
||||
check_armour = "energy"
|
||||
embed_chance = 0
|
||||
|
||||
/obj/item/projectile/bullet/particle/heavy
|
||||
name = "antimatter slug"
|
||||
icon_state = "particle-heavy"
|
||||
damage = 80 // same as a laser cannon
|
||||
armor_penetration = 25 //it explodes on the surface of things, so less armor pen than the laser cannon
|
||||
light_range = 3
|
||||
light_power = 1
|
||||
light_color = "#CCFFFF"
|
||||
|
||||
/turf/simulated/mineral/bullet_act(var/obj/item/projectile/Proj)
|
||||
if(istype(Proj, /obj/item/projectile/bullet/particle))
|
||||
if(prob(Proj.damage))
|
||||
GetDrilled()
|
||||
|
||||
|
||||
Reference in New Issue
Block a user