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Adds Laser Tag Turrets Plus Changes (#6324)
* Adds Laser Tag Turrets * Adds changelog * Reverts Lethal Turrets Shooting to Kill * Small No Longer Means Misc Life * Revert "Merge branch 'master' into Turret" This reverts commit 0300e6723b1aec0c47f8f82f7db770aa29af2483, reversing changes made to 219348783d49b3205c3ed64bdd604f61791e6e72. * Revert "Revert "Merge branch 'master' into Turret"" This reverts commit ca3d13b3372f2c5587d8d2cc449a6da8503494e4. * Github why * Change laser.dm to master? * Revert "Change laser.dm to master?" This reverts commit da562f6bc1ec43fe0cf5fe6ec5af61ada3474dd9.
This commit is contained in:
@@ -693,7 +693,7 @@
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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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play_fire_sound()
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if(istype(in_chamber, /obj/item/projectile/beam/lastertag))
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if(istype(in_chamber, /obj/item/projectile/beam/lasertag))
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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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return
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@@ -1,261 +1,261 @@
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/obj/item/weapon/gun/energy/laser
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name = "laser rifle"
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desc = "A Hephaestus Industries G40E rifle, designed to kill with concentrated energy blasts. This variant has the ability to \
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switch between standard fire and a more efficent but weaker 'suppressive' fire."
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icon_state = "laser"
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item_state = "laser"
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wielded_item_state = "laser-wielded"
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fire_delay = 8
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slot_flags = SLOT_BELT|SLOT_BACK
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w_class = ITEMSIZE_LARGE
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force = 10
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origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 2)
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matter = list(DEFAULT_WALL_MATERIAL = 2000)
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projectile_type = /obj/item/projectile/beam/midlaser
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// one_handed_penalty = 30
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firemodes = list(
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list(mode_name="normal", fire_delay=8, projectile_type=/obj/item/projectile/beam/midlaser, charge_cost = 240),
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list(mode_name="suppressive", fire_delay=5, projectile_type=/obj/item/projectile/beam/weaklaser, charge_cost = 60),
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)
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/obj/item/weapon/gun/energy/laser/mounted
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self_recharge = 1
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use_external_power = 1
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one_handed_penalty = 0 // Not sure if two-handing gets checked for mounted weapons, but better safe than sorry.
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/obj/item/weapon/gun/energy/laser/practice
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name = "practice laser carbine"
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desc = "A modified version of the HI G40E, this one fires less concentrated energy bolts designed for target practice."
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projectile_type = /obj/item/projectile/beam/practice
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charge_cost = 48
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cell_type = /obj/item/weapon/cell/device
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firemodes = list(
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list(mode_name="normal", projectile_type=/obj/item/projectile/beam/practice, charge_cost = 48),
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list(mode_name="suppressive", projectile_type=/obj/item/projectile/beam/practice, charge_cost = 12),
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)
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/obj/item/weapon/gun/energy/retro
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name = "retro laser"
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icon_state = "retro"
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item_state = "retro"
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desc = "An older model of the basic lasergun. Nevertheless, it is still quite deadly and easy to maintain, making it a favorite amongst pirates and other outlaws."
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slot_flags = SLOT_BELT
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w_class = ITEMSIZE_NORMAL
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projectile_type = /obj/item/projectile/beam
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fire_delay = 10 //old technology
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/obj/item/weapon/gun/energy/retro/mounted
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self_recharge = 1
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use_external_power = 1
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/obj/item/weapon/gun/energy/retro/empty
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icon_state = "retro"
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cell_type = null
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/datum/category_item/catalogue/anomalous/precursor_a/alien_pistol
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name = "Precursor Alpha Weapon - Appendageheld Laser"
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desc = "This object strongly resembles a weapon, and if one were to pull the \
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trigger located on the handle of the object, it would fire a deadly \
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laser at whatever it was pointed at. The beam fired appears to cause too \
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much damage to whatever it would hit to have served as a long ranged repair tool, \
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therefore this object was most likely designed to be a deadly weapon. If so, this \
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has several implications towards its creators;\
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<br><br>\
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Firstly, it implies that these precursors, at some point during their development, \
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had needed to defend themselves, or otherwise had a need to utilize violence, and \
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as such created better tools to do so. It is unclear if violence was employed against \
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themselves as a form of in-fighting, or if violence was exclusive to outside species.\
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<br><br>\
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Secondly, the shape and design of the weapon implies that the creators of this \
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weapon were able to grasp objects, and be able to manipulate the trigger independently \
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from merely holding onto the weapon, making certain types of appendages like tentacles be \
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unlikely.\
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<br><br>\
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An interesting note about this weapon, when compared to contemporary energy weapons, is \
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that this gun appears to be inferior to modern laser weapons. The beam fired has less \
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of an ability to harm, and the power consumption appears to be higher than average for \
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a human-made energy side-arm. One possible explaination is that the creators of this \
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weapon, in their later years, had less of a need to optimize their capability for war, \
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and instead focused on other endeavors. Another explaination is that vast age of the weapon \
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may have caused it to degrade, yet still remain functional at a reduced capability."
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value = CATALOGUER_REWARD_MEDIUM
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/obj/item/weapon/gun/energy/alien
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name = "alien pistol"
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desc = "A weapon that works very similarly to a traditional energy weapon. How this came to be will likely be a mystery for the ages."
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catalogue_data = list(/datum/category_item/catalogue/anomalous/precursor_a/alien_pistol)
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icon_state = "alienpistol"
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item_state = "alienpistol"
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fire_sound = 'sound/weapons/eLuger.ogg'
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fire_delay = 10 // Handguns should be inferior to two-handed weapons. Even alien ones I suppose.
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charge_cost = 480 // Five shots.
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projectile_type = /obj/item/projectile/beam/cyan
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cell_type = /obj/item/weapon/cell/device/weapon/recharge/alien // Self charges.
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origin_tech = list(TECH_COMBAT = 8, TECH_MAGNET = 7)
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modifystate = "alienpistol"
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/obj/item/weapon/gun/energy/captain
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name = "antique laser gun"
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icon_state = "caplaser"
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item_state = "caplaser"
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desc = "A rare weapon, handcrafted by a now defunct specialty manufacturer on Luna for a small fortune. It's certainly aged well."
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force = 5
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slot_flags = SLOT_BELT
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w_class = ITEMSIZE_NORMAL
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projectile_type = /obj/item/projectile/beam
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origin_tech = null
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fire_delay = 10 //Old pistol
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charge_cost = 480 //to compensate a bit for self-recharging
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cell_type = /obj/item/weapon/cell/device/weapon/recharge/captain
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battery_lock = 1
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/obj/item/weapon/gun/energy/lasercannon
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name = "laser cannon"
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desc = "With the laser cannon, the lasing medium is enclosed in a tube lined with uranium-235 and subjected to high neutron \
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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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item_state = null
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origin_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 3, TECH_POWER = 3)
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slot_flags = SLOT_BELT|SLOT_BACK
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projectile_type = /obj/item/projectile/beam/heavylaser/cannon
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battery_lock = 1
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fire_delay = 20
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w_class = ITEMSIZE_LARGE
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// one_handed_penalty = 90 // The thing's heavy and huge.
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accuracy = 45
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charge_cost = 600
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/obj/item/weapon/gun/energy/lasercannon/mounted
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name = "mounted laser cannon"
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self_recharge = 1
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use_external_power = 1
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recharge_time = 10
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accuracy = 0 // Mounted cannons are just fine the way they are.
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one_handed_penalty = 0 // Not sure if two-handing gets checked for mounted weapons, but better safe than sorry.
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projectile_type = /obj/item/projectile/beam/heavylaser
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charge_cost = 400
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fire_delay = 20
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/obj/item/weapon/gun/energy/xray
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name = "xray laser gun"
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desc = "A high-power laser gun capable of expelling concentrated xray blasts, which are able to penetrate matter easier than \
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standard photonic beams, resulting in an effective 'anti-armor' energy weapon."
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icon_state = "xray"
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item_state = "xray"
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origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 3, TECH_MAGNET = 2)
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projectile_type = /obj/item/projectile/beam/xray
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charge_cost = 200
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/obj/item/weapon/gun/energy/sniperrifle
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name = "marksman energy rifle"
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desc = "The HI DMR 9E is an older design of Hephaestus Industries. A designated marksman rifle capable of shooting powerful \
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ionized beams, this is a weapon to kill from a distance."
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icon_state = "sniper"
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item_state = "sniper"
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item_state_slots = list(slot_r_hand_str = "z8carbine", slot_l_hand_str = "z8carbine") //placeholder
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origin_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 5, TECH_POWER = 4)
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projectile_type = /obj/item/projectile/beam/sniper
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slot_flags = SLOT_BACK
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battery_lock = 1
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charge_cost = 600
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fire_delay = 35
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force = 10
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w_class = ITEMSIZE_HUGE // So it can't fit in a backpack.
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accuracy = -45 //shooting at the hip
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scoped_accuracy = 0
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// requires_two_hands = 1
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// one_handed_penalty = 60 // The weapon itself is heavy, and the long barrel makes it hard to hold steady with just one hand.
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/obj/item/weapon/gun/energy/sniperrifle/verb/scope()
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set category = "Object"
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set name = "Use Scope"
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set popup_menu = 1
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toggle_scope(2.0)
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/obj/item/weapon/gun/energy/monorifle
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name = "antique mono-rifle"
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desc = "An old laser rifle. This one can only fire once before requiring recharging."
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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."
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icon_state = "eshotgun"
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item_state = "shotgun"
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origin_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 4, TECH_POWER = 3)
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projectile_type = /obj/item/projectile/beam/sniper
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slot_flags = SLOT_BACK
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charge_cost = 1300
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fire_delay = 20
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force = 8
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w_class = ITEMSIZE_LARGE
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accuracy = 10
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scoped_accuracy = 15
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var/scope_multiplier = 1.5
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/obj/item/weapon/gun/energy/monorifle/verb/sights()
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set category = "Object"
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set name = "Aim Down Sights"
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set popup_menu = 1
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toggle_scope(scope_multiplier)
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/obj/item/weapon/gun/energy/monorifle/combat
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name = "combat mono-rifle"
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desc = "A modernized version of the mono-rifle. This one can fire twice before requiring recharging."
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description_fluff = "A modern design produced by a company once working from Saint Columbia, based on the antique mono-rifle 'Rainy Day Special' design."
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icon_state = "ecshotgun"
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item_state = "cshotgun"
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charge_cost = 1000
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force = 12
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accuracy = 0
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scoped_accuracy = 20
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////////Laser Tag////////////////////
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/obj/item/weapon/gun/energy/lasertag
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name = "laser tag gun"
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item_state = "laser"
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desc = "Standard issue weapon of the Imperial Guard"
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origin_tech = list(TECH_COMBAT = 1, TECH_MAGNET = 2)
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matter = list(DEFAULT_WALL_MATERIAL = 2000)
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projectile_type = /obj/item/projectile/beam/lastertag/blue
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cell_type = /obj/item/weapon/cell/device/weapon/recharge
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battery_lock = 1
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var/required_vest
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/obj/item/weapon/gun/energy/lasertag/special_check(var/mob/living/carbon/human/M)
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if(ishuman(M))
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if(!istype(M.wear_suit, required_vest))
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M << "<span class='warning'>You need to be wearing your laser tag vest!</span>"
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return 0
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return ..()
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/obj/item/weapon/gun/energy/lasertag/blue
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icon_state = "bluetag"
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item_state = "bluetag"
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projectile_type = /obj/item/projectile/beam/lastertag/blue
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required_vest = /obj/item/clothing/suit/bluetag
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/obj/item/weapon/gun/energy/lasertag/red
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icon_state = "redtag"
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item_state = "redtag"
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projectile_type = /obj/item/projectile/beam/lastertag/red
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required_vest = /obj/item/clothing/suit/redtag
|
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/*
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* Laser scattergun, proof of concept.
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*/
|
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|
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/obj/item/weapon/gun/energy/lasershotgun
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name = "laser scattergun"
|
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icon = 'icons/obj/energygun.dmi'
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item_state = "laser"
|
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icon_state = "scatter"
|
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desc = "A strange Almachi weapon, utilizing a refracting prism to turn a single laser blast into a diverging cluster."
|
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origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 1, TECH_MATERIAL = 4)
|
||||
|
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projectile_type = /obj/item/projectile/scatter/laser
|
||||
/obj/item/weapon/gun/energy/laser
|
||||
name = "laser rifle"
|
||||
desc = "A Hephaestus Industries G40E rifle, designed to kill with concentrated energy blasts. This variant has the ability to \
|
||||
switch between standard fire and a more efficent but weaker 'suppressive' fire."
|
||||
icon_state = "laser"
|
||||
item_state = "laser"
|
||||
wielded_item_state = "laser-wielded"
|
||||
fire_delay = 8
|
||||
slot_flags = SLOT_BELT|SLOT_BACK
|
||||
w_class = ITEMSIZE_LARGE
|
||||
force = 10
|
||||
origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 2)
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 2000)
|
||||
projectile_type = /obj/item/projectile/beam/midlaser
|
||||
// one_handed_penalty = 30
|
||||
|
||||
firemodes = list(
|
||||
list(mode_name="normal", fire_delay=8, projectile_type=/obj/item/projectile/beam/midlaser, charge_cost = 240),
|
||||
list(mode_name="suppressive", fire_delay=5, projectile_type=/obj/item/projectile/beam/weaklaser, charge_cost = 60),
|
||||
)
|
||||
|
||||
/obj/item/weapon/gun/energy/laser/mounted
|
||||
self_recharge = 1
|
||||
use_external_power = 1
|
||||
one_handed_penalty = 0 // Not sure if two-handing gets checked for mounted weapons, but better safe than sorry.
|
||||
|
||||
/obj/item/weapon/gun/energy/laser/practice
|
||||
name = "practice laser carbine"
|
||||
desc = "A modified version of the HI G40E, this one fires less concentrated energy bolts designed for target practice."
|
||||
projectile_type = /obj/item/projectile/beam/practice
|
||||
charge_cost = 48
|
||||
|
||||
cell_type = /obj/item/weapon/cell/device
|
||||
|
||||
firemodes = list(
|
||||
list(mode_name="normal", projectile_type=/obj/item/projectile/beam/practice, charge_cost = 48),
|
||||
list(mode_name="suppressive", projectile_type=/obj/item/projectile/beam/practice, charge_cost = 12),
|
||||
)
|
||||
|
||||
/obj/item/weapon/gun/energy/retro
|
||||
name = "retro laser"
|
||||
icon_state = "retro"
|
||||
item_state = "retro"
|
||||
desc = "An older model of the basic lasergun. Nevertheless, it is still quite deadly and easy to maintain, making it a favorite amongst pirates and other outlaws."
|
||||
slot_flags = SLOT_BELT
|
||||
w_class = ITEMSIZE_NORMAL
|
||||
projectile_type = /obj/item/projectile/beam
|
||||
fire_delay = 10 //old technology
|
||||
|
||||
/obj/item/weapon/gun/energy/retro/mounted
|
||||
self_recharge = 1
|
||||
use_external_power = 1
|
||||
|
||||
/obj/item/weapon/gun/energy/retro/empty
|
||||
icon_state = "retro"
|
||||
cell_type = null
|
||||
|
||||
|
||||
/datum/category_item/catalogue/anomalous/precursor_a/alien_pistol
|
||||
name = "Precursor Alpha Weapon - Appendageheld Laser"
|
||||
desc = "This object strongly resembles a weapon, and if one were to pull the \
|
||||
trigger located on the handle of the object, it would fire a deadly \
|
||||
laser at whatever it was pointed at. The beam fired appears to cause too \
|
||||
much damage to whatever it would hit to have served as a long ranged repair tool, \
|
||||
therefore this object was most likely designed to be a deadly weapon. If so, this \
|
||||
has several implications towards its creators;\
|
||||
<br><br>\
|
||||
Firstly, it implies that these precursors, at some point during their development, \
|
||||
had needed to defend themselves, or otherwise had a need to utilize violence, and \
|
||||
as such created better tools to do so. It is unclear if violence was employed against \
|
||||
themselves as a form of in-fighting, or if violence was exclusive to outside species.\
|
||||
<br><br>\
|
||||
Secondly, the shape and design of the weapon implies that the creators of this \
|
||||
weapon were able to grasp objects, and be able to manipulate the trigger independently \
|
||||
from merely holding onto the weapon, making certain types of appendages like tentacles be \
|
||||
unlikely.\
|
||||
<br><br>\
|
||||
An interesting note about this weapon, when compared to contemporary energy weapons, is \
|
||||
that this gun appears to be inferior to modern laser weapons. The beam fired has less \
|
||||
of an ability to harm, and the power consumption appears to be higher than average for \
|
||||
a human-made energy side-arm. One possible explaination is that the creators of this \
|
||||
weapon, in their later years, had less of a need to optimize their capability for war, \
|
||||
and instead focused on other endeavors. Another explaination is that vast age of the weapon \
|
||||
may have caused it to degrade, yet still remain functional at a reduced capability."
|
||||
value = CATALOGUER_REWARD_MEDIUM
|
||||
|
||||
/obj/item/weapon/gun/energy/alien
|
||||
name = "alien pistol"
|
||||
desc = "A weapon that works very similarly to a traditional energy weapon. How this came to be will likely be a mystery for the ages."
|
||||
catalogue_data = list(/datum/category_item/catalogue/anomalous/precursor_a/alien_pistol)
|
||||
icon_state = "alienpistol"
|
||||
item_state = "alienpistol"
|
||||
fire_delay = 10 // Handguns should be inferior to two-handed weapons. Even alien ones I suppose.
|
||||
charge_cost = 480 // Five shots.
|
||||
|
||||
projectile_type = /obj/item/projectile/beam/cyan
|
||||
cell_type = /obj/item/weapon/cell/device/weapon/recharge/alien // Self charges.
|
||||
origin_tech = list(TECH_COMBAT = 8, TECH_MAGNET = 7)
|
||||
modifystate = "alienpistol"
|
||||
|
||||
|
||||
/obj/item/weapon/gun/energy/captain
|
||||
name = "antique laser gun"
|
||||
icon_state = "caplaser"
|
||||
item_state = "caplaser"
|
||||
desc = "A rare weapon, handcrafted by a now defunct specialty manufacturer on Luna for a small fortune. It's certainly aged well."
|
||||
force = 5
|
||||
slot_flags = SLOT_BELT
|
||||
w_class = ITEMSIZE_NORMAL
|
||||
projectile_type = /obj/item/projectile/beam
|
||||
origin_tech = null
|
||||
fire_delay = 10 //Old pistol
|
||||
charge_cost = 480 //to compensate a bit for self-recharging
|
||||
cell_type = /obj/item/weapon/cell/device/weapon/recharge/captain
|
||||
battery_lock = 1
|
||||
|
||||
/obj/item/weapon/gun/energy/lasercannon
|
||||
name = "laser cannon"
|
||||
desc = "With the laser 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!"
|
||||
icon_state = "lasercannon"
|
||||
item_state = null
|
||||
origin_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 3, TECH_POWER = 3)
|
||||
slot_flags = SLOT_BELT|SLOT_BACK
|
||||
projectile_type = /obj/item/projectile/beam/heavylaser/cannon
|
||||
battery_lock = 1
|
||||
fire_delay = 20
|
||||
w_class = ITEMSIZE_LARGE
|
||||
// one_handed_penalty = 90 // The thing's heavy and huge.
|
||||
accuracy = 45
|
||||
charge_cost = 600
|
||||
|
||||
/obj/item/weapon/gun/energy/lasercannon/mounted
|
||||
name = "mounted laser cannon"
|
||||
self_recharge = 1
|
||||
use_external_power = 1
|
||||
recharge_time = 10
|
||||
accuracy = 0 // Mounted cannons are just fine the way they are.
|
||||
one_handed_penalty = 0 // Not sure if two-handing gets checked for mounted weapons, but better safe than sorry.
|
||||
projectile_type = /obj/item/projectile/beam/heavylaser
|
||||
charge_cost = 400
|
||||
fire_delay = 20
|
||||
|
||||
/obj/item/weapon/gun/energy/xray
|
||||
name = "xray laser gun"
|
||||
desc = "A high-power laser gun capable of expelling concentrated xray blasts, which are able to penetrate matter easier than \
|
||||
standard photonic beams, resulting in an effective 'anti-armor' energy weapon."
|
||||
icon_state = "xray"
|
||||
item_state = "xray"
|
||||
origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 3, TECH_MAGNET = 2)
|
||||
projectile_type = /obj/item/projectile/beam/xray
|
||||
charge_cost = 200
|
||||
|
||||
/obj/item/weapon/gun/energy/sniperrifle
|
||||
name = "marksman energy rifle"
|
||||
desc = "The HI DMR 9E is an older design of Hephaestus Industries. A designated marksman rifle capable of shooting powerful \
|
||||
ionized beams, this is a weapon to kill from a distance."
|
||||
icon_state = "sniper"
|
||||
item_state = "sniper"
|
||||
item_state_slots = list(slot_r_hand_str = "z8carbine", slot_l_hand_str = "z8carbine") //placeholder
|
||||
origin_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 5, TECH_POWER = 4)
|
||||
projectile_type = /obj/item/projectile/beam/sniper
|
||||
slot_flags = SLOT_BACK
|
||||
battery_lock = 1
|
||||
charge_cost = 600
|
||||
fire_delay = 35
|
||||
force = 10
|
||||
w_class = ITEMSIZE_HUGE // So it can't fit in a backpack.
|
||||
accuracy = -45 //shooting at the hip
|
||||
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.
|
||||
|
||||
/obj/item/weapon/gun/energy/sniperrifle/verb/scope()
|
||||
set category = "Object"
|
||||
set name = "Use Scope"
|
||||
set popup_menu = 1
|
||||
|
||||
toggle_scope(2.0)
|
||||
|
||||
/obj/item/weapon/gun/energy/monorifle
|
||||
name = "antique mono-rifle"
|
||||
desc = "An old laser rifle. This one can only fire once before requiring recharging."
|
||||
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"
|
||||
origin_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 4, TECH_POWER = 3)
|
||||
projectile_type = /obj/item/projectile/beam/sniper
|
||||
slot_flags = SLOT_BACK
|
||||
charge_cost = 1300
|
||||
fire_delay = 20
|
||||
force = 8
|
||||
w_class = ITEMSIZE_LARGE
|
||||
accuracy = 10
|
||||
scoped_accuracy = 15
|
||||
var/scope_multiplier = 1.5
|
||||
|
||||
/obj/item/weapon/gun/energy/monorifle/verb/sights()
|
||||
set category = "Object"
|
||||
set name = "Aim Down Sights"
|
||||
set popup_menu = 1
|
||||
|
||||
toggle_scope(scope_multiplier)
|
||||
|
||||
/obj/item/weapon/gun/energy/monorifle/combat
|
||||
name = "combat mono-rifle"
|
||||
desc = "A modernized version of the mono-rifle. This one can fire twice before requiring recharging."
|
||||
description_fluff = "A modern design produced by a company once working from Saint Columbia, based on the antique mono-rifle 'Rainy Day Special' design."
|
||||
icon_state = "ecshotgun"
|
||||
item_state = "cshotgun"
|
||||
charge_cost = 1000
|
||||
force = 12
|
||||
accuracy = 0
|
||||
scoped_accuracy = 20
|
||||
|
||||
////////Laser Tag////////////////////
|
||||
|
||||
/obj/item/weapon/gun/energy/lasertag
|
||||
name = "laser tag gun"
|
||||
item_state = "laser"
|
||||
desc = "Standard issue weapon of the Imperial Guard"
|
||||
origin_tech = list(TECH_COMBAT = 1, TECH_MAGNET = 2)
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 2000)
|
||||
projectile_type = /obj/item/projectile/beam/lasertag/blue
|
||||
cell_type = /obj/item/weapon/cell/device/weapon/recharge
|
||||
battery_lock = 1
|
||||
var/required_vest
|
||||
|
||||
/obj/item/weapon/gun/energy/lasertag/special_check(var/mob/living/carbon/human/M)
|
||||
if(ishuman(M))
|
||||
if(!istype(M.wear_suit, required_vest))
|
||||
M << "<span class='warning'>You need to be wearing your laser tag vest!</span>"
|
||||
return 0
|
||||
return ..()
|
||||
|
||||
/obj/item/weapon/gun/energy/lasertag/blue
|
||||
icon_state = "bluetag"
|
||||
item_state = "bluetag"
|
||||
projectile_type = /obj/item/projectile/beam/lasertag/blue
|
||||
required_vest = /obj/item/clothing/suit/bluetag
|
||||
|
||||
/obj/item/weapon/gun/energy/lasertag/red
|
||||
icon_state = "redtag"
|
||||
item_state = "redtag"
|
||||
projectile_type = /obj/item/projectile/beam/lasertag/red
|
||||
required_vest = /obj/item/clothing/suit/redtag
|
||||
|
||||
/obj/item/weapon/gun/energy/lasertag/omni
|
||||
projectile_type = /obj/item/projectile/beam/lasertag/omni
|
||||
|
||||
// Laser scattergun, proof of concept.
|
||||
|
||||
/obj/item/weapon/gun/energy/lasershotgun
|
||||
name = "laser scattergun"
|
||||
icon = 'icons/obj/energygun.dmi'
|
||||
item_state = "laser"
|
||||
icon_state = "scatter"
|
||||
desc = "A strange Almachi weapon, utilizing a refracting prism to turn a single laser blast into a diverging cluster."
|
||||
origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 1, TECH_MATERIAL = 4)
|
||||
|
||||
projectile_type = /obj/item/projectile/scatter/laser
|
||||
@@ -89,6 +89,7 @@
|
||||
/obj/item/projectile/beam/cyan
|
||||
name = "cyan beam"
|
||||
icon_state = "cyan"
|
||||
fire_sound = 'sound/weapons/eluger.ogg'
|
||||
damage = 40
|
||||
light_color = "#00C6FF"
|
||||
|
||||
@@ -125,62 +126,52 @@
|
||||
tracer_type = /obj/effect/projectile/tracer/emitter
|
||||
impact_type = /obj/effect/projectile/impact/emitter
|
||||
|
||||
/obj/item/projectile/beam/lastertag/blue
|
||||
/obj/item/projectile/beam/lasertag
|
||||
name = "lasertag beam"
|
||||
icon_state = "bluelaser"
|
||||
damage = 0
|
||||
eyeblur = 0
|
||||
no_attack_log = 1
|
||||
damage_type = BURN
|
||||
check_armour = "laser"
|
||||
light_color = "#0066FF"
|
||||
|
||||
combustion = FALSE
|
||||
|
||||
/obj/item/projectile/beam/lasertag/blue
|
||||
icon_state = "bluelaser"
|
||||
light_color = "#0066FF"
|
||||
|
||||
muzzle_type = /obj/effect/projectile/muzzle/laser_blue
|
||||
tracer_type = /obj/effect/projectile/tracer/laser_blue
|
||||
impact_type = /obj/effect/projectile/impact/laser_blue
|
||||
|
||||
/obj/item/projectile/beam/lastertag/blue/on_hit(var/atom/target, var/blocked = 0)
|
||||
if(istype(target, /mob/living/carbon/human))
|
||||
/obj/item/projectile/beam/lasertag/blue/on_hit(var/atom/target, var/blocked = 0)
|
||||
if(ishuman(target))
|
||||
var/mob/living/carbon/human/M = target
|
||||
if(istype(M.wear_suit, /obj/item/clothing/suit/redtag))
|
||||
M.Weaken(5)
|
||||
return 1
|
||||
|
||||
/obj/item/projectile/beam/lastertag/red
|
||||
name = "lasertag beam"
|
||||
/obj/item/projectile/beam/lasertag/red
|
||||
icon_state = "laser"
|
||||
damage = 0
|
||||
no_attack_log = 1
|
||||
damage_type = BURN
|
||||
check_armour = "laser"
|
||||
light_color = "#FF0D00"
|
||||
|
||||
combustion = FALSE
|
||||
|
||||
/obj/item/projectile/beam/lastertag/red/on_hit(var/atom/target, var/blocked = 0)
|
||||
if(istype(target, /mob/living/carbon/human))
|
||||
/obj/item/projectile/beam/lasertag/red/on_hit(var/atom/target, var/blocked = 0)
|
||||
if(ishuman(target))
|
||||
var/mob/living/carbon/human/M = target
|
||||
if(istype(M.wear_suit, /obj/item/clothing/suit/bluetag))
|
||||
M.Weaken(5)
|
||||
return 1
|
||||
|
||||
/obj/item/projectile/beam/lastertag/omni//A laser tag bolt that stuns EVERYONE
|
||||
name = "lasertag beam"
|
||||
/obj/item/projectile/beam/lasertag/omni//A laser tag bolt that stuns EVERYONE
|
||||
icon_state = "omnilaser"
|
||||
damage = 0
|
||||
damage_type = BURN
|
||||
check_armour = "laser"
|
||||
light_color = "#00C6FF"
|
||||
|
||||
combustion = FALSE
|
||||
|
||||
muzzle_type = /obj/effect/projectile/muzzle/laser_omni
|
||||
tracer_type = /obj/effect/projectile/tracer/laser_omni
|
||||
impact_type = /obj/effect/projectile/impact/laser_omni
|
||||
|
||||
/obj/item/projectile/beam/lastertag/omni/on_hit(var/atom/target, var/blocked = 0)
|
||||
if(istype(target, /mob/living/carbon/human))
|
||||
/obj/item/projectile/beam/lasertag/omni/on_hit(var/atom/target, var/blocked = 0)
|
||||
if(ishuman(target))
|
||||
var/mob/living/carbon/human/M = target
|
||||
if((istype(M.wear_suit, /obj/item/clothing/suit/bluetag))||(istype(M.wear_suit, /obj/item/clothing/suit/redtag)))
|
||||
M.Weaken(5)
|
||||
|
||||
Reference in New Issue
Block a user