Projectiles cleaned up a bit and moved into a /modules folder.

Solars should work a bit better now.
Removed the old shield item as it has not been used in forever and was cluttering up some of the mob code.
IonRifle only has 5 shots before it needs to be reloaded down from 10.
Lowered the weakbullet's stun to match the taser.
You can no longer recall the shuttle on meteor.
Fixed a bug I caused on rev where if the revs were in space and dead it would count them as living.
Bit of blob work.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2220 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
mport2004@gmail.com
2011-09-18 07:27:05 +00:00
parent e4ec81fa6b
commit a72e6d6a84
42 changed files with 2178 additions and 2304 deletions

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/obj/item/ammo_casing
name = "bullet casing"
desc = "A .357 bullet casing."
icon = 'ammo.dmi'
icon_state = "s-casing"
flags = FPRINT | TABLEPASS | CONDUCT | ONBELT
throwforce = 1
w_class = 1.0
var
caliber = "357" //Which kind of guns it can be loaded into
projectile_type = "/obj/item/projectile"//The bullet type to create when New() is called
obj/item/projectile/BB = null //The loaded bullet
New()
..()
if(projectile_type)
BB = new projectile_type(src)
pixel_x = rand(-10.0, 10)
pixel_y = rand(-10.0, 10)
dir = pick(cardinal)
attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if (istype(W, /obj/item/weapon/trashbag))
var/obj/item/weapon/trashbag/S = W
if (S.mode == 1)
for (var/obj/item/ammo_casing/AC in locate(src.x,src.y,src.z))
if (S.contents.len < S.capacity)
S.contents += AC;
else
user << "\blue The bag is full."
break
user << "\blue You pick up all trash."
else
if (S.contents.len < S.capacity)
S.contents += src;
else
user << "\blue The bag is full."
S.update_icon()
return
//Boxes of ammo
/obj/item/ammo_magazine
name = "ammo box (.357)"
desc = "A box of .357 ammo"
icon_state = "357"
icon = 'ammo.dmi'
flags = FPRINT | TABLEPASS | CONDUCT | ONBELT
item_state = "syringe_kit"
m_amt = 50000
throwforce = 2
w_class = 1.0
throw_speed = 4
throw_range = 10
var
list/stored_ammo = list()
New()
for(var/i = 1, i <= 7, i++)
stored_ammo += new /obj/item/ammo_casing(src)
update_icon()
update_icon()
icon_state = text("[initial(icon_state)]-[]", stored_ammo.len)
desc = text("There are [] shell\s left!", stored_ammo.len)

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/obj/item/ammo_magazine/a75//Still needs to be gone through
name = "ammo magazine (.75)"
icon_state = "gyro"
New()
for(var/i = 1, i <= 8, i++)
stored_ammo += new /obj/item/ammo_casing/a75(src)
update_icon()
/obj/item/ammo_magazine/c38
name = "speed loader (.38)"
icon_state = "38"
New()
for(var/i = 1, i <= 7, i++)
stored_ammo += new /obj/item/ammo_casing/c38(src)
update_icon()
/obj/item/ammo_magazine/a418
name = "ammo box (.418)"
icon_state = "418"
New()
for(var/i = 1, i <= 7, i++)
stored_ammo += new /obj/item/ammo_casing/a418(src)
update_icon()
/obj/item/ammo_magazine/a666
name = "ammo box (.666)"
icon_state = "666"
New()
for(var/i = 1, i <= 2, i++)
stored_ammo += new /obj/item/ammo_casing/a666(src)
update_icon()
/obj/item/ammo_magazine/c9mm
name = "Ammunition Box (9mm)"
icon_state = "9mm"
origin_tech = "combat=3;materials=2"
New()
for(var/i = 1, i <= 30, i++)
stored_ammo += new /obj/item/ammo_casing/c9mm(src)
update_icon()
update_icon()
desc = text("There are [] round\s left!", stored_ammo.len)
/obj/item/ammo_magazine/c45
name = "Ammunition Box (.45)"
icon_state = "9mm"
origin_tech = "combat=3;materials=2"
New()
for(var/i = 1, i <= 30, i++)
stored_ammo += new /obj/item/ammo_casing/c45(src)
update_icon()
update_icon()
desc = text("There are [] round\s left!", stored_ammo.len)

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/obj/item/ammo_casing/a418
desc = "A .418 bullet casing."
caliber = "357"
projectile_type = "/obj/item/projectile/suffocationbullet"
/obj/item/ammo_casing/a75
desc = "A .75 bullet casing."
caliber = "75"
projectile_type = "/obj/item/projectile/gyro"
/obj/item/ammo_casing/a666
desc = "A .666 bullet casing."
caliber = "357"
projectile_type = "/obj/item/projectile/cyanideround"
/obj/item/ammo_casing/c38
desc = "A .38 bullet casing."
caliber = "38"
projectile_type = "/obj/item/projectile/weakbullet"
/obj/item/ammo_casing/c9mm
desc = "A 9mm bullet casing."
caliber = "9mm"
projectile_type = "/obj/item/projectile/weakbullet"
/obj/item/ammo_casing/c45
desc = "A .45 bullet casing."
caliber = ".45"
projectile_type = "/obj/item/projectile/midbullet"
/obj/item/ammo_casing/shotgun
name = "shotgun shell"
desc = "A 12 gauge shell."
icon_state = "gshell"
caliber = "shotgun"
projectile_type = "/obj/item/projectile"
m_amt = 12500
/obj/item/ammo_casing/shotgun/blank
name = "shotgun shell"
desc = "A blank shell."
icon_state = "blshell"
m_amt = 250
/obj/item/ammo_casing/shotgun/beanbag
name = "beanbag shell"
desc = "A weak beanbag shell."
icon_state = "bshell"
projectile_type = "/obj/item/projectile/weakbullet"
m_amt = 500
/obj/item/ammo_casing/shotgun/stunshell
name = "stun shell"
desc = "A stunning shell."
icon_state = "stunshell"
projectile_type = "/obj/item/projectile/stunshot"
m_amt = 2500
/obj/item/ammo_casing/shotgun/dart
name = "shotgun darts"
desc = "A dart for use in shotguns."
icon_state = "blshell" //someone, draw the icon, please.
projectile_type = "/obj/item/projectile/dart"
m_amt = 12500

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/obj/item/weapon/gun
name = "gun"
desc = "Its a gun. It's pretty terrible, though."
icon = 'gun.dmi'
icon_state = "detective"
item_state = "gun"
flags = FPRINT | TABLEPASS | CONDUCT | ONBELT | USEDELAY
m_amt = 2000
w_class = 3.0
throwforce = 5
throw_speed = 4
throw_range = 5
force = 5.0//They now do the ave damage
origin_tech = "combat=1"
var
fire_sound = 'Gunshot.ogg'
obj/item/projectile/in_chamber
caliber = ""
silenced = 0
badmin = 0
recoil = 0
proc
load_into_chamber()
badmin_ammo()
special_check(var/mob/M)
load_into_chamber()
in_chamber = new /obj/item/projectile/weakbullet(src)
return 1
badmin_ammo() //CREEEEEED!!!!!!!!!
switch(badmin)
if(1)
in_chamber = new /obj/item/projectile/electrode(src)
if(2)
in_chamber = new /obj/item/projectile/weakbullet(src)
if(3)
in_chamber = new /obj/item/projectile(src)
if(4)
in_chamber = new /obj/item/projectile/beam(src)
if(5)
in_chamber = new /obj/item/projectile/beam/pulse(src)
else
return 0
if(!istype(src, /obj/item/weapon/gun/energy))
var/obj/item/ammo_casing/AC = new(get_turf(src))
AC.name = "bullet casing"
AC.desc = "This casing has the NT Insignia etched into the side."
return 1
special_check(var/mob/M) //Placeholder for any special checks, like detective's revolver.
return 1
emp_act(severity)
for(var/obj/O in contents)
O.emp_act(severity)
afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, flag)//TODO: go over this
if (flag)
return //we're placing gun on a table or in backpack --rastaf0
if(istype(target, /obj/machinery/recharger) && istype(src, /obj/item/weapon/gun/energy))
return
if(istype(user, /mob/living))
var/mob/living/M = user
if ((M.mutations & CLOWN) && prob(50))
M << "\red The [src.name] blows up in your face."
M.take_organ_damage(0,20)
M.drop_item()
del(src)
return
if (!user.IsAdvancedToolUser())
user << "\red You don't have the dexterity to do this!"
return
add_fingerprint(user)
var/turf/curloc = user.loc
var/turf/targloc = get_turf(target)
if (!istype(targloc) || !istype(curloc))
return
if(badmin)
badmin_ammo()
else if(!special_check(user))
return
else if(!load_into_chamber())
user << "\red *click* *click*";
return
if(istype(src, /obj/item/weapon/gun/projectile/shotgun))//TODO: Get this out of here, parent objects should check child types as little as possible
var/obj/item/weapon/gun/projectile/shotgun/S = src
if(S.pumped >= S.maxpump)
S.pump()
return
if(silenced)
playsound(user, fire_sound, 10, 1)
else
playsound(user, fire_sound, 50, 1)
if(!in_chamber)
return
in_chamber.firer = user
in_chamber.def_zone = user.get_organ_target()
if(targloc == curloc)
user.bullet_act(in_chamber)
del(in_chamber)
update_icon()
return
if(istype(src, /obj/item/weapon/gun/energy/freeze))
var/obj/item/projectile/freeze/F = in_chamber
var/obj/item/weapon/gun/energy/freeze/Fgun = src
F.temperature = Fgun.temperature
if(recoil)
spawn()
shake_camera(user, recoil + 1, recoil)
in_chamber.original = targloc
in_chamber.loc = get_turf(user)
user.next_move = world.time + 4
in_chamber.silenced = silenced
in_chamber.current = curloc
in_chamber.yo = targloc.y - curloc.y
in_chamber.xo = targloc.x - curloc.x
spawn()
in_chamber.process()
sleep(1)
in_chamber = null
if(istype(src, /obj/item/weapon/gun/projectile/shotgun))
var/obj/item/weapon/gun/projectile/shotgun/S = src
S.pumped++
update_icon()
return
/obj/item/weapon/gun/projectile
desc = "A classic revolver. Uses 357 ammo"
name = "revolver"
icon_state = "revolver"
caliber = "357"
origin_tech = "combat=2;materials=2;syndicate=6"
w_class = 3.0
m_amt = 1000
var
list/loaded = list()
max_shells = 7
load_method = 0 //0 = Single shells or quick loader, 1 = magazine
// Shotgun variables
pumped = 0
maxpump = 1
list/Storedshots = list()
load_into_chamber()
if(!loaded.len)
if(Storedshots.len > 0)
if(istype(src, /obj/item/weapon/gun/projectile/shotgun))
var/obj/item/weapon/gun/projectile/shotgun/S = src
S.pump(loc)
return 0
if(istype(src, /obj/item/weapon/gun/projectile/shotgun) && pumped >= maxpump)
return 1
var/obj/item/ammo_casing/AC = loaded[1] //load next casing.
loaded -= AC //Remove casing from loaded list.
if(!istype(src, /obj/item/weapon/gun/projectile/shotgun))
AC.loc = get_turf(src) //Eject casing onto ground.
else
Storedshots += AC
if(AC.BB)
in_chamber = AC.BB //Load projectile into chamber.
AC.BB.loc = src //Set projectile loc to gun.
return 1
else
return 0
New()
for(var/i = 1, i <= max_shells, i++)
loaded += new /obj/item/ammo_casing(src)
update_icon()
attackby(var/obj/item/A as obj, mob/user as mob)
var/num_loaded = 0
if(istype(A, /obj/item/ammo_magazine))
var/obj/item/ammo_magazine/AM = A
for(var/obj/item/ammo_casing/AC in AM.stored_ammo)
if(loaded.len >= max_shells)
break
if(AC.caliber == caliber && loaded.len < max_shells)
AC.loc = src
AM.stored_ammo -= AC
loaded += AC
num_loaded++
else if(istype(A, /obj/item/ammo_casing) && !load_method)
var/obj/item/ammo_casing/AC = A
if(AC.caliber == caliber && loaded.len < max_shells)
user.drop_item()
AC.loc = src
loaded += AC
num_loaded++
if(num_loaded)
user << text("\blue You load [] shell\s into the gun!", num_loaded)
A.update_icon()
return
update_icon()
desc = initial(desc) + text(" Has [] rounds remaining.", loaded.len)
/obj/item/weapon/gun/energy
icon_state = "energy"
name = "energy gun"
desc = "A basic energy-based gun with two settings: Stun and kill."
fire_sound = 'Taser.ogg'
var
var/obj/item/weapon/cell/power_supply
mode = 0 //0 = stun, 1 = kill
charge_cost = 100 //How much energy is needed to fire.
emp_act(severity)
power_supply.use(round(power_supply.maxcharge / severity))
update_icon()
..()
New()
power_supply = new(src)
power_supply.give(power_supply.maxcharge)
load_into_chamber()
if(in_chamber)
return 1
if(!power_supply)
return 0
if(power_supply.charge < charge_cost)
return 0
switch (mode)
if(0)
in_chamber = new /obj/item/projectile/electrode(src)
if(1)
in_chamber = new /obj/item/projectile/beam(src)
power_supply.use(charge_cost)
return 1
attack_self(mob/living/user as mob)
switch(mode)
if(0)
mode = 1
charge_cost = 100
fire_sound = 'Laser.ogg'
user << "\red [src.name] is now set to kill."
if(1)
mode = 0
charge_cost = 100
fire_sound = 'Taser.ogg'
user << "\red [src.name] is now set to stun."
update_icon()
return
update_icon()
var/ratio = power_supply.charge / power_supply.maxcharge
ratio = round(ratio, 0.25) * 100
icon_state = text("[][]", initial(icon_state), ratio)

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/obj/item/weapon/gun/energy/laser
name = "laser gun"
icon_state = "laser"
fire_sound = 'Laser.ogg'
w_class = 3.0
m_amt = 2000
origin_tech = "combat=3;magnets=2"
mode = 1 //We don't want laser guns to be on a stun setting. --Superxpdude
attack_self(mob/living/user as mob)
return // We don't want laser guns to be able to change to a stun setting. --Superxpdude
/obj/item/weapon/gun/energy/laser/captain
icon_state = "caplaser"
desc = "This is an antique laser gun. All craftsmanship is of the highest quality. It is decorated with assistant leather and chrome. The object menaces with spikes of energy. On the item is an image of Space Station 13. The station is exploding."
force = 10
origin_tech = null //forgotten technology of ancients lol
New()
..()
charge()
proc
charge()
if(power_supply.charge < power_supply.maxcharge)
power_supply.give(100)
update_icon()
spawn(50) charge()
//Added this to the cap's laser back before the gun overhaul to make it halfways worth stealing. It's back now. --NEO
/obj/item/weapon/gun/energy/laser/cyborg/load_into_chamber()
if(in_chamber)
return 1
if(isrobot(src.loc))
var/mob/living/silicon/robot/R = src.loc
R.cell.use(40)
in_chamber = new /obj/item/projectile/beam(src)
return 1
return 0
/obj/item/weapon/gun/energy/pulse_rifle
name = "pulse rifle"
desc = "A heavy-duty, pulse-based energy weapon with multiple fire settings, preferred by front-line combat personnel."
icon_state = "pulse"
force = 10 //The standard high damage
mode = 2
fire_sound = 'pulse.ogg'
load_into_chamber()
if(in_chamber)
return 1
if(power_supply.charge < charge_cost)
return 0
switch (mode)
if(0)
in_chamber = new /obj/item/projectile/electrode(src)
if(1)
in_chamber = new /obj/item/projectile/beam(src)
if(2)
in_chamber = new /obj/item/projectile/beam/pulse(src)
power_supply.use(charge_cost)
return 1
attack_self(mob/living/user as mob)
mode++
switch(mode)
if(1)
user << "\red [src.name] is now set to kill."
fire_sound = 'Laser.ogg'
charge_cost = 100
if(2)
user << "\red [src.name] is now set to destroy."
fire_sound = 'pulse.ogg'
charge_cost = 200
else
mode = 0
user << "\red [src.name] is now set to stun."
fire_sound = 'Taser.ogg'
charge_cost = 50
New()
power_supply = new /obj/item/weapon/cell/super(src)
power_supply.give(power_supply.maxcharge)
update_icon()
/obj/item/weapon/gun/energy/pulse_rifle/destroyer
name = "pulse destroyer"
desc = "A heavy-duty, pulse-based energy weapon. The mode is set to DESTROY. Always destroy."
mode = 2
New()
power_supply = new /obj/item/weapon/cell/infinite(src)
power_supply.give(power_supply.maxcharge)
update_icon()
attack_self(mob/living/user as mob)
return
/obj/item/weapon/gun/energy/pulse_rifle/M1911
name = "m1911-P"
desc = "It's not the size of the gun, it's the size of the hole it puts through people."
icon_state = "m1911-p"
New()
power_supply = new /obj/item/weapon/cell/infinite(src)
power_supply.give(power_supply.maxcharge)
update_icon()
/obj/item/weapon/gun/energy/nuclear
name = "Advanced Energy Gun"
desc = "An energy gun with an experimental miniaturized reactor."
origin_tech = "combat=3;materials=5;powerstorage=3"
var/lightfail = 0
icon_state = "nucgun"
New()
..()
charge()
proc
charge()
if(power_supply.charge < power_supply.maxcharge)
if(failcheck())
power_supply.give(100)
update_icon()
if(!crit_fail)
spawn(50) charge()
failcheck()
lightfail = 0
if (prob(src.reliability)) return 1 //No failure
if (prob(src.reliability))
for (var/mob/M in range(0,src)) //Only a minor failure, enjoy your radiation if you're in the same tile or carrying it
if (src in M.contents)
M << "\red Your gun feels pleasantly warm for a moment."
else
M << "\red You feel a warm sensation."
M.radiation += rand(1,40)
lightfail = 1
else
for (var/mob/M in range(rand(1,4),src)) //Big failure, TIME FOR RADIATION BITCHES
if (src in M.contents)
M << "\red Your gun's reactor overloads!"
M << "\red You feel a wave of heat wash over you."
M.radiation += 100
crit_fail = 1 //break the gun so it stops recharging
update_icon()
update_charge()
if (crit_fail)
overlays += "nucgun-whee"
return
var/ratio = power_supply.charge / power_supply.maxcharge
ratio = round(ratio, 0.25) * 100
overlays += text("nucgun-[]", ratio)
update_reactor()
if(crit_fail)
overlays += "nucgun-crit"
return
if(lightfail)
overlays += "nucgun-medium"
else if ((power_supply.charge/power_supply.maxcharge) <= 0.5)
overlays += "nucgun-light"
else
overlays += "nucgun-clean"
update_mode()
if (mode == 2)
overlays += "nucgun-stun"
else if (mode == 1)
overlays += "nucgun-kill"
emp_act(severity)
..()
reliability -= round(15/severity)
update_icon()
overlays = null
update_charge()
update_reactor()
update_mode()
/obj/item/weapon/gun/energy/taser
name = "taser gun"
desc = "A small, low capacity gun used for non-lethal takedowns."
icon_state = "taser"
fire_sound = 'Taser.ogg'
charge_cost = 100
load_into_chamber()
if(in_chamber)
return 1
if(power_supply.charge < charge_cost)
return 0
in_chamber = new /obj/item/projectile/electrode(src)
power_supply.use(charge_cost)
return 1
attack_self(mob/living/user as mob)
return
New()
power_supply = new /obj/item/weapon/cell/crap(src)
power_supply.give(power_supply.maxcharge)
/obj/item/weapon/gun/energy/taser/cyborg/load_into_chamber()
if(in_chamber)
return 1
if(isrobot(src.loc))
var/mob/living/silicon/robot/R = src.loc
R.cell.use(40)
in_chamber = new /obj/item/projectile/electrode(src)
return 1
return 0
/obj/item/weapon/gun/energy/lasercannon//TODO: go over this one
name = "laser cannon"
desc = "A heavy-duty laser cannon."
icon_state = "lasercannon"
fire_sound = 'lasercannonfire.ogg'
origin_tech = "combat=4;materials=3;powerstorage=3"
load_into_chamber()
if(in_chamber)
return 1
if(power_supply.charge < charge_cost)
return 0
in_chamber = new /obj/item/projectile/beam/heavylaser(src)
power_supply.use(charge_cost)
return 1
attack_self(mob/living/user as mob)
return
New()
power_supply = new /obj/item/weapon/cell(src)
power_supply.give(power_supply.maxcharge)
update_icon()
/obj/item/weapon/gun/energy/shockgun
name = "shock gun"
desc = "A high tech energy weapon that stuns and burns a target."
icon_state = "shockgun"
fire_sound = 'Laser.ogg'
origin_tech = "combat=5;materials=4;powerstorage=3"
charge_cost = 250
load_into_chamber()
if(in_chamber)
return 1
if(power_supply.charge < charge_cost)
return 0
in_chamber = new /obj/item/projectile/beam/fireball(src)
power_supply.use(charge_cost)
return 1
attack_self(mob/living/user as mob)
return
New()
power_supply = new /obj/item/weapon/cell(src)
power_supply.give(power_supply.maxcharge)
/obj/item/weapon/gun/energy/ionrifle
name = "ion rifle"
desc = "A man portable anti-armor weapon designed to disable mechanical threats"
icon_state = "ionrifle"
fire_sound = 'Laser.ogg'
origin_tech = "combat=3;magnets=2"//This could likely be changed up a bit
w_class = 4.0
flags = FPRINT | TABLEPASS | CONDUCT | USEDELAY | ONBACK
charge_cost = 200
load_into_chamber()
if(in_chamber)
return 1
if(power_supply.charge < charge_cost)
return 0
in_chamber = new /obj/item/projectile/ion(src)
power_supply.use(charge_cost)
return 1
attack_self(mob/living/user as mob)
return
New()
power_supply = new /obj/item/weapon/cell(src)
power_supply.give(power_supply.maxcharge)
/obj/item/weapon/gun/energy/decloner
name = "biological demolecularisor"
desc = "A gun that discharges high amounts of controlled radiation to slowly break a target into component elements."
icon_state = "decloner"
fire_sound = 'pulse3.ogg'
origin_tech = "combat=5;materials=4;powerstorage=3"
charge_cost = 100
load_into_chamber()
if(in_chamber)
return 1
if(power_supply.charge < charge_cost)
return 0
in_chamber = new /obj/item/projectile/declone(src)
power_supply.use(charge_cost)
return 1
attack_self(mob/living/user as mob)
return
New()
power_supply = new /obj/item/weapon/cell(src)
power_supply.give(power_supply.maxcharge)
/obj/item/weapon/gun/energy/stunrevolver
name = "stun revolver"
desc = "A high-tech revolver that fires stun cartridges. The stun cartridges can be recharged using a conventional energy weapon recharger."
icon_state = "stunrevolver"
fire_sound = 'Gunshot.ogg'
origin_tech = "combat=3;materials=3;powerstorage=2"
charge_cost = 125
load_into_chamber()
if(in_chamber)
return 1
if(power_supply.charge < charge_cost)
return 0
in_chamber = new /obj/item/projectile/electrode(src)
power_supply.use(charge_cost)
return 1
attack_self(mob/living/user as mob)
return
New()
power_supply = new /obj/item/weapon/cell(src)
power_supply.give(power_supply.maxcharge)
/obj/item/weapon/gun/energy/freeze
name = "freeze gun"
icon_state = "freezegun"
fire_sound = 'pulse3.ogg'
desc = "A gun that shoots supercooled hydrogen particles to drastically chill a target's body temperature."
var/temperature = T20C
var/current_temperature = T20C
charge_cost = 100
origin_tech = "combat=3;materials=4;powerstorage=3;magnets=2"
New()
power_supply = new /obj/item/weapon/cell/crap(src)
power_supply.give(power_supply.maxcharge)
spawn()
Life()
load_into_chamber()
if(in_chamber)
return 1
if(power_supply.charge < charge_cost)
return 0
in_chamber = new /obj/item/projectile/freeze(src)
power_supply.use(charge_cost)
return 1
attack_self(mob/living/user as mob)
user.machine = src
var/temp_text = ""
if(temperature > (T0C - 50))
temp_text = "<FONT color=black>[temperature] ([round(temperature-T0C)]&deg;C) ([round(temperature*1.8-459.67)]&deg;F)</FONT>"
else
temp_text = "<FONT color=blue>[temperature] ([round(temperature-T0C)]&deg;C) ([round(temperature*1.8-459.67)]&deg;F)</FONT>"
var/dat = {"<B>Freeze Gun Configuration: </B><BR>
Current output temperature: [temp_text]<BR>
Target output temperature: <A href='?src=\ref[src];temp=-100'>-</A> <A href='?src=\ref[src];temp=-10'>-</A> <A href='?src=\ref[src];temp=-1'>-</A> [current_temperature] <A href='?src=\ref[src];temp=1'>+</A> <A href='?src=\ref[src];temp=10'>+</A> <A href='?src=\ref[src];temp=100'>+</A><BR>
"}
user << browse(dat, "window=freezegun;size=450x300")
onclose(user, "freezegun")
Topic(href, href_list)
if (..())
return
usr.machine = src
src.add_fingerprint(usr)
if(href_list["temp"])
var/amount = text2num(href_list["temp"])
if(amount > 0)
src.current_temperature = min(T20C, src.current_temperature+amount)
else
src.current_temperature = max(0, src.current_temperature+amount)
if (istype(src.loc, /mob))
attack_self(src.loc)
src.add_fingerprint(usr)
return
proc/Life()
while(src)
sleep(10)
switch(temperature)
if(0 to 10) charge_cost = 500
if(11 to 50) charge_cost = 150
if(51 to 100) charge_cost = 100
if(101 to 150) charge_cost = 75
if(151 to 200) charge_cost = 50
if(201 to 300) charge_cost = 25
if(current_temperature != temperature)
var/difference = abs(current_temperature - temperature)
if(difference >= 10)
if(current_temperature < temperature)
temperature -= 10
else
temperature += 10
else
temperature = current_temperature
if (istype(src.loc, /mob))
attack_self(src.loc)
/obj/item/weapon/gun/energy/plasma
name = "plasma gun"
icon_state = "plasmagun"
fire_sound = 'pulse3.ogg'
desc = "A gun that fires super heated plasma at targets, thus increasing their overall body temparature and also harming them."
var/temperature = T20C
var/current_temperature = T20C
charge_cost = 100
origin_tech = "combat=3;materials=4;powerstorage=3;magnets=2"
New()
power_supply = new /obj/item/weapon/cell/crap(src)
power_supply.give(power_supply.maxcharge)
spawn()
Life()
load_into_chamber()
if(in_chamber)
return 1
if(power_supply.charge < charge_cost)
return 0
in_chamber = new /obj/item/projectile/plasma(src)
power_supply.use(charge_cost)
return 1
attack_self(mob/living/user as mob)
user.machine = src
var/temp_text = ""
if(temperature < (T0C + 50))
temp_text = "<FONT color=black>[temperature] ([round(temperature+T0C)]&deg;C) ([round(temperature*1.8+459.67)]&deg;F)</FONT>"
else
temp_text = "<FONT color=red>[temperature] ([round(temperature+T0C)]&deg;C) ([round(temperature*1.8+459.67)]&deg;F)</FONT>"
var/dat = {"<B>Plasma Gun Configuration: </B><BR>
Current output temperature: [temp_text]<BR>
Target output temperature: <A href='?src=\ref[src];temp=-100'>-</A> <A href='?src=\ref[src];temp=-10'>-</A> <A href='?src=\ref[src];temp=-1'>-</A> [current_temperature] <A href='?src=\ref[src];temp=1'>+</A> <A href='?src=\ref[src];temp=10'>+</A> <A href='?src=\ref[src];temp=100'>+</A><BR>
"}
user << browse(dat, "window=plasmagun;size=450x300")
onclose(user, "plasmagun")
Topic(href, href_list)
if (..())
return
usr.machine = src
src.add_fingerprint(usr)
if(href_list["temp"])
var/amount = text2num(href_list["temp"])
if(amount < 0)
src.current_temperature = max(T20C, src.current_temperature+amount)
else
src.current_temperature = min(800, src.current_temperature+amount)
if (istype(src.loc, /mob))
attack_self(src.loc)
src.add_fingerprint(usr)
return
proc/Life()
while(src)
sleep(10)
switch(temperature)
if(601 to 800) charge_cost = 500
if(401 to 600) charge_cost = 150
if(201 to 400) charge_cost = 100
if(101 to 200) charge_cost = 75
if(51 to 100) charge_cost = 50
if(0 to 50) charge_cost = 25
if(current_temperature != temperature)
var/difference = abs(current_temperature + temperature)
if(difference >= 10)
if(current_temperature < temperature)
temperature -= 10
else
temperature += 10
else
temperature = current_temperature
if (istype(src.loc, /mob))
attack_self(src.loc)
/obj/item/weapon/gun/energy/crossbow
name = "mini energy-crossbow"
desc = "A weapon favored by many of the syndicates stealth specialists."
icon_state = "crossbow"
w_class = 2.0
item_state = "crossbow"
m_amt = 2000
origin_tech = "combat=2;magnets=2;syndicate=5"
silenced = 1
fire_sound = 'Genhit.ogg'
New()
power_supply = new /obj/item/weapon/cell/crap(src)
power_supply.give(power_supply.maxcharge)
charge()
proc/charge()
if(power_supply)
if(power_supply.charge < power_supply.maxcharge) power_supply.give(100)
spawn(50) charge()
update_icon()
return
attack_self(mob/living/user as mob)
return
load_into_chamber()
if(in_chamber)
return 1
if(power_supply.charge < charge_cost)
return 0
in_chamber = new /obj/item/projectile/bolt(src)
power_supply.use(charge_cost)
return 1
/obj/item/weapon/gun/energy/crossbow/cyborg/load_into_chamber()
if(in_chamber)
return 1
if(isrobot(src.loc))
var/mob/living/silicon/robot/R = src.loc
R.cell.use(20)
in_chamber = new /obj/item/projectile/bolt(src)
return 1
return 0
/obj/item/weapon/gun/energy/crossbow/largecrossbow
name = "Energy Crossbow"
desc = "A weapon favored by syndicate infiltration teams."
icon_state = "crossbow"
w_class = 4.0
item_state = "crossbow"
force = 10
m_amt = 2000
origin_tech = "combat=2;magnets=2;syndicate=5"
silenced = 1
fire_sound = 'Genhit.ogg'
New()
power_supply = new /obj/item/weapon/cell/crap(src)
power_supply.give(power_supply.maxcharge)
charge()
charge()
if(power_supply)
if(power_supply.charge < power_supply.maxcharge) power_supply.give(200)
spawn(20) charge()
update_icon()
return
attack_self(mob/living/user as mob)
return
load_into_chamber()
if(in_chamber)
return 1
if(power_supply.charge <= charge_cost)
return 0
in_chamber = new /obj/item/projectile/largebolt(src)
power_supply.use(charge_cost)
return 1

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@@ -0,0 +1,225 @@
/obj/item/weapon/gun/projectile/detective
desc = "A cheap Martian knock-off of a Smith & Wesson Model 10. Uses .38-Special rounds."
name = ".38 revolver"
icon_state = "detective"
caliber = "38"
origin_tech = "combat=2;materials=2"
New()
for(var/i = 1, i <= max_shells, i++)
loaded += new /obj/item/ammo_casing/c38(src)
update_icon()
special_check(var/mob/living/carbon/human/M)
if(istype(M))
if(istype(M.w_uniform, /obj/item/clothing/under/det) && istype(M.head, /obj/item/clothing/head/det_hat) && istype(M.wear_suit, /obj/item/clothing/suit/det_suit))
return 1
M << "\red You just don't feel cool enough to use this gun looking like that."
return 0
verb
rename_gun()
set name = "Name Gun"
set desc = "Click to rename your gun. If you're the detective."
var/mob/U = usr
if(ishuman(U)&&U.mind&&U.mind.assigned_role=="Detective")
var/input = input("What do you want to name the gun?",,"")
input = sanitize(input)
if(input)
if(in_range(U,src)&&(!isnull(src))&&!U.stat)
name = input
U << "You name the gun [input]. Say hello to your new friend."
else
U << "\red Can't let you do that, detective!"
else
U << "\red You don't feel cool enough to name this gun, chump."
/obj/item/weapon/gun/projectile/mateba
name = "mateba"
desc = "When you absolutely, positively need a 10mm hole in the other guy. Uses .357 ammo."
icon_state = "mateba"
origin_tech = "combat=2;materials=2"
/obj/item/weapon/gun/projectile/shotgun
name = "shotgun"
desc = "Useful for sweeping alleys."
icon_state = "shotgun"
max_shells = 2
w_class = 4.0
force = 10
flags = FPRINT | TABLEPASS | CONDUCT | USEDELAY | ONBACK
caliber = "shotgun"
origin_tech = "combat=2;materials=2"
var/recentpump = 0 // to prevent spammage
New()
for(var/i = 1, i <= max_shells, i++)
loaded += new /obj/item/ammo_casing/shotgun/beanbag(src)
update_icon()
attack_self(mob/living/user as mob)
if(recentpump) return
pump()
recentpump = 1
sleep(10)
recentpump = 0
return
proc/pump(mob/M)
playsound(M, 'shotgunpump.ogg', 60, 1)
pumped = 0
for(var/obj/item/ammo_casing/AC in Storedshots)
Storedshots -= AC //Remove casing from loaded list.
AC.loc = get_turf(src) //Eject casing onto ground.
/obj/item/weapon/gun/projectile/shotgun/combat
name = "combat shotgun"
icon_state = "cshotgun"
w_class = 4.0
flags = FPRINT | TABLEPASS | CONDUCT | USEDELAY | ONBACK
max_shells = 8
origin_tech = "combat=3"
maxpump = 1
New()
for(var/i = 1, i <= max_shells, i++)
loaded += new /obj/item/ammo_casing/shotgun(src)
update_icon()
/obj/item/weapon/gun/projectile/shotgun/combat2
name = "security combat shotgun"
icon_state = "cshotgun"
w_class = 4.0
flags = FPRINT | TABLEPASS | CONDUCT | USEDELAY | ONBACK
max_shells = 4
origin_tech = "combat=3"
maxpump = 1
New()
for(var/i = 1, i <= max_shells, i++)
loaded += new /obj/item/ammo_casing/shotgun/beanbag(src)
update_icon()
/obj/item/weapon/gun/projectile/automatic //Hopefully someone will find a way to make these fire in bursts or something. --Superxpdude
name = "Submachine Gun"
desc = "A lightweight, fast firing gun. Uses 9mm rounds."
icon_state = "saber"
w_class = 3.0
max_shells = 18
caliber = "9mm"
origin_tech = "combat=4;materials=2"
New()
for(var/i = 1, i <= max_shells, i++)
loaded += new /obj/item/ammo_casing/c9mm(src)
update_icon()
/obj/item/weapon/gun/projectile/automatic/mini_uzi
name = "Mini-Uzi"
desc = "A lightweight, fast firing gun, for when you REALLY need someone dead. Uses .45 rounds."
icon_state = "mini-uzi"
w_class = 3.0
max_shells = 20
caliber = ".45"
origin_tech = "combat=5;materials=2;syndicate=8"
New()
for(var/i = 1, i <= max_shells, i++)
loaded += new /obj/item/ammo_casing/c45(src)
update_icon()
/obj/item/weapon/gun/projectile/silenced
name = "Silenced Pistol"
desc = "A small, quiet, easily concealable gun. Uses .45 rounds."
icon_state = "silenced_pistol"
w_class = 3.0
max_shells = 12
caliber = ".45"
silenced = 1
origin_tech = "combat=2;materials=2;syndicate=8"
New()
for(var/i = 1, i <= max_shells, i++)
loaded += new /obj/item/ammo_casing/c45(src)
update_icon()
/obj/item/weapon/gun/projectile/deagle
name = "Desert Eagle"
desc = "A robust handgun that uses 357 magnum ammo"
icon_state = "deagle"
w_class = 3.0
force = 14.0
max_shells = 9
caliber = "357"
origin_tech = "combat=2;materials=2"
New()
for(var/i = 1, i <= max_shells, i++)
loaded += new /obj/item/ammo_casing(src)
update_icon()
/obj/item/weapon/gun/projectile/deagleg
name = "Desert Eagle"
desc = "A gold plated gun folded over a million times by superior martian gunsmiths. Uses 357 ammo."
icon_state = "deagleg"
item_state = "deagleg"
w_class = 3.0
max_shells = 9
caliber = "357"
origin_tech = "combat=2;materials=2"
New()
for(var/i = 1, i <= max_shells, i++)
loaded += new /obj/item/ammo_casing(src)
update_icon()
/obj/item/weapon/gun/projectile/deaglecamo
name = "Desert Eagle"
desc = "A Deagle brand Deagle for operators operating operationally. Uses 357 ammo."
icon_state = "deaglecamo"
item_state = "deagleg"
w_class = 3.0
max_shells = 9
caliber = "357"
origin_tech = "combat=2;materials=2"
New()
for(var/i = 1, i <= max_shells, i++)
loaded += new /obj/item/ammo_casing(src)
update_icon()
/obj/item/weapon/gun/projectile/gyropistol
name = "Gyrojet Pistol"
desc = "A bulky pistol designed to fire self propelled rounds"
icon_state = "gyropistol"
w_class = 3.0
max_shells = 8
caliber = "a75"
fire_sound = 'Explosion1.ogg'
origin_tech = "combat=3"
New()
for(var/i = 1, i <= max_shells, i++)
loaded += new /obj/item/ammo_casing/a75(src)
update_icon()

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@@ -0,0 +1,111 @@
/*
#define BRUTE "brute"
#define BURN "burn"
#define TOX "tox"
#define OXY "oxy"
#define CLONE "clone"
#define ADD "add"
#define SET "set"
*/
/obj/item/projectile
name = "projectile"
icon = 'projectiles.dmi'
icon_state = "bullet"
density = 1
unacidable = 1 //Just to be sure.
anchored = 1 // I'm not sure if it is a good idea. Bullets sucked to space and curve trajectories near singularity could be awesome. --rastaf0
flags = FPRINT | TABLEPASS
pass_flags = PASSTABLE
mouse_opacity = 0
var
bumped = 0 //Prevents it from hitting more than one guy at once
def_zone = "" //Aiming at, Also this should be more random its hard to hit things sometimes
mob/firer = null//Who shot it
silenced = 0 //Attack message
yo = null
xo = null
current = null
turf/original = null
damage = 10 //Damage dealt by projectile. This is used for machinery, critters, anything not under /mob heirarchy
flag = "bullet" //Defines what armor to use when it hits things. Must be set to bullet, laser, taser, bomb, bio, or rad
nodamage = 0 //Determines if the projectile will skip any damage inflictions
list/mobdamage = list(BRUTE = 50, BURN = 0, TOX = 0, OXY = 0, CLONE = 0) //Determines what kind of damage it does to mobs
list/effects = list("stun" = 0, "weak" = 0, "paralysis" = 0, "stutter" = 0, "drowsyness" = 0, "radiation" = 0, "eyeblur" = 0, "emp" = 0) // long list of effects a projectile can inflict on something. !!MUY FLEXIBLE!!~
list/effectprob = list("stun" = 100, "weak" = 100, "paralysis" = 100, "stutter" = 100, "drowsyness" = 100, "radiation" = 100, "eyeblur" = 100, "emp" = 100) // Probability for an effect to execute
list/effectmod = list("stun" = SET, "weak" = SET, "paralysis" = SET, "stutter" = SET, "drowsyness" = SET, "radiation" = SET, "eyeblur" = SET, "emp" = SET) // determines how the effect modifiers will effect a mob's variable
Bump(atom/A as mob|obj|turf|area)
if(A == firer)
loc = A.loc
return // cannot shoot yourself
if(bumped) return
bumped = 1
if(firer && istype(A, /mob))
var/mob/M = A
if(!istype(A, /mob/living))
loc = A.loc
return // nope.avi
if(!silenced)
visible_message("\red [A.name] has been shot by [firer.name]!", "\blue You hear a [istype(src, /obj/item/projectile/beam) ? "gunshot" : "laser blast"]!")
else
M << "\red You've been shot!"
if(istype(firer, /mob))
M.attack_log += text("\[[]\] <b>[]/[]</b> shot <b>[]/[]</b> with a <b>[]</b>", time_stamp(), firer, firer.ckey, M, M.ckey, src)
firer.attack_log += text("\[[]\] <b>[]/[]</b> shot <b>[]/[]</b> with a <b>[]</b>", time_stamp(), firer, firer.ckey, M, M.ckey, src)
else
M.attack_log += text("\[[]\] <b>UNKOWN SUBJECT (No longer exists)</b> shot <b>[]/[]</b> with a <b>[]</b>", time_stamp(), M, M.ckey, src)
spawn(0)
if(A)
A.bullet_act(src, def_zone)
if(istype(A,/turf))
for(var/obj/O in A)
O.bullet_act(src)
for(var/mob/M in A)
M.bullet_act(src, def_zone)
if(istype(src, /obj/item/projectile/freeze))//These could likely be moved
var/obj/item/projectile/freeze/F = src
F.Freeze(A)
else if(istype(src, /obj/item/projectile/plasma))
var/obj/item/projectile/plasma/P = src
P.Heat(A)
density = 0
invisibility = 101
del(src)
return
CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(air_group || (height==0)) return 1
if(istype(mover, /obj/item/projectile))
return prob(95)
else
return 1
process()
spawn while(src)
if((!( current ) || loc == current))
current = locate(min(max(x + xo, 1), world.maxx), min(max(y + yo, 1), world.maxy), z)
if((x == 1 || x == world.maxx || y == 1 || y == world.maxy))
del(src)
return
step_towards(src, current)
sleep(1)
if(!bumped)
if(loc == original)
for(var/mob/living/M in original)
Bump(M)
sleep(1)
return

View File

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/obj/item/projectile/beam
name = "laser"
icon_state = "laser"
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
damage = 20
mobdamage = list(BRUTE = 0, BURN = 20, TOX = 0, OXY = 0, CLONE = 0)
flag = "laser"
New()
..()
effects["eyeblur"] = 5
effectprob["eyeblur"] = 50
/obj/item/projectile/beam/pulse
name = "pulse"
icon_state = "u_laser"
damage = 50
mobdamage = list(BRUTE = 10, BURN = 40, TOX = 0, OXY = 0, CLONE = 0)
/obj/item/projectile/beam/heavylaser
name = "heavy laser"
icon_state = "heavylaser"
damage = 40
mobdamage = list(BRUTE = 0, BURN = 40, TOX = 0, OXY = 0, CLONE = 0)
/obj/item/projectile/beam/deathlaser
name = "death laser"
icon_state = "heavylaser"
damage = 60
mobdamage = list(BRUTE = 10, BURN = 60, TOX = 0, OXY = 0, CLONE = 0)
New()
..()
effects["weak"] = 5
effectprob["weak"] = 15
/obj/item/projectile/beam/fireball
name = "shock"
icon_state = "fireball"
damage = 25
mobdamage = list(BRUTE = 0, BURN = 25, TOX = 0, OXY = 0, CLONE = 0)
New()
..()
effects["stun"] = 10
effects["weak"] = 10
effectprob["weak"] = 25
effects["stutter"] = 10

View File

@@ -0,0 +1,23 @@
/obj/item/projectile/declone
name = "declown"
icon_state = "declone"
damage = 0
mobdamage = list(BRUTE = 0, BURN = 0, TOX = 0, OXY = 0, CLONE = 40)
flag = "bio"
New()
..()
effects["radiation"] = 40
effectmod["radiation"] = ADD
/obj/item/projectile/dart
name = "dart"
icon_state = "toxin"
flag = "bio"
damage = 0
mobdamage = list(BRUTE = 0, BURN = 0, TOX = 10, OXY = 0, CLONE = 0)
New()
..()
effects["weak"] = 5
effectmod["weak"] = ADD

View File

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/obj/item/projectile/weakbullet
damage = 8
mobdamage = list(BRUTE = 8, BURN = 0, TOX = 0, OXY = 0, CLONE = 0)
New()
..()
effects["stun"] = 10
effects["weak"] = 10
effects["stutter"] = 2
effectprob["weak"] = 25
/obj/item/projectile/midbullet
damage = 16
mobdamage = list(BRUTE = 32, BURN = 0, TOX = 0, OXY = 0, CLONE = 0)
New()
..()
effects["weak"] = 10
effects["stun"] = 10
/obj/item/projectile/suffocationbullet//How does this even work?
mobdamage = list(BRUTE = 5, BURN = 0, TOX = 0, OXY = 15, CLONE = 0)
/obj/item/projectile/cyanideround//Instakill guns are not a good thing, make them hit a few times
mobdamage = list(BRUTE = 5, BURN = 0, TOX = 40, OXY = 0, CLONE = 0)
/obj/item/projectile/burstbullet
damage = 20
mobdamage = list(BRUTE = 20, BURN = 0, TOX = 0, OXY = 0, CLONE = 0)
/obj/item/projectile/gyro
name ="gyro"
icon_state= "bolter"
damage = 50
mobdamage = list(BRUTE = 50, BURN = 0, TOX = 0, OXY = 0, CLONE = 0)
flag = "bullet"
New()
..()
effects["weak"] = 10
effects["stun"] = 10
/obj/item/projectile/stunshot
name = "stunshot"
icon_state = "bullet"
flag = "bullet"
damage = 5
mobdamage = list(BRUTE = 5, BURN = 0, TOX = 0, OXY = 0, CLONE = 0)
New()
..()
effects["stun"] = 20
effects["weak"] = 20
effectprob["weak"] = 45
effects["stutter"] = 20

View File

@@ -0,0 +1,27 @@
/obj/item/projectile/electrode
name = "electrode"
icon_state = "spark"
flag = "taser"
damage = 0
nodamage = 1
New()
..()
effects["stun"] = 10
effects["weak"] = 10
effects["stutter"] = 10
effectprob["weak"] = 25
/obj/item/projectile/bolt
name = "bolt"
icon_state = "cbbolt"
flag = "taser"
damage = 0
nodamage = 1
New()
..()
effects["weak"] = 10
effects["stutter"] = 10

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/obj/item/projectile/largebolt
name = "largebolt"
icon_state = "cbbolt"
flag = "rad"
damage = 20
mobdamage = list(BRUTE = 10, BURN = 0, TOX = 10, OXY = 0, CLONE = 0)
New()
..()
effects["radiation"] = 40
effectprob["radiation"] = 95
effects["drowsyness"] = 10
effectprob["drowsyness"] = 25
effectmod["radiation"] = ADD
effectmod["drowsyness"] = SET

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//These could likely use an Onhit proc
/obj/item/projectile/ion
name = "ion bolt"
icon_state = "ion"
flag = "taser"//Need to check this
damage = 0
nodamage = 1
New()
..()
effects["emp"] = 1
effectprob["emp"] = 80
/obj/item/projectile/freeze
name = "freeze beam"
icon_state = "ice_2"
damage = 0
var/temperature = 0
proc/Freeze(atom/A as mob|obj|turf|area)
if(istype(A, /mob))
var/mob/M = A
if(M.bodytemperature > temperature)
M.bodytemperature = temperature
/obj/item/projectile/plasma
name = "plasma blast"
icon_state = "plasma_2"
damage = 0
var/temperature = 800
proc/Heat(atom/A as mob|obj|turf|area)
if(istype(A, /mob/living/carbon))
var/mob/M = A
if(M.bodytemperature < temperature)
M.bodytemperature = temperature