mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 10:43:20 +00:00
Merge remote-tracking branch 'VOREStation/master' into medbeam
This commit is contained in:
@@ -63,7 +63,7 @@
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icon_state = "emitter"
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fire_sound = 'sound/weapons/emitter.ogg'
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light_color = "#00CC33"
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excavation_amount = 70 // 3 shots to mine a turf
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excavation_amount = 140 // 2 shots to dig a standard rock turf. Superior due to being a mounted tool beam, to make it actually viable.
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muzzle_type = /obj/effect/projectile/muzzle/emitter
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tracer_type = /obj/effect/projectile/tracer/emitter
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@@ -89,6 +89,7 @@
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/obj/item/projectile/beam/cyan
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name = "cyan beam"
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icon_state = "cyan"
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fire_sound = 'sound/weapons/eluger.ogg'
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damage = 40
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light_color = "#00C6FF"
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@@ -125,62 +126,52 @@
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tracer_type = /obj/effect/projectile/tracer/emitter
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impact_type = /obj/effect/projectile/impact/emitter
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/obj/item/projectile/beam/lastertag/blue
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/obj/item/projectile/beam/lasertag
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name = "lasertag beam"
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icon_state = "bluelaser"
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damage = 0
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eyeblur = 0
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no_attack_log = 1
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damage_type = BURN
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check_armour = "laser"
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light_color = "#0066FF"
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combustion = FALSE
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/obj/item/projectile/beam/lasertag/blue
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icon_state = "bluelaser"
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light_color = "#0066FF"
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muzzle_type = /obj/effect/projectile/muzzle/laser_blue
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tracer_type = /obj/effect/projectile/tracer/laser_blue
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impact_type = /obj/effect/projectile/impact/laser_blue
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/obj/item/projectile/beam/lastertag/blue/on_hit(var/atom/target, var/blocked = 0)
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if(istype(target, /mob/living/carbon/human))
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/obj/item/projectile/beam/lasertag/blue/on_hit(var/atom/target, var/blocked = 0)
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if(ishuman(target))
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var/mob/living/carbon/human/M = target
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if(istype(M.wear_suit, /obj/item/clothing/suit/redtag))
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M.Weaken(5)
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return 1
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/obj/item/projectile/beam/lastertag/red
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name = "lasertag beam"
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/obj/item/projectile/beam/lasertag/red
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icon_state = "laser"
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damage = 0
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no_attack_log = 1
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damage_type = BURN
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check_armour = "laser"
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light_color = "#FF0D00"
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combustion = FALSE
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/obj/item/projectile/beam/lastertag/red/on_hit(var/atom/target, var/blocked = 0)
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if(istype(target, /mob/living/carbon/human))
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/obj/item/projectile/beam/lasertag/red/on_hit(var/atom/target, var/blocked = 0)
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if(ishuman(target))
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var/mob/living/carbon/human/M = target
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if(istype(M.wear_suit, /obj/item/clothing/suit/bluetag))
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M.Weaken(5)
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return 1
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/obj/item/projectile/beam/lastertag/omni//A laser tag bolt that stuns EVERYONE
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name = "lasertag beam"
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/obj/item/projectile/beam/lasertag/omni//A laser tag bolt that stuns EVERYONE
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icon_state = "omnilaser"
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damage = 0
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damage_type = BURN
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check_armour = "laser"
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light_color = "#00C6FF"
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combustion = FALSE
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muzzle_type = /obj/effect/projectile/muzzle/laser_omni
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tracer_type = /obj/effect/projectile/tracer/laser_omni
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impact_type = /obj/effect/projectile/impact/laser_omni
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/obj/item/projectile/beam/lastertag/omni/on_hit(var/atom/target, var/blocked = 0)
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if(istype(target, /mob/living/carbon/human))
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/obj/item/projectile/beam/lasertag/omni/on_hit(var/atom/target, var/blocked = 0)
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if(ishuman(target))
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var/mob/living/carbon/human/M = target
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if((istype(M.wear_suit, /obj/item/clothing/suit/bluetag))||(istype(M.wear_suit, /obj/item/clothing/suit/redtag)))
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M.Weaken(5)
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@@ -222,4 +213,17 @@
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/obj/item/projectile/beam/stun/med
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name = "stun beam"
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icon_state = "stun"
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agony = 30
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agony = 30
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/obj/item/projectile/beam/shock
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name = "shock beam"
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icon_state = "lightning"
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damage_type = ELECTROCUTE
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muzzle_type = /obj/effect/projectile/muzzle/lightning
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tracer_type = /obj/effect/projectile/tracer/lightning
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impact_type = /obj/effect/projectile/impact/lightning
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damage = 30
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agony = 15
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eyeblur = 2
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62
code/modules/projectiles/projectile/scatter.dm
Normal file
62
code/modules/projectiles/projectile/scatter.dm
Normal file
@@ -0,0 +1,62 @@
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/*
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* Home of the purely submunition projectiles.
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*/
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/obj/item/projectile/scatter
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name = "scatter projectile"
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icon = 'icons/obj/projectiles.dmi'
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icon_state = "bullet"
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density = FALSE
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anchored = TRUE
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unacidable = TRUE
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pass_flags = PASSTABLE
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mouse_opacity = 0
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use_submunitions = TRUE
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damage = 8
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spread_submunition_damage = TRUE
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only_submunitions = TRUE
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range = 0 // Immediately deletes itself after firing, as its only job is to fire other projectiles.
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submunition_spread_max = 30
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submunition_spread_min = 2
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submunitions = list(
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/obj/item/projectile/bullet/pellet/shotgun/flak = 3
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)
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/obj/item/projectile/scatter/laser
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damage = 40
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submunition_spread_max = 40
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submunition_spread_min = 10
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submunitions = list(
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/obj/item/projectile/beam/prismatic = 4
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)
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/obj/item/projectile/beam/prismatic
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name = "prismatic beam"
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icon_state = "omnilaser"
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damage = 10
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damage_type = BURN
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check_armour = "laser"
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light_color = "#00C6FF"
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stutter = 2
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muzzle_type = /obj/effect/projectile/muzzle/laser_omni
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tracer_type = /obj/effect/projectile/tracer/laser_omni
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impact_type = /obj/effect/projectile/impact/laser_omni
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/obj/item/projectile/scatter/ion
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damage = 20
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submunition_spread_max = 40
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submunition_spread_min = 10
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submunitions = list(
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/obj/item/projectile/bullet/shotgun/ion = 3
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)
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