Merge remote-tracking branch 'VOREStation/master' into medbeam

This commit is contained in:
Unknown
2019-08-31 15:32:22 -04:00
606 changed files with 34920 additions and 20083 deletions

View File

@@ -63,7 +63,7 @@
icon_state = "emitter"
fire_sound = 'sound/weapons/emitter.ogg'
light_color = "#00CC33"
excavation_amount = 70 // 3 shots to mine a turf
excavation_amount = 140 // 2 shots to dig a standard rock turf. Superior due to being a mounted tool beam, to make it actually viable.
muzzle_type = /obj/effect/projectile/muzzle/emitter
tracer_type = /obj/effect/projectile/tracer/emitter
@@ -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)
@@ -222,4 +213,17 @@
/obj/item/projectile/beam/stun/med
name = "stun beam"
icon_state = "stun"
agony = 30
agony = 30
/obj/item/projectile/beam/shock
name = "shock beam"
icon_state = "lightning"
damage_type = ELECTROCUTE
muzzle_type = /obj/effect/projectile/muzzle/lightning
tracer_type = /obj/effect/projectile/tracer/lightning
impact_type = /obj/effect/projectile/impact/lightning
damage = 30
agony = 15
eyeblur = 2

View File

@@ -0,0 +1,62 @@
/*
* Home of the purely submunition projectiles.
*/
/obj/item/projectile/scatter
name = "scatter projectile"
icon = 'icons/obj/projectiles.dmi'
icon_state = "bullet"
density = FALSE
anchored = TRUE
unacidable = TRUE
pass_flags = PASSTABLE
mouse_opacity = 0
use_submunitions = TRUE
damage = 8
spread_submunition_damage = TRUE
only_submunitions = TRUE
range = 0 // Immediately deletes itself after firing, as its only job is to fire other projectiles.
submunition_spread_max = 30
submunition_spread_min = 2
submunitions = list(
/obj/item/projectile/bullet/pellet/shotgun/flak = 3
)
/obj/item/projectile/scatter/laser
damage = 40
submunition_spread_max = 40
submunition_spread_min = 10
submunitions = list(
/obj/item/projectile/beam/prismatic = 4
)
/obj/item/projectile/beam/prismatic
name = "prismatic beam"
icon_state = "omnilaser"
damage = 10
damage_type = BURN
check_armour = "laser"
light_color = "#00C6FF"
stutter = 2
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/scatter/ion
damage = 20
submunition_spread_max = 40
submunition_spread_min = 10
submunitions = list(
/obj/item/projectile/bullet/shotgun/ion = 3
)