[MIRROR] Clears unused research var (#12685)

Co-authored-by: Cameron Lennox <killer65311@gmail.com>
This commit is contained in:
CHOMPStation2StaffMirrorBot
2026-04-14 22:07:55 -04:00
committed by GitHub
co-authored by Cameron Lennox
parent 71699b747b
commit bb3778d69d
397 changed files with 31 additions and 1651 deletions
@@ -112,7 +112,6 @@
/obj/item/ammo_magazine/m38/makarov
name = "makarov magazine (.38)"
icon_state = "45"
origin_tech = list(TECH_COMBAT = 2)
mag_type = MAGAZINE
matter = list(MAT_STEEL = 480)
caliber = ".38"
@@ -128,7 +127,6 @@
/obj/item/ammo_magazine/m38/giskard
name = "magazine (.38)"
icon_state = "m91"
origin_tech = list(TECH_COMBAT = 2)
mag_type = MAGAZINE
matter = list(MAT_STEEL = 540)
caliber = ".38"
@@ -304,7 +302,6 @@
/obj/item/ammo_magazine/m9mm
name = "magazine (9mm)"
icon_state = "m91"
origin_tech = list(TECH_COMBAT = 2)
mag_type = MAGAZINE
matter = list(MAT_STEEL = 600)
caliber = "9mm"
@@ -332,7 +329,6 @@
name = "extended magazine (9mm)"
desc = "\"FOR LAW ENFORCEMENT/MILITARY USE ONLY\" is clearly etched on the magazine. This is probably illegal for you to have." // Remember, Security is not Law Enforcement, so it's illegal for Security to use as well.
icon_state = "m93"
origin_tech = list(TECH_COMBAT = 2, TECH_ILLEGAL = 1)
mag_type = MAGAZINE
matter = list(MAT_STEEL = 1000)
caliber = "9mm"
@@ -354,7 +350,6 @@
/obj/item/ammo_magazine/m9mm/compact
name = "compact magazine (9mm)"
icon_state = "m92"
origin_tech = list(TECH_COMBAT = 2)
mag_type = MAGAZINE
matter = list(MAT_STEEL = 480)
caliber = "9mm"
@@ -381,7 +376,6 @@
/obj/item/ammo_magazine/m9mm/luger
name = "\improper \"Mäuse\" magazine (9mm)"
icon_state = "9x19p"
origin_tech = list(TECH_COMBAT = 2)
mag_type = MAGAZINE
matter = list(MAT_STEEL = 480)
caliber = "9mm"
@@ -479,7 +473,6 @@
matter = list(MAT_STEEL = 1200)
caliber = "9mm"
max_ammo = 21
origin_tech = list(TECH_COMBAT = 2, TECH_ILLEGAL = 1)
multiple_sprites = 1
/obj/item/ammo_magazine/m9mmAdvanced/ap
@@ -496,7 +489,6 @@
/obj/item/ammo_magazine/m10mm
name = "magazine (10mm)"
icon_state = "10mm"
origin_tech = list(TECH_COMBAT = 2)
mag_type = MAGAZINE
caliber = "10mm"
matter = list(MAT_STEEL = 1500)
@@ -551,7 +543,6 @@
/obj/item/ammo_magazine/m545
name = "magazine (5.45mm)"
icon_state = "m545"
origin_tech = list(TECH_COMBAT = 2)
mag_type = MAGAZINE
caliber = "5.45mm"
matter = list(MAT_STEEL = 1800)
@@ -643,7 +634,6 @@
/obj/item/ammo_magazine/m545saw
name = "magazine box (5.45mm)"
icon_state = "a545"
origin_tech = list(TECH_COMBAT = 2)
mag_type = MAGAZINE
caliber = "5.45mm"
matter = list(MAT_STEEL = 10000)
@@ -668,7 +658,6 @@
/obj/item/ammo_magazine/m44
name = "magazine (.44)"
icon_state = "m44"
origin_tech = list(TECH_COMBAT = 2)
mag_type = MAGAZINE
caliber = ".44"
matter = list(MAT_STEEL = 1260)
@@ -75,7 +75,6 @@
name = "glock magazine (9mm)"
icon_state = "glock-mag"
icon = 'icons/obj/gun_yw.dmi'
origin_tech = list(TECH_COMBAT = 2)
mag_type = MAGAZINE
matter = list(DEFAULT_WALL_MATERIAL = 480)
caliber = "9mm"
@@ -108,7 +107,6 @@
multiple_sprites = 0
w_class = ITEMSIZE_NORMAL
mag_type = MAGAZINE
origin_tech = list(TECH_COMBAT = 2)
matter = list(DEFAULT_WALL_MATERIAL = 10000)
/obj/item/ammo_magazine/mg42/empty
@@ -5,7 +5,6 @@
icon_state = "caseless-mag"
w_class = ITEMSIZE_SMALL
matter = list(MAT_STEEL = 1800)
origin_tech = list(TECH_COMBAT = 1)
var/remaining = 9
preserve_item = 1
-1
View File
@@ -4,7 +4,6 @@
icon_state = "dnalockchip"
desc = "A state of the art technological chip that can be installed in a firearm. It allows the user to store their DNA and lock the gun's use from unwanted users."
w_class = ITEMSIZE_TINY
origin_tech = list(TECH_COMBAT = 4, TECH_DATA = 4, TECH_BIO = 4)
var/list/stored_dna = list() //list of the dna stored in the gun, used to allow users to use it or not
var/safety_level = 0 //either 0 or 1, at 0 the game buzzes and tells the user they can't use it, at 1 it self destructs after 10 seconds
-1
View File
@@ -46,7 +46,6 @@
throw_range = 5
force = 5
preserve_item = 1
origin_tech = list(TECH_COMBAT = 1)
attack_verb = list("struck", "hit", "bashed")
zoomdevicename = "scope"
drop_sound = 'sound/items/drop/gun.ogg'
@@ -7,7 +7,6 @@
slot_flags = SLOT_BELT
w_class = ITEMSIZE_NORMAL
force = 5
origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 2)
matter = list(MAT_STEEL = 1000)
projectile_type = /obj/item/projectile/beam/meeplaser
charge_cost = 400
@@ -20,7 +19,6 @@
slot_flags = SLOT_BELT
w_class = ITEMSIZE_LARGE
force = 10
origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 4)
matter = list(MAT_STEEL = 2000)
projectile_type = /obj/item/projectile/beam/meeplaser/strong
charge_cost = 200
@@ -70,7 +68,6 @@
slot_flags = SLOT_BACK
w_class = ITEMSIZE_HUGE
force = 10
origin_tech = list(TECH_COMBAT = 2, TECH_MAGNET = 4)
matter = list(MAT_STEEL = 2000)
projectile_type = /obj/item/projectile/scatter/ratminer
charge_cost = 400
@@ -5,7 +5,6 @@
item_state = "gun" // Placeholder
fire_sound = 'sound/weapons/eluger.ogg'
origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 5, TECH_MAGNET = 3)
projectile_type = /obj/item/projectile/bola/energy
charge_cost = 400 //Low energy cost.
fire_delay = 10 //Rapid fire!
@@ -11,7 +11,6 @@
throw_speed = 4
throw_range = 20
origin_tech = list(TECH_BLUESPACE = 5)
var/mode = 1 // 1 mode - teleport you to turf 0 mode teleport turf to you
var/firable = TRUE
@@ -15,7 +15,6 @@
caliber = "nsfw"
origin_tech = list(TECH_COMBAT = 7, TECH_MATERIAL = 6, TECH_MAGNET = 4)
fire_sound = 'sound/weapons/taser.ogg'
@@ -150,7 +149,6 @@
desc = "A microbattery holder for a cell-based variable weapon."
icon = 'icons/obj/ammo_vr.dmi'
icon_state = "cell_mag"
origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 5, TECH_MAGNET = 3)
caliber = "nsfw"
ammo_type = /obj/item/ammo_casing/microbattery
initial_ammo = 0
@@ -10,7 +10,6 @@
description_info = "This is a ranged healing device that uses interchangable nanite discharge cells in a magazine. Each cell is a different healing beam type, and up to three can be loaded in the magazine. Each battery usually provides four discharges of that beam type, and multiple from the same type may be loaded to increase the number of shots for that type."
description_fluff = "The Vey-Med ML-3 'Medigun' allows one to customize their loadout in the field, or before deploying, to allow emergency response personnel to deliver a variety of ranged healing options."
description_antag = ""
origin_tech = list(TECH_MATERIAL = 4, TECH_MAGNET = 2, TECH_BIO = 5)
allowed_magazines = list(/obj/item/ammo_magazine/cell_mag/medical)
/obj/item/gun/projectile/cell_loaded/medical/cmo
@@ -30,7 +29,6 @@
description_info = "This magazine holds self-charging nanite fabricators to power the ML-3 'Medigun'. Up to three can be loaded at once, and each provides four shots of their respective healing type. Loading multiple of the same type will provide additional shots of that type. The batteries can be recharged in a normal recharger."
ammo_type = /obj/item/ammo_casing/microbattery/medical
icon_state = "ml3m_mag"
origin_tech = list(TECH_MATERIAL = 3, TECH_BIO = 3)
/obj/item/ammo_magazine/cell_mag/medical/advanced
name = "advanced nanite magazine"
@@ -38,8 +36,6 @@
max_ammo = 6
x_offset = 3
icon_state = "ml3m_mag_extended"
origin_tech = list(TECH_MATERIAL = 5, TECH_BIO = 5)
// The Pack //
/obj/item/storage/secure/briefcase/ml3m_pack_med
@@ -4,7 +4,6 @@
desc = "A miniature nanite fabricator for a medigun."
catalogue_data = list(/datum/category_item/catalogue/information/organization/vey_med)
icon_state = "ml3m_batt"
origin_tech = list(TECH_BIO = 2, TECH_MATERIAL = 1, TECH_MAGNET = 2)
/obj/item/projectile/beam/medical_cell
name = "\improper healing beam"
@@ -10,7 +10,6 @@
description_info = "This is a ranged healing device that uses interchangable nanite discharge cells in a magazine. Each cell is a different healing beam type, and up to three can be loaded in the magazine. Each battery usually provides four discharges of that beam type, and multiple from the same type may be loaded to increase the number of shots for that type."
description_fluff = "The Vey-Med NERD 'Medigun' allows one to customize their loadout in the field, or before deploying, to allow emergency response personnel to deliver a variety of ranged healing options."
description_antag = ""
origin_tech = list(TECH_MATERIAL = 4, TECH_MAGNET = 2, TECH_BIO = 5)
allowed_magazines = list(/obj/item/ammo_magazine/cell_mag/medical)
/obj/item/gun/projectile/cell_loaded/medical/cmo
@@ -30,7 +29,6 @@
description_info = "This magazine holds self-charging nanite fabricators to power the NERD 'Medigun'. Up to three can be loaded at once, and each provides four shots of their respective healing type. Loading multiple of the same type will provide additional shots of that type. The batteries can be recharged in a normal recharger."
ammo_type = /obj/item/ammo_casing/microbattery/medical
icon_state = "nerd_mag"
origin_tech = list(TECH_MATERIAL = 3, TECH_BIO = 3)
/obj/item/ammo_magazine/cell_mag/medical/advanced
name = "advanced nanite magazine"
@@ -38,7 +36,6 @@
max_ammo = 6
x_offset = 3
icon_state = "nerd_mag_extended"
origin_tech = list(TECH_MATERIAL = 5, TECH_BIO = 5)
// The Pack //
@@ -4,7 +4,6 @@
desc = "A miniature nanite fabricator for a medigun."
catalogue_data = list(/datum/category_item/catalogue/information/organization/vey_med)
icon_state = "nerd_batt" // CH edit - Changes ML3M to NERD
origin_tech = list(TECH_BIO = 2, TECH_MATERIAL = 1, TECH_MAGNET = 2)
/obj/item/projectile/beam/medical_cell
name = "\improper healing beam"
@@ -18,9 +18,6 @@
description_antag = ""
allowed_magazines = list(/obj/item/ammo_magazine/cell_mag/combat/prototype)
origin_tech = list(TECH_COMBAT = 7, TECH_MATERIAL = 4, TECH_MAGNET = 3)
// The Magazine //
/obj/item/ammo_magazine/cell_mag/combat
name = "microbattery magazine"
@@ -37,8 +34,6 @@
max_ammo = 2
x_offset = 6
catalogue_data = null
origin_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 3, TECH_MAGNET = 2)
// The Pack //
/obj/item/storage/secure/briefcase/nsfw_pack
@@ -2,7 +2,6 @@
/obj/item/ammo_casing/microbattery/combat
name = "\'NSFW\' microbattery - UNKNOWN"
desc = "A miniature battery for an energy weapon."
origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 1, TECH_MAGNET = 2)
/obj/item/ammo_casing/microbattery/combat/lethal
name = "\'NSFW\' microbattery - LETHAL"
@@ -8,7 +8,6 @@
item_state = "laser" //placeholder
w_class = ITEMSIZE_NORMAL
origin_tech = list(TECH_COMBAT = 7, TECH_MATERIAL = 4)
slot_flags = null
fire_sound = 'sound/weapons/gunshot_light.ogg'
load_method = MAGAZINE
@@ -418,7 +418,6 @@
w_class = ITEMSIZE_NORMAL
drop_sound = 'sound/items/drop/metalweapon.ogg'
pickup_sound = 'sound/items/pickup/metalweapon.ogg'
origin_tech = list(TECH_COMBAT = 2)
attack_verb = list("beaten")
var/stunforce = 0
var/agonyforce = 60
@@ -10,7 +10,6 @@
item_icons = list(slot_r_hand_str = 'icons/vore/custom_guns_vr.dmi', slot_l_hand_str = 'icons/vore/custom_guns_vr.dmi', "slot_belt" = 'icons/inventory/belt/mob.dmi')
w_class = ITEMSIZE_NORMAL
origin_tech = list(TECH_COMBAT = 8, TECH_MATERIAL = 4)
projectile_type = /obj/item/projectile/beam/stun
fire_sound = 'sound/weapons/taser.ogg'
charge_meter = 1
@@ -24,8 +23,6 @@
list(mode_name="lethal", charge_cost=480,projectile_type=/obj/item/projectile/beam/imperial, modifystate="gbuster", fire_sound='sound/weapons/mandalorian.ogg'),
)
// -----------------gunsword battery--------------------------
/obj/item/cell/device/weapon/gunsword
name = "Buster Cell"
@@ -41,7 +38,6 @@
throw_speed = 1
throw_range = 5
w_class = ITEMSIZE_SMALL
origin_tech = list(TECH_MAGNET = 3, TECH_COMBAT = 5)
var/active = 0
var/active_force = 30
+15 -29
View File
@@ -13,7 +13,6 @@
slot_flags = SLOT_BELT|SLOT_BACK
w_class = ITEMSIZE_LARGE //CHOMP Edit - huge was dumb for this.
force = 10
origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 2)
matter = list(MAT_STEEL = 2000)
projectile_type = /obj/item/projectile/beam/midlaser
one_handed_penalty = 30
@@ -68,7 +67,6 @@
over function - despite their flashy looks, most were completely unremarkable one way or another as weapons and used very standard firing mechanisms."
icon_state = "lrifle"
item_state = "lrifle"
origin_tech = list(TECH_COMBAT = 4, TECH_MAGNET = 3)
/*
* Retro Laser Rifle
@@ -94,6 +92,21 @@
/*
* Alien Pistol
*/
/obj/item/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 = 'icons/obj/gun.dmi' // CHOMPStation Edit: Override back to base gun.dmi
icon_state = "alienpistol"
item_state = "alienpistol"
fire_delay = 9 //CHOMPedit changed cooldown from 10 to 9.
charge_cost = 380 // CHOMPedit changed from 480 to 380. Aka five shots to six shots.
projectile_type = /obj/item/projectile/beam/precursor //CHOMPedit changed beam type
cell_type = /obj/item/cell/device/weapon/recharge/alien // Self charges.
modifystate = "alienpistol"
battery_lock = 1 //CHOMPedit adds battery lock.
move_delay = 0 // CHOMPEdit: Pistols have move_delay of 0
/datum/category_item/catalogue/anomalous/precursor_a/alien_pistol
name = "Precursor Alpha Weapon - Appendageheld Laser"
@@ -123,24 +136,6 @@
may have caused it to degrade, yet still remain functional at a reduced capability." //CHOMPedit changed description to be accurate with new projectile
value = CATALOGUER_REWARD_MEDIUM
/obj/item/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 = 'icons/obj/gun.dmi' // CHOMPStation Edit: Override back to base gun.dmi
icon_state = "alienpistol"
item_state = "alienpistol"
fire_delay = 9 //CHOMPedit changed cooldown from 10 to 9.
charge_cost = 380 // CHOMPedit changed from 480 to 380. Aka five shots to six shots.
projectile_type = /obj/item/projectile/beam/precursor //CHOMPedit changed beam type
cell_type = /obj/item/cell/device/weapon/recharge/alien // Self charges.
origin_tech = list(TECH_COMBAT = 8, TECH_MAGNET = 7)
modifystate = "alienpistol"
battery_lock = 1 //CHOMPedit adds battery lock.
move_delay = 0 // CHOMPEdit: Pistols have move_delay of 0
/*
* Antique Laser Gun
*/
@@ -157,7 +152,6 @@
w_class = ITEMSIZE_NORMAL
unacidable = TRUE
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/cell/device/weapon/recharge/captain
@@ -276,7 +270,6 @@
icon_state = "lasercannon"
item_state = null
wielded_item_state = "mhdhowitzer-wielded" //Placeholder
origin_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 6, TECH_POWER = 6) //ChompEdit improved.
slot_flags = SLOT_BELT|SLOT_BACK
projectile_type = /obj/item/projectile/beam/heavylaser/cannon
battery_lock = 0 //ChompEdit This thing is worthless with this.
@@ -307,7 +300,6 @@
icon = 'icons/obj/gun.dmi' // CHOMPStation Edit: Override back to base gun.dmi
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
w_class = ITEMSIZE_LARGE //CHOMP Edit. - huge is too big, this thing hits for 25
@@ -326,7 +318,6 @@
item_state = "sniper"
item_state_slots = list(slot_r_hand_str = "lsniper", slot_l_hand_str = "lsniper")
wielded_item_state = "lsniper-wielded"
origin_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 5, TECH_POWER = 4)
projectile_type = /obj/item/projectile/beam/sniper
slot_flags = SLOT_BACK
actions_types = list(/datum/action/item_action/use_scope)
@@ -360,7 +351,6 @@
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
w_class = ITEMSIZE_HUGE //CHOMP Edit.
@@ -380,7 +370,6 @@
slot_flags = SLOT_BELT
w_class = ITEMSIZE_NORMAL
force = 10
origin_tech = list(TECH_COMBAT = 4, TECH_MAGNET = 2)
matter = list(MAT_STEEL = 2000)
fire_sound = 'sound/weapons/mandalorian.ogg'
projectile_type = /obj/item/projectile/beam/imperial
@@ -397,7 +386,6 @@
slot_flags = SLOT_BELT|SLOT_BACK
w_class = ITEMSIZE_LARGE
force = 15
origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 2)
matter = list(MAT_STEEL = 2000)
projectile_type = /obj/item/projectile/beam/mininglaser
@@ -420,7 +408,6 @@
slot_flags = SLOT_BELT
w_class = ITEMSIZE_NORMAL
force = 8
origin_tech = list(TECH_COMBAT = 2, TECH_MAGNET = 1) //Older rifle - less tech
matter = list(MAT_STEEL = 1500)
projectile_type = /obj/item/projectile/beam/midlaser
@@ -434,7 +421,6 @@
choice \"fight-stopper\" of barkeeps. One shot is all it takes... so they say."
icon_state = "mono"
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
actions_types = list(/datum/action/item_action/aim_down_sights)
@@ -68,7 +68,6 @@
is64x32_override = TRUE
accept_cell_type = /obj/item/cell/vepr
cell_type = /obj/item/cell/vepr
origin_tech = list(TECH_POWER = 4, TECH_COMBAT = 6, TECH_MAGNET = 4, TECH_ILLEGAL = 4)
/obj/item/cell/vepr
name = "VEPR cell"
@@ -81,7 +80,6 @@
charge_amount = 20
matter = list(MAT_METAL = 350, MAT_GLASS = 50)
preserve_item = 1
origin_tech = list(TECH_POWER = 6)
/obj/item/gun/energy/tommylaser
name = "M-2421 'Tommy-Laser'"
@@ -93,7 +91,6 @@
charge_cost = 60 // 40 shots, lay down the firepower
projectile_type = /obj/item/projectile/beam/weaklaser
cell_type = /obj/item/cell/device/weapon
origin_tech = list(TECH_COMBAT = 5, TECH_MAGNET = 5, TECH_ILLEGAL = 3)
firemodes = list(
list(mode_name="single shot", burst = 1, fire_delay=4, move_delay=null, burst_accuracy = null, dispersion = null),
@@ -116,4 +113,3 @@
var/is64x32_override = TRUE
accept_cell_type = /obj/item/cell/vepr
cell_type = /obj/item/cell/vepr
origin_tech = list(TECH_POWER = 4, TECH_COMBAT = 6, TECH_MAGNET = 4, TECH_ILLEGAL = 4)
@@ -10,7 +10,6 @@
slot_flags = SLOT_BELT|SLOT_HOLSTER
w_class = 2
projectile_type = /obj/item/projectile/energy/gauss
origin_tech = null
charge_cost = 250
self_recharge = 1
charge_meter = 1
@@ -28,7 +27,6 @@
slot_flags = SLOT_BELT|SLOT_BACK
w_class = ITEMSIZE_HUGE //CHOMP Edit.
projectile_type = /obj/item/projectile/energy/gaussrifle
origin_tech = null
charge_cost =400
self_recharge = 1
charge_meter = 1
@@ -11,7 +11,6 @@
item_state = "gun" // Placeholder
fire_sound = 'sound/weapons/eluger.ogg'
origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 5, TECH_MAGNET = 3)
projectile_type = /obj/item/projectile/beam/energy_net
charge_cost = 800
fire_delay = 50
@@ -13,7 +13,6 @@
fire_sound = 'sound/weapons/Taser.ogg'
origin_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 6, TECH_MAGNET = 4)
firemodes = list(
list(mode_name="stun", projectile_type=/obj/item/projectile/beam/stun/blue, fire_sound='sound/weapons/Taser.ogg', charge_cost=320, fire_delay=10),
@@ -13,7 +13,6 @@
fire_delay = 8
projectile_type = /obj/item/projectile/beam/stun/med
origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 2)
modifystate = "egunstun"
firemodes = list(
@@ -37,7 +36,6 @@
one_handed_penalty = 30
projectile_type = /obj/item/projectile/beam/stun
origin_tech = list(TECH_COMBAT = 4, TECH_MAGNET = 3)
modifystate = "riflestun"
firemodes = list(
@@ -60,7 +58,6 @@
fire_delay = 6
projectile_type = /obj/item/projectile/beam/stun/weak
origin_tech = list(TECH_COMBAT = 4, TECH_MAGNET = 2, TECH_ILLEGAL = 3)
modifystate = "energystun"
firemodes = list(
@@ -89,7 +86,6 @@
charge_meter = 0 //ChompEDIT - tommylaser doesn't have charge sprites.
projectile_type = /obj/item/projectile/beam/burstlaser
origin_tech = list(TECH_COMBAT = 5, TECH_MAGNET = 3, TECH_ILLEGAL = 4)
firemodes = list(
list(mode_name="lethal", burst=1, projectile_type=/obj/item/projectile/beam/burstlaser, charge_cost = 200),
@@ -109,7 +105,6 @@
fire_sound = 'sound/weapons/taser.ogg'
w_class = ITEMSIZE_SMALL
projectile_type = /obj/item/projectile/beam/stun/med
origin_tech = list(TECH_COMBAT = 2, TECH_MAGNET = 3)
modifystate = "PDWstun"
firemodes = list(
@@ -130,7 +125,6 @@
battery_lock = 1 // In exchange for balance, you cannot remove the battery. Also there's no sprite for that and I fucking suck at sprites. -Ace
projectile_type = /obj/item/projectile/beam/stun/med
origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 2, TECH_ILLEGAL = 2)
modifystate = "ep08stun"
firemodes = list(
@@ -154,7 +148,6 @@
desc = "An energy gun with an experimental miniaturized reactor, based on a Lawson Arms platform."
icon_state = "nucgunstun"
projectile_type = /obj/item/projectile/beam/stun
origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 5, TECH_POWER = 3)
slot_flags = SLOT_BELT
force = 8 //looks heavier than a pistol
w_class = ITEMSIZE_HUGE //Looks bigger than a pistol, too. //CHOMP Edit: Looks like a cannon, lol.
@@ -8,7 +8,6 @@
fire_delay = 10 // Handguns should be inferior to two-handed weapons.
projectile_type = /obj/item/projectile/beam/stun
origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 2)
modifystate = "lasgunstun"
firemodes = list(
@@ -31,7 +30,6 @@
burst_delay = 0.5
projectile_type = /obj/item/projectile/beam/burstlaser
origin_tech = list(TECH_COMBAT = 4, TECH_MAGNET = 2, TECH_ILLEGAL = 3)
modifystate = "mg42-e"
// requires_two_hands = 1
@@ -55,7 +53,6 @@
fire_delay = 8 // Handguns should be inferior to two-handed weapons.
projectile_type = /obj/item/projectile/beam/stun
origin_tech = list(TECH_COMBAT = 6, TECH_MAGNET = 5)
modifystate = "x01stun"
firemodes = list(
@@ -16,7 +16,6 @@
slot_flags = SLOT_BELT
w_class = ITEMSIZE_NORMAL
projectile_type = /obj/item/projectile/bullet/particle
origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 2, TECH_MATERIAL = 2)
fire_delay = 10
charge_cost = 200 //slightly more shots than lasers
var/safetycatch = 0 //if 1, won't let you fire in pressurised environment, rather than malfunctioning
@@ -32,7 +31,6 @@
slot_flags = SLOT_BELT
force = 8 //looks heavier than a pistol
w_class = ITEMSIZE_LARGE //bigger than a pistol, too.
origin_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 5, TECH_POWER = 3, TECH_MAGNET = 3)
fire_delay = 6 //This one's not a handgun, it should have the same fire delay as everything else
self_recharge = 1
modifystate = null
@@ -47,7 +45,6 @@
item_state = "heavyparticle"
fire_sound = 'sound/weapons/lasercannonfire.ogg'
slot_flags = SLOT_BACK
origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 5, TECH_POWER = 4, TECH_MAGNET = 4)
projectile_type = /obj/item/projectile/bullet/particle/heavy
battery_lock = 1
fire_delay = 15 // fires faster than a laser cannon. c'mon, it's an awesome-but-impractical endgame gun.
@@ -162,7 +159,6 @@
icon_state = "pressurelock"
desc = "A safety interlock that can be installed in an antiparticle projector. It prevents the weapon from discharging in pressurised environments."
w_class = ITEMSIZE_TINY
origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2, TECH_ENGINEERING = 2)
// projectiles below
@@ -20,7 +20,6 @@
modifystate = "stun"
origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 3, TECH_MAGNET = 2)
dna_lock = TRUE // CHOMPEdit
charge_sections = 3 //For the icon
@@ -20,7 +20,6 @@
charge_cost = 600
origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3, TECH_MAGNET = 5)
slot_flags = SLOT_BELT|SLOT_BACK
w_class = ITEMSIZE_HUGE //CHOMP Edit.
@@ -63,7 +63,6 @@
item_state = "phaser"
item_icons = list(slot_l_hand_str = 'icons/mob/items/lefthand_guns_vr.dmi', slot_r_hand_str = 'icons/mob/items/righthand_guns_vr.dmi', "slot_belt" = 'icons/inventory/belt/mob.dmi')
fire_sound = 'sound/weapons/laser2.ogg'
origin_tech = list(TECH_COMBAT = 4, TECH_MAGNET = 2, TECH_POWER = 4)
charge_cost = 300
battery_lock = 1
@@ -7,7 +7,6 @@
slot_flags = SLOT_BELT
w_class = ITEMSIZE_NORMAL
force = 10
origin_tech = list(TECH_COMBAT = 4, TECH_MAGNET = 2)
matter = list(MAT_STEEL = 2000)
fire_sound = 'sound/weapons/mandalorian.ogg'
projectile_type = /obj/item/projectile/beam/imperial
@@ -29,7 +28,6 @@
pixel_x = -16
projectile_type = /obj/item/projectile/beam/stun/weak
origin_tech = list(TECH_COMBAT = 4, TECH_MAGNET = 2, TECH_ILLEGAL = 3)
modifystate = "g44estun"
one_handed_penalty = 60
@@ -61,7 +59,6 @@
modifystate = null
battery_lock = 1
fire_sound = 'sound/weapons/Taser.ogg'
origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 2)
firemodes = list(
list(mode_name="stun", projectile_type=/obj/item/projectile/beam/stun, fire_sound='sound/weapons/Taser.ogg', charge_cost = 600),
list(mode_name="lethal", projectile_type=/obj/item/projectile/beam, fire_sound='sound/weapons/Laser.ogg', charge_cost = 1200),
@@ -119,7 +116,6 @@
item_state = "phaser"
item_icons = list(slot_l_hand_str = 'icons/mob/items/lefthand_guns_vr.dmi', slot_r_hand_str = 'icons/mob/items/righthand_guns_vr.dmi', "slot_belt" = 'icons/inventory/belt/mob.dmi')
fire_sound = 'sound/weapons/laser2.ogg'
origin_tech = list(TECH_COMBAT = 4, TECH_MAGNET = 2, TECH_POWER = 4)
charge_cost = 100 //Chompedit Reduced cost
battery_lock = 1
@@ -20,7 +20,6 @@
charge_cost = 600
origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3, TECH_MAGNET = 2)
//Projectile
/obj/item/projectile/sickshot
@@ -7,7 +7,6 @@
item_state = "ionrifle"
icon_expected_width = 64 // CHOMPEdit: Gun Sprites
wielded_item_state = "ionrifle-wielded"
origin_tech = list(TECH_COMBAT = 2, TECH_MAGNET = 4)
w_class = ITEMSIZE_HUGE //CHOMP Edit.
force = 10
slot_flags = SLOT_BACK
@@ -35,7 +34,6 @@
icon = 'icons/obj/gun.dmi' // CHOMPEdit: Gun Sprites
icon_state = "decloner"
item_state = "decloner"
origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 4, TECH_POWER = 3)
projectile_type = /obj/item/projectile/energy/declone
/obj/item/gun/energy/floragun
@@ -46,7 +44,6 @@
icon_state = "floramut100"
item_state = "floramut"
projectile_type = /obj/item/projectile/energy/floramut
origin_tech = list(TECH_MATERIAL = 2, TECH_BIO = 3, TECH_POWER = 3)
modifystate = "floramut"
cell_type = /obj/item/cell/device/weapon/recharge
battery_lock = 1
@@ -174,7 +171,6 @@
icon = 'icons/obj/gun.dmi'
icon_state = "toxgun"
w_class = ITEMSIZE_NORMAL
origin_tech = list(TECH_COMBAT = 5, TECH_PHORON = 4)
projectile_type = /obj/item/projectile/energy/phoron
/* Staves */
@@ -189,7 +185,6 @@
w_class = ITEMSIZE_LARGE
charge_cost = 480
projectile_type = /obj/item/projectile/change
origin_tech = null
cell_type = /obj/item/cell/device/weapon/recharge
battery_lock = 1
charge_meter = 0
@@ -246,7 +241,6 @@
battery_lock = 1
accuracy = 75 // Suppressive weapons don't work too well if there's no risk of being hit.
burst_delay = 1 // Burst faster than average.
origin_tech = list(TECH_COMBAT = 6, TECH_MAGNET = 6, TECH_ILLEGAL = 6)
firemodes = list(
list(mode_name="single shot", burst = 1, burst_accuracy = list(75), dispersion = list(0), charge_cost = 24),
@@ -49,7 +49,6 @@
icon_state = "crossbow"
w_class = ITEMSIZE_SMALL
item_state = "crossbow"
origin_tech = list(TECH_COMBAT = 2, TECH_MAGNET = 2, TECH_ILLEGAL = 5)
matter = list(MAT_STEEL = 2000)
slot_flags = SLOT_BELT | SLOT_HOLSTER
silenced = 1
@@ -84,7 +83,6 @@
icon = 'icons/obj/gun.dmi' // CHOMPEdit: Gun Sprites
icon_state = "plasma_stun"
item_state = "plasma_stun"
origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2, TECH_POWER = 3)
fire_delay = 20
charge_cost = 600
projectile_type = /obj/item/projectile/energy/plasmastun
@@ -103,7 +101,6 @@
icon = 'icons/obj/gun.dmi' // CHOMPEdit: Gun Sprites
icon_state = "stunrevolver"
item_state = "stunrevolver"
origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3, TECH_POWER = 2)
projectile_type = /obj/item/projectile/energy/electrode/strong
charge_cost = 400
@@ -197,7 +194,6 @@
their own variants of the Stun Revolver."
icon_state = "vinstunrevolver"
item_state = "stunrevolver"
origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3, TECH_POWER = 2)
/*
* Snubnose Stun Revolver
@@ -213,4 +209,3 @@
icon_state = "snubstunrevolver"
item_state = "stunrevolver"
w_class = ITEMSIZE_SMALL //small pistol is small
origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3, TECH_POWER = 2)
@@ -4,7 +4,6 @@
icon_state = "freezegun"
desc = "A gun that can add or remove heat from entities it hits. In other words, it can fire 'cold', and 'hot' beams."
charge_cost = 240
origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 4, TECH_POWER = 3, TECH_MAGNET = 2)
slot_flags = SLOT_BELT|SLOT_BACK
@@ -36,7 +36,6 @@
icon = 'icons/obj/gun_toy.dmi'
item_state = "omnitag"
item_state = "retro"
origin_tech = list(TECH_COMBAT = 1, TECH_MAGNET = 2)
matter = list(MAT_STEEL = 2000)
projectile_type = /obj/item/projectile/beam/lasertag/omni
cell_type = /obj/item/cell/device/weapon/recharge
@@ -6,7 +6,6 @@
icon_state = "confetti_cannon"
item_state = "confetti_cannon"
w_class = ITEMSIZE_NORMAL
origin_tech = list(TECH_COMBAT = 1, TECH_MATERIAL = 2)
throw_distance = 7
release_force = 5
var/obj/item/grenade/confetti/party_ball/chambered = null
@@ -8,7 +8,6 @@
throw_range = 10
force = 5.0
slot_flags = 0
origin_tech = list(TECH_COMBAT = 8, TECH_MATERIAL = 5)
fire_sound = 'sound/weapons/rpg.ogg'
release_force = 15
@@ -7,7 +7,6 @@
wielded_item_state = "bore-wielded"
icon = 'icons/obj/railgun.dmi'
one_handed_penalty = 20
origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 4, TECH_ILLEGAL = 2, TECH_PHORON = 4)
w_class = ITEMSIZE_LARGE
slowdown = 1
@@ -12,7 +12,6 @@
item_state = "coilgun"
icon = 'icons/obj/railgun.dmi'
// one_handed_penalty = 15
origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 4, TECH_ILLEGAL = 2, TECH_MAGNET = 4)
w_class = ITEMSIZE_HUGE //CHOMP Edit.
var/obj/item/cell/cell // Currently installed powercell.
@@ -253,7 +252,6 @@
icon_state = "fuelrodgun"
item_state = "coilgun"
icon = 'icons/obj/railgun.dmi'
origin_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 4, TECH_PHORON = 4, TECH_ILLEGAL = 5, TECH_MAGNET = 4)
w_class = ITEMSIZE_LARGE
removable_components = TRUE
@@ -5,7 +5,6 @@
The distribution of MMI weapons is understandably tightly tracked and controlled."
gun_unreliable = 0
icon_state = "railgun"
origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 4, TECH_MAGNET = 4)
power_cost = 300
w_class = ITEMSIZE_HUGE
slot_flags = SLOT_BELT
@@ -153,7 +153,6 @@
icon_state = "mod_pistol"
max_components = 6
desc = "A bulky modular pistol frame. This only only accepts six parts."
origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 3)
burst_delay = 2
move_delay = 0 // CHOMPEdit: Pistols have move_delay of 0
@@ -162,7 +161,6 @@
icon_state = "mod_carbine"
max_components = 8
desc = "A modular version of the standard laser carbine. This one can hold 8 components."
origin_tech = list(TECH_COMBAT = 4, TECH_MAGNET = 3, TECH_MATERIAL = 3)
burst_delay = 2
/obj/item/gun/energy/modular/cannon
@@ -172,5 +170,4 @@
desc = "Say hello, to my little friend!"
one_handed_penalty = 4 //dual wielding = no.
cell_type = /obj/item/cell //We're bigger. We can use much larger power cells.
origin_tech = list(TECH_COMBAT = 6, TECH_MAGNET = 6, TECH_MATERIAL = 5, TECH_BLUESPACE = 4) //its a damn cannon capable of holding a huge amount of parts.
burst_delay = 4 //preventing extreme silliness.
@@ -2,7 +2,6 @@
name = "gun"
desc = "A gun that fires bullets."
icon_state = "revolver"
origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2)
w_class = ITEMSIZE_NORMAL
matter = list(MAT_STEEL = 1000)
recoil = 1
@@ -28,7 +28,6 @@
w_class = ITEMSIZE_NORMAL
load_method = MAGAZINE
caliber = "9mm"
origin_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 2)
slot_flags = SLOT_BELT
magazine_type = null // R&D builds this. Starts unloaded.
allowed_magazines = list(/obj/item/ammo_magazine/m9mmAdvanced, /obj/item/ammo_magazine/m9mm)
@@ -66,7 +65,6 @@
w_class = ITEMSIZE_NORMAL
force = 10
caliber = "10mm"
origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 2, TECH_ILLEGAL = 8)
slot_flags = SLOT_BELT|SLOT_BACK
load_method = MAGAZINE
magazine_type = /obj/item/ammo_magazine/m10mm
@@ -108,7 +106,6 @@
w_class = ITEMSIZE_HUGE //CHOMP Edit.
force = 10
caliber = "5.45mm"
origin_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 1, TECH_ILLEGAL = 4)
slot_flags = SLOT_BACK
load_method = MAGAZINE
magazine_type = /obj/item/ammo_magazine/m545
@@ -142,7 +139,6 @@
item_state = "c20r"
w_class = ITEMSIZE_NORMAL
caliber = "9mm"
origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 2)
slot_flags = SLOT_BELT
load_method = MAGAZINE
magazine_type = /obj/item/ammo_magazine/m9mmAdvanced
@@ -174,7 +170,6 @@
item_state = "wt550"
w_class = ITEMSIZE_NORMAL
caliber = "9mm"
origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 2)
slot_flags = SLOT_BELT
ammo_type = "/obj/item/ammo_casing/a9mmr"
load_method = MAGAZINE
@@ -210,7 +205,6 @@
w_class = ITEMSIZE_HUGE //CHOMP Edit.
force = 10
caliber = "7.62mm"
origin_tech = list(TECH_COMBAT = 8, TECH_MATERIAL = 3)
slot_flags = SLOT_BACK
load_method = MAGAZINE
magazine_type = /obj/item/ammo_magazine/m762
@@ -292,7 +286,6 @@
slot_flags = 0
max_shells = 50
caliber = "5.45mm"
origin_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 1, TECH_ILLEGAL = 2)
slot_flags = SLOT_BACK
load_method = MAGAZINE
magazine_type = /obj/item/ammo_magazine/m545saw
@@ -375,7 +368,6 @@
w_class = ITEMSIZE_HUGE //CHOMP Edit.
force = 10
caliber = "12g"
origin_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 1, TECH_ILLEGAL = 4)
slot_flags = SLOT_BACK
load_method = MAGAZINE
magazine_type = /obj/item/ammo_magazine/m12gdrum
@@ -412,7 +404,6 @@
w_class = ITEMSIZE_NORMAL
load_method = MAGAZINE
caliber = ".45"
origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 2, TECH_ILLEGAL = 5)
magazine_type = /obj/item/ammo_magazine/m45uzi
allowed_magazines = list(/obj/item/ammo_magazine/m45uzi)
move_delay = 0 // CHOMPEdit: Pistols have move_delay of 0
@@ -470,7 +461,6 @@
item_state = "p90"
w_class = ITEMSIZE_NORMAL
caliber = "9mm"
origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 2)
slot_flags = SLOT_BELT // ToDo: Belt sprite.
load_method = MAGAZINE
magazine_type = /obj/item/ammo_magazine/m9mmp90
@@ -496,7 +486,6 @@
item_state = "stg44"
w_class = ITEMSIZE_NORMAL
caliber = ".45"
origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 2, TECH_ILLEGAL = 5)
slot_flags = SLOT_BELT // ToDo: Belt sprite.
load_method = MAGAZINE
magazine_type = /obj/item/ammo_magazine/m45tommy
@@ -529,7 +518,6 @@
w_class = ITEMSIZE_LARGE
force = 10
caliber = "7.62mm"
origin_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 1, TECH_ILLEGAL = 4)
slot_flags = SLOT_BACK
load_method = MAGAZINE
magazine_type = /obj/item/ammo_magazine/m762
@@ -568,7 +556,6 @@
w_class = ITEMSIZE_NORMAL
load_method = MAGAZINE
caliber = "9mm"
origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 4)
magazine_type = /obj/item/ammo_magazine/m9mmt
allowed_magazines = list(/obj/item/ammo_magazine/m9mmt)
fire_sound = "sound/weapons/Gunshot1.ogg" //CHOMPedit
@@ -26,7 +26,6 @@
slot_flags = SLOT_BELT|SLOT_BACK // The inventory slots this weapon can occupy. Most weapons can go on the suit slot by default, so long as you're wearing a vest.
w_class = ITEMSIZE_LARGE // Takes up more space in inventories than a pistol.
origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 2) // The tech levels you get from deconstructing this item.
recoil = 0 // No screenshake on firing.
one_handed_penalty = 15 // Slight accuracy penalty when firing one-handed.
@@ -67,7 +66,6 @@
slot_flags = SLOT_BELT|SLOT_BACK
w_class = ITEMSIZE_LARGE
origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 2, TECH_ILLEGAL = 8)
recoil = 0
one_handed_penalty = 30
@@ -107,7 +105,6 @@
w_class = ITEMSIZE_LARGE
force = 10
caliber = "7.62mm"
origin_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 1, TECH_ILLEGAL = 4)
slot_flags = SLOT_BACK
load_method = MAGAZINE
magazine_type = /obj/item/ammo_magazine/m762/ext
@@ -16,7 +16,6 @@
recoil = 2 // The battlerifle was known for its nasty recoil.
max_shells = 36
caliber = "9.5x40mm"
origin_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 2)
magazine_type = /obj/item/ammo_magazine/m95
allowed_magazines = list(/obj/item/ammo_magazine/m95)
fire_sound = 'sound/weapons/battlerifle.ogg'
@@ -33,7 +32,6 @@
w_class = ITEMSIZE_LARGE
max_shells = 30
caliber = "7.92x33mm"
origin_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 2, TECH_ILLEGAL = 6)
magazine_type = /obj/item/ammo_magazine/mtg
allowed_magazines = list(/obj/item/ammo_magazine/mtg)
load_method = MAGAZINE
@@ -59,7 +57,6 @@
load_method = MAGAZINE
multi_aim = 1
burst_delay = 2
origin_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 2)
firemodes = list(
list(mode_name="semiauto", burst=1, fire_delay=0.1, move_delay=null, burst_accuracy=null, dispersion=null),
list(mode_name="3-round bursts", burst=3, fire_delay=null, move_delay=4, burst_accuracy=list(0,-15,-15), dispersion=list(0.0, 0.6, 1.0)),
@@ -126,7 +123,6 @@
name = "\improper SMG magazine (9mm)"
icon = 'icons/obj/ammo_vr.dmi'
icon_state = "smg"
origin_tech = list(TECH_COMBAT = 2)
mag_type = MAGAZINE
matter = list(MAT_STEEL = 1800)
caliber = "9mm"
@@ -13,7 +13,6 @@
slot_flags = 0
max_shells = 75
caliber = "mauser"
origin_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 1, TECH_ILLEGAL = 2)
ammo_type = "/obj/item/ammo_casing/a792x57m/lmg" // Is this really needed anymore?
fire_sound = 'sound/weapons/mg42.ogg'
load_method = MAGAZINE
@@ -18,8 +18,7 @@
item_state = "boltaction"
fire_sound = 'sound/weapons/gunshot_generic_rifle.ogg'
max_shells = 5
caliber = "7.62mm"
origin_tech = list(TECH_COMBAT = 1)// Old as shit rifle doesn't have very good tech.
caliber = "7.62mm"// Old as shit rifle doesn't have very good tech.
ammo_type = /obj/item/ammo_casing/a762
load_method = SINGLE_CASING|SPEEDLOADER
action_sound = 'sound/weapons/riflebolt.ogg'
@@ -109,8 +108,7 @@
fire_sound = 'sound/weapons/gunshot_generic_rifle.ogg'
max_shells = 4
slot_flags = null
caliber = "7.62mm"
origin_tech = list(TECH_COMBAT = 1) // Old(er) as shit rifle doesn't have very good tech.
caliber = "7.62mm" // Old(er) as shit rifle doesn't have very good tech.
ammo_type = /obj/item/ammo_casing/a762
load_method = SINGLE_CASING|SPEEDLOADER
action_sound = 'sound/weapons/riflebolt.ogg'
@@ -135,8 +133,7 @@
item_state = "boltaction_scoped"
fire_sound = 'sound/weapons/gunshot_generic_rifle.ogg'
max_shells = 5
caliber = "7.62mm"
origin_tech = list(TECH_COMBAT = 2)// Old as shit rifle doesn't have very good tech, but it does have a scope.
caliber = "7.62mm"// Old as shit rifle doesn't have very good tech, but it does have a scope.
ammo_type = /obj/item/ammo_casing/a762
load_method = SINGLE_CASING|SPEEDLOADER
action_sound = 'sound/weapons/riflebolt.ogg'
@@ -7,7 +7,6 @@
item_state = "caseless"
w_class = ITEMSIZE_HUGE //CHOMP Edit.
caliber = "5mm caseless"
origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 3)
slot_flags = SLOT_BACK
load_method = MAGAZINE
magazine_type = null // R&D builds this. Starts unloaded.
@@ -34,7 +34,6 @@
desc = "A rack of hollow darts."
icon_state = "darts"
item_state = "rcdammo"
origin_tech = list(TECH_MATERIAL = 2)
mag_type = MAGAZINE
caliber = "dart"
ammo_type = /obj/item/ammo_casing/chemdart
@@ -49,7 +48,6 @@
icon_state = "dartgun-empty"
item_state = null
var/base_state = "dartgun"
origin_tech = list(TECH_COMBAT = 7, TECH_MATERIAL = 6, TECH_BIO = 5, TECH_MAGNET = 2, TECH_ILLEGAL = 3)
caliber = "dart"
fire_sound = 'sound/weapons/empty.ogg'
@@ -218,7 +216,6 @@
allowed_magazines = list(/obj/item/ammo_magazine/chemdart)
default_magazine_casing_count = 3
max_beakers = 2
origin_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 4, TECH_BIO = 4, TECH_MAGNET = 2, TECH_ILLEGAL = 1)
/obj/item/ammo_casing/chemdart/small
name = "short chemical dart"
@@ -232,7 +229,6 @@
desc = "A rack of hollow darts."
icon_state = "darts_small"
item_state = "rcdammo"
origin_tech = list(TECH_MATERIAL = 2)
mag_type = MAGAZINE
caliber = "dart"
ammo_type = /obj/item/ammo_casing/chemdart/small
@@ -10,7 +10,6 @@
projectile_type = /obj/item/projectile/bullet/pistol/medium
icon_state = "colt"
caliber = ".45"
origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2)
load_method = MAGAZINE
move_delay = 0 // CHOMPEdit: Pistols have move_delay of 0
@@ -86,7 +85,6 @@
allowed_magazines = list(/obj/item/ammo_magazine/m45)
projectile_type = /obj/item/projectile/bullet/pistol/medium
caliber = ".45"
origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2)
load_method = MAGAZINE
move_delay = 0 // CHOMPEdit: Pistols have move_delay of 0
@@ -126,7 +124,6 @@
fire_delay = 1
move_delay = 0 // CHOMPEdit: Pistols have move_delay of 0
recoil = 0
origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2, TECH_ILLEGAL = 8)
load_method = MAGAZINE
magazine_type = /obj/item/ammo_magazine/m45
allowed_magazines = list(/obj/item/ammo_magazine/m45)
@@ -187,7 +184,6 @@
max_shells = 8
caliber = ".75"
fire_sound = 'sound/weapons/railgun.ogg'
origin_tech = list(TECH_COMBAT = 3)
ammo_type = "/obj/item/ammo_casing/a75"
load_method = MAGAZINE
magazine_type = /obj/item/ammo_magazine/m75
@@ -224,7 +220,6 @@
w_class = ITEMSIZE_SMALL
caliber = "9mm"
silenced = 0
origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2, TECH_ILLEGAL = 2)
load_method = MAGAZINE
magazine_type = /obj/item/ammo_magazine/m9mm/compact
allowed_magazines = list(/obj/item/ammo_magazine/m9mm/compact)
@@ -284,7 +279,6 @@
item_state = null
caliber = "9mm"
silenced = 0
origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2, TECH_ILLEGAL = 2)
load_method = MAGAZINE
magazine_type = /obj/item/ammo_magazine/m9mm
allowed_magazines = list(/obj/item/ammo_magazine/m9mm)
@@ -357,7 +351,6 @@
icon_state = "derringer"
item_state = "concealed"
w_class = ITEMSIZE_SMALL
origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2, TECH_ILLEGAL = 3)
handle_casings = CYCLE_CASINGS //player has to take the old casing out manually before reloading
load_method = SINGLE_CASING
max_shells = 2
@@ -377,7 +370,6 @@
same cannot be said for the hundreds of low-grade (But technically legal) copies circulating the squalid habitats and smoke-filled \
junk ships of the frontier."
icon_state = "p08a"
origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 2)
caliber = "9mm"
load_method = MAGAZINE
magazine_type = /obj/item/ammo_magazine/m9mm/luger
@@ -405,7 +397,6 @@
name = "9mm pistol"
desc = "A widespread MarsTech sidearm called the P92X which is used by military, police, and security forces across the galaxy. Uses 9mm rounds."
icon_state = "p92x"
origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 2)
caliber = "9mm"
load_method = MAGAZINE
magazine_type = /obj/item/ammo_magazine/m9mm
@@ -448,7 +439,6 @@
load_method = MAGAZINE
w_class = ITEMSIZE_SMALL
fire_sound = 'sound/weapons/gunshot_pathetic.ogg'
origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 3)
/obj/item/gun/projectile/giskard/update_icon()
..()
@@ -489,7 +479,6 @@
projectile_type = /obj/item/projectile/bullet/pistol/medium
load_method = MAGAZINE
w_class = ITEMSIZE_SMALL
origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2)
/obj/item/gun/projectile/makarov/update_icon()
if(ammo_magazine)
@@ -513,7 +502,6 @@
projectile_type = /obj/item/projectile/bullet/pistol/medium
load_method = MAGAZINE
w_class = ITEMSIZE_NORMAL
origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2)
/obj/item/gun/projectile/n99/update_icon()
if(ammo_magazine)
@@ -545,7 +533,6 @@
projectile_type = /obj/item/projectile/bullet/pistol/medium
load_method = MAGAZINE
w_class = ITEMSIZE_NORMAL
origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2)
/obj/item/gun/projectile/ecureuil/update_icon()
if(ammo_magazine)
@@ -587,7 +574,6 @@
load_method = MAGAZINE
auto_eject = 1
auto_eject_sound = 'sound/weapons/smg_empty_alarm.ogg'
origin_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 4)
move_delay = 0 // CHOMPEdit: Pistols have move_delay of 0
/obj/item/gun/projectile/lamia/update_icon()
@@ -24,7 +24,6 @@
load_method = MAGAZINE
auto_eject = 1
auto_eject_sound = 'sound/weapons/smg_empty_alarm.ogg'
origin_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 4)
move_delay = 0 // CHOMPEdit: Pistols have move_delay of 0
/obj/item/gun/projectile/lamia/update_icon()
@@ -48,7 +47,6 @@
load_method = MAGAZINE
w_class = ITEMSIZE_SMALL
fire_sound = 'sound/weapons/gunshot_pathetic.ogg'
origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 3)
/obj/item/gun/projectile/giskard/update_icon()
..()
@@ -11,7 +11,6 @@
icon_state = "revolver"
item_state = "revolver"
caliber = ".357"
origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2)
handle_casings = CYCLE_CASINGS
max_shells = 6
ammo_type = /obj/item/ammo_casing/a357
@@ -54,7 +53,6 @@
description_fluff = "The leading civilian-sector high-quality small arms brand of Hephaestus Industries, MarsTech has been the provider of choice for law enforcement and security forces for over 300 years."
icon_state = "detective"
caliber = ".38"
origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2)
ammo_type = /obj/item/ammo_casing/a38
/obj/item/gun/projectile/revolver/detective/verb/rename_gun()
@@ -80,7 +78,6 @@
desc = "A basic revolver, popular among some law enforcement agencies for its simple, long-lasting construction, modified for .45 rounds and a seven-shot cylinder."
icon_state = "detective"
caliber = ".45"
origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2)
ammo_type = /obj/item/ammo_casing/a45/rubber
max_shells = 6
@@ -133,7 +130,6 @@
name = "Lombardi Buzzard"
desc = "A rugged revolver that is mostly used by small law enforcement agencies across the frontier as a cheap, reliable sidearm. Uses .357 rounds."
icon_state = "lombardi_police"
origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2)
/obj/item/gun/projectile/revolver/lombardi/panther
name = "Lombardi Panther"
@@ -154,7 +150,6 @@
MarsTech has been the provider of choice for law enforcement and security forces for over 300 years."
icon_state = "captains_peacemaker"
caliber = ".44"
origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 2)
ammo_type = /obj/item/ammo_casing/a44
/*
@@ -165,7 +160,6 @@
desc = "This unique looking handgun is named after an Italian company famous for the original manufacture of \
these revolvers, and pasta kneading machines. Uses .357 rounds." // Yes I'm serious. -Spades
icon_state = "mateba"
origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2)
/*
* Deckard (Blade Runner)
@@ -175,7 +169,6 @@
desc = "A custom-built revolver, based off the semi-popular Detective Special model. Uses .38-Special rounds."
icon_state = "deckard-empty"
caliber = ".38"
origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2)
ammo_type = /obj/item/ammo_casing/a38
move_delay = 0 // CHOMPEdit: Pistols have move_delay of 0
@@ -207,7 +200,6 @@
'independent roughneck' demographic."
icon_state = "judge"
caliber = "12g"
origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2, TECH_ILLEGAL = 4)
max_shells = 5
recoil = 2 // ow my fucking hand
accuracy = -15 // smooth bore + short barrel = shit accuracy
@@ -227,7 +219,6 @@
the Mako was a notable exception, so original examples are much sought after."
icon_state = "combatrevolver"
item_state = "revolver"
origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2)
handle_casings = CYCLE_CASINGS
max_shells = 9
caliber = ".38"
@@ -325,7 +316,6 @@
icon_state = "webley2"
item_state = "webley2"
caliber = ".44"
origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2)
handle_casings = CYCLE_CASINGS
ammo_type = /obj/item/ammo_casing/a44
@@ -338,7 +328,6 @@
icon_state = "inspector"
item_state = "revolver"
caliber = ".44"
origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3)
handle_casings = CYCLE_CASINGS
ammo_type = /obj/item/ammo_casing/a44/rubber
@@ -9,7 +9,6 @@
/obj/item/ammo_magazine/m380
name = "magazine (.380)"
icon_state = "m92"
origin_tech = list(TECH_COMBAT = 2)
mag_type = MAGAZINE
matter = list(MAT_STEEL = 480)
caliber = ".380"
@@ -3,11 +3,9 @@
desc = "Heavily modified revolver, with alas only 6 round chamber but fiery firepower of 357 calibre. Make it count. Uses .357 rounds." // Yes I'm serious. -Spades
icon_state = "nova"
icon = 'icons/obj/gun_yw.dmi'
origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2)
/obj/item/gun/projectile/revolver/cerberus
name = "Cerberus"
desc = "A high-power, fancy looking revolver that can stop nearly everything it's pointed at. Comes with a standard six-round-cylinder. There is ,Hesphiastos Industries, stamped along it's cylinder." // Yes I'm serious. -Spades
icon_state = "cerb"
icon = 'icons/obj/gun_yw.dmi'
origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2)
@@ -14,7 +14,6 @@
item_state = "rifle"
w_class = ITEMSIZE_LARGE
caliber = "7.62mm"
origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2)
slot_flags = SLOT_BACK
//fire_sound = 'sound/weapons/rifleshot.ogg'
load_method = MAGAZINE // ToDo: Make it so MAGAZINE, SPEEDLOADER and SINGLE_CASING can all be used on the same gun.
@@ -47,7 +46,6 @@
item_state = "rifle"
w_class = ITEMSIZE_LARGE
caliber = ".44"
origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 2)
slot_flags = SLOT_BACK
handle_casings = CYCLE_CASINGS
load_method = SINGLE_CASING|SPEEDLOADER
@@ -22,7 +22,6 @@
force = 10
slot_flags = SLOT_BACK
caliber = "12g"
origin_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 2)
load_method = SINGLE_CASING|SPEEDLOADER
ammo_type = /obj/item/ammo_casing/a12g/beanbag
projectile_type = /obj/item/projectile/bullet/shotgun
@@ -97,7 +96,6 @@
branding for its military-grade equipment used by armed forces across human space."
icon_state = "cshotgun"
item_state = "cshotgun"
origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 2)
max_shells = 7 //match the ammo box capacity, also it can hold a round in the chamber anyways, for a total of 8.
ammo_type = /obj/item/ammo_casing/a12g
load_method = SINGLE_CASING|SPEEDLOADER
@@ -123,7 +121,6 @@
force = 10
slot_flags = SLOT_BACK
caliber = "12g"
origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 1)
ammo_type = /obj/item/ammo_casing/a12g/beanbag
// var/unique_reskin CHOMP Remove
@@ -241,7 +238,6 @@
item_state = "shotgun"
w_class = ITEMSIZE_LARGE
caliber = "12g"
origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 2)
slot_flags = SLOT_BACK
load_method = SINGLE_CASING
max_shells = 5
@@ -14,7 +14,6 @@
slot_flags = SLOT_BACK
ammo_type = /obj/item/ammo_casing/a12g/pellet
caliber = "12g"
origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 1)
ammo_type = /obj/item/ammo_casing/a12g/pellet
sawn_off = 1
@@ -29,7 +29,6 @@
force = 10
slot_flags = SLOT_BELT|SLOT_BACK
caliber = "12g"
origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 2)
load_method = SINGLE_CASING|SPEEDLOADER
handle_casings = EJECT_CASINGS //However, it's semi-automatic to make up for that
ammo_type = /obj/item/ammo_casing/a12g
@@ -7,7 +7,6 @@
w_class = ITEMSIZE_HUGE //CHOMP Edit.
force = 10
caliber = "12g"
origin_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 4, TECH_ILLEGAL = 2)
slot_flags = SLOT_BACK|SLOT_BELT|SLOT_HOLSTER
handle_casings = EJECT_CASINGS
load_method = MAGAZINE
@@ -9,7 +9,6 @@
icon_state = "smartgun"
icon_override = 'icons/obj/guns/projectile/smartgun_mob.dmi'
item_state = "smartgun"
origin_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 6, TECH_BLUESPACE = 4)
w_class = ITEMSIZE_LARGE
matter = list(MAT_STEEL = 6000, MAT_DIAMOND = 2000, MAT_URANIUM = 2000)
recoil = 1
@@ -10,7 +10,6 @@
force = 10
slot_flags = SLOT_BACK
actions_types = list(/datum/action/item_action/use_scope)
origin_tech = list(TECH_COMBAT = 8, TECH_MATERIAL = 2, TECH_ILLEGAL = 8)
caliber = "14.5mm"
recoil = 5 //extra kickback
handle_casings = HOLD_CASINGS
@@ -88,7 +87,6 @@
force = 10
slot_flags = SLOT_BACK // Needs a sprite.
actions_types = list(/datum/action/item_action/use_scope)
origin_tech = list(TECH_COMBAT = 8, TECH_MATERIAL = 2, TECH_ILLEGAL = 8)
caliber = "7.62mm"
load_method = MAGAZINE
accuracy = -45 //shooting at the hip
-5
View File
@@ -25,7 +25,6 @@
icon_state = "cap_gun"
item_state = "revolver"
caliber = "caps"
origin_tech = list(TECH_COMBAT = 1, TECH_MATERIAL = 1)
ammo_type = /obj/item/ammo_casing/cap
projectile_type = /obj/item/projectile/bullet/cap
matter = list(MAT_STEEL = 1000)
@@ -46,7 +45,6 @@
force = 2
slot_flags = null
caliber = "foam"
origin_tech = list(TECH_COMBAT = 1, TECH_MATERIAL = 1)
load_method = SINGLE_CASING
ammo_type = /obj/item/ammo_casing/afoam_dart
projectile_type = /obj/item/projectile/bullet/foam_dart
@@ -82,7 +80,6 @@
allowed_magazines = list(/obj/item/ammo_magazine/mfoam_dart/pistol)
projectile_type = /obj/item/projectile/bullet/foam_dart
caliber = "foam"
origin_tech = list(TECH_COMBAT = 1, TECH_MATERIAL = 1)
load_method = MAGAZINE
matter = list(MAT_PLASTIC = 1000)
recoil = 0 //it's a toy //CHOMP Edit
@@ -133,7 +130,6 @@
caliber = "foam"
ammo_type = /obj/item/ammo_casing/afoam_dart
projectile_type = /obj/item/projectile/bullet/foam_dart
origin_tech = list(TECH_COMBAT = 1, TECH_MATERIAL = 1)
load_method = SINGLE_CASING
max_shells = 6
matter = list(MAT_PLASTIC = 1000)
@@ -196,7 +192,6 @@
caliber = "foam"
w_class = ITEMSIZE_NORMAL
load_method = MAGAZINE
origin_tech = list(TECH_COMBAT = 1, TECH_MATERIAL = 1)
slot_flags = SLOT_BELT
magazine_type = /obj/item/ammo_magazine/mfoam_dart/smg
allowed_magazines = list(/obj/item/ammo_magazine/mfoam_dart/smg)