Merge branch 'master' into aro_firearms
@@ -1,279 +1,358 @@
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// Chaos cake
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/datum/recipe/chaoscake_layerone
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reagents = list("flour" = 300,"milk" = 200, "sugar" = 100, "egg" = 30) //CHOMP Edit
|
||||
fruit = list("poisonberries" = 15, "cherries" = 15) //CHOMP Edit
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items = list(
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/obj/item/weapon/reagent_containers/food/snacks/meat/,
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/obj/item/weapon/reagent_containers/food/snacks/meat/,
|
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/obj/item/weapon/reagent_containers/food/snacks/meat/,
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/obj/item/weapon/reagent_containers/food/snacks/meat/
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)
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result = /obj/structure/chaoscake
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/datum/recipe/chaoscake_layertwo
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reagents = list("flour" = 300, "milk" = 200, "sugar" = 100, "egg" = 30, ) //CHOMP Edit
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||||
fruit = list("vanilla" = 15, "banana" = 15) //CHOMP Edit
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items = list(
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/obj/item/weapon/reagent_containers/food/snacks/dough,
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/obj/item/weapon/reagent_containers/food/snacks/dough,
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/obj/item/weapon/reagent_containers/food/snacks/dough,
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/obj/item/weapon/reagent_containers/food/snacks/dough
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)
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result = /obj/item/weapon/chaoscake_layer
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/datum/recipe/chaoscake_layerthree
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reagents = list("flour" = 240, "milk" = 150, "sugar" = 80, "egg" = 24, "deathbell" = 100) //CHOMP Edit
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fruit = list("grapes" = 30) //CHOMP Edit
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items = list(
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/obj/item/weapon/reagent_containers/food/snacks/dough,
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||||
/obj/item/weapon/reagent_containers/food/snacks/dough,
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/obj/item/weapon/reagent_containers/food/snacks/dough
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)
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result = /obj/item/weapon/chaoscake_layer/three
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/datum/recipe/chaoscake_layerfour
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reagents = list("flour" = 240, "milk" = 150, "sugar" = 80, "egg" = 24, "milkshake" = 300) //CHOMP Edit
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fruit = list("rice" = 30) //CHOMP Edit
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items = list(
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/obj/item/weapon/reagent_containers/food/snacks/dough,
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/obj/item/weapon/reagent_containers/food/snacks/dough,
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/obj/item/weapon/reagent_containers/food/snacks/dough
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)
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result = /obj/item/weapon/chaoscake_layer/four
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/datum/recipe/chaoscake_layerfive
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reagents = list("flour" = 180, "milk" = 100, "sugar" = 60, "egg" = 18, "blood" = 300) //CHOMP Edit
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fruit = list("tomato" = 20) //CHOMP Edit
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items = list() //supposed to be made with lobster, still has to be ported.
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result = /obj/item/weapon/chaoscake_layer/five
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/datum/recipe/chaoscake_layersix
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reagents = list("flour" = 180, "milk" = 100, "sugar" = 60, "egg" = 18, "sprinkles" = 10) //CHOMP Edit
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fruit = list("apple" = 30) //CHOMP Edit
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items = list(
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/obj/item/weapon/reagent_containers/food/snacks/dough,
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/obj/item/weapon/reagent_containers/food/snacks/dough,
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/obj/item/weapon/reagent_containers/food/snacks/dough,
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/obj/item/weapon/reagent_containers/food/snacks/chocolatebar,
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/obj/item/weapon/reagent_containers/food/snacks/chocolatebar,
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/obj/item/weapon/reagent_containers/food/snacks/chocolatebar
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)
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result = /obj/item/weapon/chaoscake_layer/six
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/datum/recipe/chaoscake_layerseven
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reagents = list("flour" = 120, "milk" = 50, "sugar" = 40, "egg" = 12, "devilskiss" = 200) //CHOMP Edit
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fruit = list("potato" = 10) //CHOMP Edit
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items = list(
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/obj/item/weapon/reagent_containers/food/snacks/dough,
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||||
/obj/item/weapon/reagent_containers/food/snacks/dough,
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/obj/item/weapon/reagent_containers/food/snacks/dough
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)
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result = /obj/item/weapon/chaoscake_layer/seven
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/datum/recipe/chaoscake_layereight
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||||
reagents = list("flour" = 120, "milk" = 50, "sugar" = 40, "egg" = 12, "cream" = 200) //CHOMP Edit
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fruit = list("lemon" = 10) //CHOMP Edit
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items = list(
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/obj/item/weapon/reagent_containers/food/snacks/dough,
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||||
/obj/item/weapon/reagent_containers/food/snacks/dough,
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||||
/obj/item/weapon/reagent_containers/food/snacks/dough
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||||
)
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result = /obj/item/weapon/chaoscake_layer/eight
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/datum/recipe/chaoscake_layernine
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reagents = list("water" = 100, "blood" = 100) //CHOMP Edit
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fruit = list("goldapple" = 50) //CHOMP Edit
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items = list()
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result = /obj/item/weapon/chaoscake_layer/nine
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/obj/structure/chaoscake
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name = "An unfinished cake"
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desc = "A single layer of a strange cake, you can see the cherry paste ooze, but it feels very incomplete..."
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icon = 'icons/obj/food64x64.dmi'
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icon_state = "chaoscake_unfinished-1"
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pixel_x = -16
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var/slices = 6
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var/maxslices = 6
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var/stage = 1
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var/maxstages = 9
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var/edible = 0
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var/regentime = 1000
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var/interval = 0
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var/static/list/desclist2 = list(
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"The first layer of a strange cake, you can see the cherry paste ooze.",
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"The second layer of the cake sits in place now, smelling of pear with delicious colourful cream.",
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"The third layer of cake adds a strange purple layer, glazed over with frosting. It smells of grapes, but with a hint of something foul underneath.",
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"With the fourth layer added the cake looks happier again. Reeking of vanilla, it brings up memories of childhood joy.",
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"The fifth layer is extremely disturbing on that cake. Smelling of pure copper, it seems that bright blood clots are forming on top.",
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"The cake is getting closer with the sixth layer added, the pink hue smelling of chocolate, with colourful sprinkles on top.",
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"The first pair of triplets rest on the cake, despite being mostly similar to the first three, an evil aura becomes noticable.",
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"The second pair of triplets rest on the cake, if you stand on the bright side, you can feel a good aura lifting your mood.",
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"A chaos cake. Both a creation of dark and light, the two cakes are kept in a careful balance by that mystical coin in the middle. It's said its effects would dissipate if the balance is ever tipped in favour of one side too much, so both sides much be cut equally."
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)
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/obj/item/weapon/chaoscake_layer
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name = "A layer of cake"
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desc = "a layer of cake, it is made out of colourful cream."
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icon = 'icons/obj/food.dmi'
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icon_state = "chaoscake_layer-2"
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var/layer_stage = 1
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/obj/item/weapon/chaoscake_layer/three
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desc = "a layer of cake, glazed in purple."
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icon_state = "chaoscake_layer-3"
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layer_stage = 2
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/obj/item/weapon/chaoscake_layer/four
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desc = "a layer of cake, reminding you of a colouring book."
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icon_state = "chaoscake_layer-4"
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layer_stage = 3
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/obj/item/weapon/chaoscake_layer/five
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desc = "A layer of cake, smells like copper."
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icon_state = "chaoscake_layer-5"
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layer_stage = 4
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/obj/item/weapon/chaoscake_layer/six
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desc = "A layer of cake, featuring colourful sprinkles."
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icon_state = "chaoscake_layer-6"
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layer_stage = 5
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/obj/item/weapon/chaoscake_layer/seven
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desc = "A triplet of evil cake parts."
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icon_state = "chaoscake_layer-7"
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layer_stage = 6
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/obj/item/weapon/chaoscake_layer/eight
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desc = "A triplet of good cake parts."
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icon_state = "chaoscake_layer-8"
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layer_stage = 7
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/obj/item/weapon/chaoscake_layer/nine
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name = "A coin of balance"
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desc = "A very peculiar coin, it seems to stabilise the air around it."
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icon_state = "chaoscake_layer-9"
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layer_stage = 8
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/obj/structure/chaoscake/proc/HasSliceMissing()
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if(slices < maxslices)
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if(interval >= regentime)
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interval = 0
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slices++
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HasSliceMissing()
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else
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interval++
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HasSliceMissing()
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else
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return
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/obj/item/weapon/reagent_containers/food/snacks/chaoscakeslice
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name = "The Chaos Cake Slice"
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desc = "A slice from The Chaos Cake, it pulses weirdly, as if angry to be separated from the whole"
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icon = 'icons/obj/food_ch.dmi' //CHOMP Add to appease runtimes, I think, even thought this damn file is not enabled???
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icon_state = "chaoscake_slice-1"
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center_of_mass = list("x"=16, "y"=10)
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nutriment_desc = list()
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nutriment_amt = 4
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volume = 80
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/obj/item/weapon/reagent_containers/food/snacks/chaoscakeslice/Initialize()
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. = ..()
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var/i = rand(1,6)
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icon_state = "chaoscake_slice-[i]"
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switch(i)
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if(1)
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name = "Slice Of Evil" //Pretty damn poisonous, takes a lot of work to make safe for consumption, useful for medical.
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desc = "An odd slice, despite the grease and cherries oozing off the top, it smells delicious."
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nutriment_desc = list("The desire to consume" = 10) // You won't even taste the poison.
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reagents.add_reagent("neurotoxic_protein", 2)
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reagents.add_reagent("shockchem", 2)
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reagents.add_reagent("amatoxin", 2)
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reagents.add_reagent("carpotoxin", 2)
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reagents.add_reagent("spidertoxin", 2)
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bitesize = 7
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if(2)
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name = "Slice Of Evil" //A bad trip
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desc = "A mysterious slice, coated in purple frosting that smells like grapes."
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nutriment_desc = list("The desire to show off an party" = 10)
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reagents.add_reagent("stoxin", 2)
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reagents.add_reagent("bliss", 10)
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reagents.add_reagent("serotrotium", 4)
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reagents.add_reagent("cryptobiolin", 8)
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reagents.add_reagent("mindbreaker", 10)
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reagents.add_reagent("psilocybin", 10)
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bitesize = 30 //even a single bite won't make you escape fate.
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if(3)
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name = "Slice Of Evil" //acidic
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desc = "A menacing slice, smelling clearly of copper, blood clots float on top."
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nutriment_desc = list("Infernal Rage" = 10)
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reagents.add_reagent("blood", 20)
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reagents.add_reagent("stomacid", 10)
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reagents.add_reagent("mutagen", 4)
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reagents.add_reagent("thirteenloko", 20)
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reagents.add_reagent("hyperzine", 10)
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bitesize = 30
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if(4)
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name = "Slice Of Good" //anti-tox
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desc = "A colourful slice, smelling of pear and coated in delicious cream."
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nutriment_desc = list("Hapiness" = 10)
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reagents.add_reagent("anti_toxin", 2)
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reagents.add_reagent("tricordrazine", 2)
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bitesize = 3
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if(5)
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name = "Slice Of Good" //anti-oxy
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desc = "A light slice, it's pretty to look at and smells of vanilla."
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||||
nutriment_desc = list("Freedom" = 10)
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||||
reagents.add_reagent("dexalinp", 2)
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||||
reagents.add_reagent("tricordrazine", 2)
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||||
bitesize = 3
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||||
if(6)
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name = "Slice Of Good" //anti-burn/brute
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||||
desc = "A hearty slice, it smells of chocolate and strawberries."
|
||||
nutriment_desc = list("Love" = 10)
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||||
reagents.add_reagent("bicaridine", 2)
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reagents.add_reagent("tricordrazine", 2)
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reagents.add_reagent("kelotane", 2)
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bitesize = 4
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|
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/obj/structure/chaoscake/attackby(var/obj/item/weapon/W, var/mob/living/user)
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if(istype(W,/obj/item/weapon/material/knife))
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if(edible == 1)
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HasSliceMissing()
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if(slices <= 0)
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to_chat(user, "The cake hums away quietly as the chaos powered goodness slowly recovers the large amount of lost mass, best to give it a moment before cutting another slice.")
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return
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else
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to_chat(user, "You cut a slice of the cake. The slice looks like the cake was just baked, and you can see before your eyes as the spot where you cut the slice slowly regenerates!")
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slices = slices - 1
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icon_state = "chaoscake-[slices]"
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||||
new /obj/item/weapon/reagent_containers/food/snacks/chaoscakeslice(src.loc)
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||||
|
||||
else
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||||
to_chat(user, "<span class='notice'>It looks so good... But it feels so wrong to eat it before it's finished...</span>")
|
||||
return
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||||
if(istype(W,/obj/item/weapon/chaoscake_layer))
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||||
var/obj/item/weapon/chaoscake_layer/C = W
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||||
if(C.layer_stage == 8)
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to_chat(user, "Finally! The coin on the top, the almighty chaos cake is complete!")
|
||||
qdel(W)
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||||
stage++
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||||
desc = desclist2[stage]
|
||||
icon_state = "chaoscake-6"
|
||||
edible = 1
|
||||
name = "The Chaos Cake!"
|
||||
else if(stage == maxstages)
|
||||
to_chat(user, "The cake is already done!")
|
||||
else if(stage == C.layer_stage)
|
||||
to_chat(user, "You add another layer to the cake, nice.")
|
||||
qdel(W)
|
||||
stage++
|
||||
desc = desclist2[stage]
|
||||
icon_state = "chaoscake_unfinished-[stage]"
|
||||
else
|
||||
to_chat(user, "Hmm, doesn't seem like this layer is supposed to be added there?")
|
||||
// Chaos cake
|
||||
|
||||
/datum/recipe/chaoscake_layerone
|
||||
reagents = list("flour" = 30,"milk" = 20, "sugar" = 10, "egg" = 9)
|
||||
fruit = list("poisonberries" = 2, "cherries" = 2)
|
||||
items = list(
|
||||
/obj/item/weapon/reagent_containers/food/snacks/meat/,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/meat/,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/meat/,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/meat/
|
||||
)
|
||||
result = /obj/structure/chaoscake
|
||||
|
||||
/datum/recipe/chaoscake_layertwo
|
||||
reagents = list("flour" = 30, "milk" = 20, "sugar" = 10, "egg" = 9, )
|
||||
fruit = list("vanilla" = 2, "banana" = 2)
|
||||
items = list(
|
||||
/obj/item/weapon/reagent_containers/food/snacks/dough,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/dough,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/dough,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/dough
|
||||
)
|
||||
result = /obj/item/weapon/chaoscake_layer
|
||||
|
||||
/datum/recipe/chaoscake_layerthree
|
||||
reagents = list("flour" = 25, "milk" = 15, "sugar" = 10, "egg" = 6, "deathbell" = 10)
|
||||
fruit = list("grapes" = 3)
|
||||
items = list(
|
||||
/obj/item/weapon/reagent_containers/food/snacks/dough,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/dough,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/dough
|
||||
)
|
||||
result = /obj/item/weapon/chaoscake_layer/three
|
||||
|
||||
/datum/recipe/chaoscake_layerfour
|
||||
reagents = list("flour" = 25, "milk" = 15, "sugar" = 10, "egg" = 6, "milkshake" = 30)
|
||||
fruit = list("rice" = 3)
|
||||
items = list(
|
||||
/obj/item/weapon/reagent_containers/food/snacks/dough,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/dough,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/dough
|
||||
)
|
||||
result = /obj/item/weapon/chaoscake_layer/four
|
||||
|
||||
/datum/recipe/chaoscake_layerfive
|
||||
reagents = list("flour" = 20, "milk" = 10, "sugar" = 10, "egg" = 6, "blood" = 30)
|
||||
fruit = list("tomato" = 2)
|
||||
items = list() //supposed to be made with lobster, still has to be ported.
|
||||
result = /obj/item/weapon/chaoscake_layer/five
|
||||
|
||||
/datum/recipe/chaoscake_layersix
|
||||
reagents = list("flour" = 20, "milk" = 10, "sugar" = 10, "egg" = 6, "sprinkles" = 5)
|
||||
fruit = list("apple" = 2)
|
||||
items = list(
|
||||
/obj/item/weapon/reagent_containers/food/snacks/dough,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/dough,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/dough,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/chocolatebar,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/chocolatebar,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/chocolatebar
|
||||
)
|
||||
result = /obj/item/weapon/chaoscake_layer/six
|
||||
|
||||
/datum/recipe/chaoscake_layerseven
|
||||
reagents = list("flour" = 15, "milk" = 10, "sugar" = 5, "egg" = 3, "devilskiss" = 20)
|
||||
fruit = list("potato" = 1)
|
||||
items = list(
|
||||
/obj/item/weapon/reagent_containers/food/snacks/dough,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/dough,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/dough
|
||||
)
|
||||
result = /obj/item/weapon/chaoscake_layer/seven
|
||||
|
||||
/datum/recipe/chaoscake_layereight
|
||||
reagents = list("flour" = 15, "milk" = 10, "sugar" = 5, "egg" = 3, "cream" = 20)
|
||||
fruit = list("lemon" = 1)
|
||||
items = list(
|
||||
/obj/item/weapon/reagent_containers/food/snacks/dough,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/dough,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/dough
|
||||
)
|
||||
result = /obj/item/weapon/chaoscake_layer/eight
|
||||
|
||||
/datum/recipe/chaoscake_layernine
|
||||
reagents = list("water" = 10, "blood" = 10)
|
||||
fruit = list("goldapple" = 1)
|
||||
items = list()
|
||||
result = /obj/item/weapon/chaoscake_layer/nine
|
||||
|
||||
/obj/structure/chaoscake
|
||||
name = "An unfinished cake"
|
||||
desc = "A single layer of a strange cake, you can see the cherry paste ooze, but it feels very incomplete..."
|
||||
|
||||
icon = 'icons/obj/food64x64.dmi'
|
||||
icon_state = "chaoscake_unfinished-1"
|
||||
pixel_x = -16
|
||||
|
||||
var/slices = 6
|
||||
var/maxslices = 6
|
||||
var/stage = 1
|
||||
var/maxstages = 9
|
||||
var/edible = 0
|
||||
|
||||
var/regentime = 1000
|
||||
var/interval = 0
|
||||
|
||||
var/static/list/desclist2 = list(
|
||||
"The first layer of a strange cake, you can see the cherry paste ooze.",
|
||||
"The second layer of the cake sits in place now, smelling of pear with delicious colourful cream.",
|
||||
"The third layer of cake adds a strange purple layer, glazed over with frosting. It smells of grapes, but with a hint of something foul underneath.",
|
||||
"With the fourth layer added the cake looks happier again. Reeking of vanilla, it brings up memories of childhood joy.",
|
||||
"The fifth layer is extremely disturbing on that cake. Smelling of pure copper, it seems that bright blood clots are forming on top.",
|
||||
"The cake is getting closer with the sixth layer added, the pink hue smelling of chocolate, with colourful sprinkles on top.",
|
||||
"The first pair of triplets rest on the cake, despite being mostly similar to the first three, an evil aura becomes noticable.",
|
||||
"The second pair of triplets rest on the cake, if you stand on the bright side, you can feel a good aura lifting your mood.",
|
||||
"A chaos cake. Both a creation of dark and light, the two cakes are kept in a careful balance by that mystical coin in the middle. It's said its effects would dissipate if the balance is ever tipped in favour of one side too much, so both sides much be cut equally."
|
||||
)
|
||||
|
||||
/obj/item/weapon/chaoscake_layer
|
||||
name = "A layer of cake"
|
||||
desc = "a layer of cake, it is made out of colourful cream."
|
||||
icon = 'icons/obj/food.dmi'
|
||||
icon_state = "chaoscake_layer-2"
|
||||
var/layer_stage = 1
|
||||
|
||||
/obj/item/weapon/chaoscake_layer/three
|
||||
desc = "a layer of cake, glazed in purple."
|
||||
icon_state = "chaoscake_layer-3"
|
||||
layer_stage = 2
|
||||
|
||||
/obj/item/weapon/chaoscake_layer/four
|
||||
desc = "a layer of cake, reminding you of a colouring book."
|
||||
icon_state = "chaoscake_layer-4"
|
||||
layer_stage = 3
|
||||
|
||||
/obj/item/weapon/chaoscake_layer/five
|
||||
desc = "A layer of cake, smells like copper."
|
||||
icon_state = "chaoscake_layer-5"
|
||||
layer_stage = 4
|
||||
|
||||
/obj/item/weapon/chaoscake_layer/six
|
||||
desc = "A layer of cake, featuring colourful sprinkles."
|
||||
icon_state = "chaoscake_layer-6"
|
||||
layer_stage = 5
|
||||
|
||||
/obj/item/weapon/chaoscake_layer/seven
|
||||
desc = "A triplet of evil cake parts."
|
||||
icon_state = "chaoscake_layer-7"
|
||||
layer_stage = 6
|
||||
|
||||
/obj/item/weapon/chaoscake_layer/eight
|
||||
desc = "A triplet of good cake parts."
|
||||
icon_state = "chaoscake_layer-8"
|
||||
layer_stage = 7
|
||||
|
||||
/obj/item/weapon/chaoscake_layer/nine
|
||||
name = "A coin of balance"
|
||||
desc = "A very peculiar coin, it seems to stabilise the air around it."
|
||||
icon_state = "chaoscake_layer-9"
|
||||
layer_stage = 8
|
||||
|
||||
/obj/structure/chaoscake/proc/HasSliceMissing()
|
||||
if(slices < maxslices)
|
||||
if(interval >= regentime)
|
||||
interval = 0
|
||||
slices++
|
||||
HasSliceMissing()
|
||||
else
|
||||
interval++
|
||||
HasSliceMissing()
|
||||
else
|
||||
return
|
||||
|
||||
/obj/item/weapon/reagent_containers/food/snacks/chaoscakeslice
|
||||
name = "The Chaos Cake Slice"
|
||||
desc = "A slice from The Chaos Cake, it pulses weirdly, as if angry to be separated from the whole"
|
||||
icon_state = "chaoscake_slice-1"
|
||||
|
||||
center_of_mass = list("x"=16, "y"=10)
|
||||
nutriment_desc = list()
|
||||
nutriment_amt = 4
|
||||
volume = 80
|
||||
|
||||
/obj/item/weapon/reagent_containers/food/snacks/chaoscakeslice/Initialize()
|
||||
. = ..()
|
||||
var/i = rand(1,6)
|
||||
icon_state = "chaoscake_slice-[i]"
|
||||
switch(i)
|
||||
if(1)
|
||||
name = "Slice Of Evil" //Pretty damn poisonous, takes a lot of work to make safe for consumption, useful for medical.
|
||||
desc = "An odd slice, despite the grease and cherries oozing off the top, it smells delicious."
|
||||
nutriment_desc = list("The desire to consume" = 10) // You won't even taste the poison.
|
||||
reagents.add_reagent("neurotoxic_protein", 2)
|
||||
reagents.add_reagent("shockchem", 2)
|
||||
reagents.add_reagent("amatoxin", 2)
|
||||
reagents.add_reagent("carpotoxin", 2)
|
||||
reagents.add_reagent("spidertoxin", 2)
|
||||
bitesize = 7
|
||||
if(2)
|
||||
name = "Slice Of Evil" //A bad trip
|
||||
desc = "A mysterious slice, coated in purple frosting that smells like grapes."
|
||||
nutriment_desc = list("The desire to show off an party" = 10)
|
||||
reagents.add_reagent("stoxin", 2)
|
||||
reagents.add_reagent("bliss", 10)
|
||||
reagents.add_reagent("serotrotium", 4)
|
||||
reagents.add_reagent("cryptobiolin", 8)
|
||||
reagents.add_reagent("mindbreaker", 10)
|
||||
reagents.add_reagent("psilocybin", 10)
|
||||
bitesize = 30 //even a single bite won't make you escape fate.
|
||||
if(3)
|
||||
name = "Slice Of Evil" //acidic
|
||||
desc = "A menacing slice, smelling clearly of copper, blood clots float on top."
|
||||
nutriment_desc = list("Infernal Rage" = 10)
|
||||
reagents.add_reagent("blood", 20)
|
||||
reagents.add_reagent("stomacid", 10)
|
||||
reagents.add_reagent("mutagen", 4)
|
||||
reagents.add_reagent("thirteenloko", 20)
|
||||
reagents.add_reagent("hyperzine", 10)
|
||||
bitesize = 30
|
||||
if(4)
|
||||
name = "Slice Of Good" //anti-tox
|
||||
desc = "A colourful slice, smelling of pear and coated in delicious cream."
|
||||
nutriment_desc = list("Hapiness" = 10)
|
||||
reagents.add_reagent("anti_toxin", 2)
|
||||
reagents.add_reagent("tricordrazine", 2)
|
||||
bitesize = 3
|
||||
if(5)
|
||||
name = "Slice Of Good" //anti-oxy
|
||||
desc = "A light slice, it's pretty to look at and smells of vanilla."
|
||||
nutriment_desc = list("Freedom" = 10)
|
||||
reagents.add_reagent("dexalinp", 2)
|
||||
reagents.add_reagent("tricordrazine", 2)
|
||||
bitesize = 3
|
||||
if(6)
|
||||
name = "Slice Of Good" //anti-burn/brute
|
||||
desc = "A hearty slice, it smells of chocolate and strawberries."
|
||||
nutriment_desc = list("Love" = 10)
|
||||
reagents.add_reagent("bicaridine", 2)
|
||||
reagents.add_reagent("tricordrazine", 2)
|
||||
reagents.add_reagent("kelotane", 2)
|
||||
bitesize = 4
|
||||
|
||||
/obj/structure/chaoscake/attackby(var/obj/item/weapon/W, var/mob/living/user)
|
||||
if(istype(W,/obj/item/weapon/material/knife))
|
||||
if(edible == 1)
|
||||
HasSliceMissing()
|
||||
if(slices <= 0)
|
||||
to_chat(user, "The cake hums away quietly as the chaos powered goodness slowly recovers the large amount of lost mass, best to give it a moment before cutting another slice.")
|
||||
return
|
||||
else
|
||||
to_chat(user, "You cut a slice of the cake. The slice looks like the cake was just baked, and you can see before your eyes as the spot where you cut the slice slowly regenerates!")
|
||||
slices = slices - 1
|
||||
icon_state = "chaoscake-[slices]"
|
||||
new /obj/item/weapon/reagent_containers/food/snacks/chaoscakeslice(src.loc)
|
||||
|
||||
else
|
||||
to_chat(user, "<span class='notice'>It looks so good... But it feels so wrong to eat it before it's finished...</span>")
|
||||
return
|
||||
if(istype(W,/obj/item/weapon/chaoscake_layer))
|
||||
var/obj/item/weapon/chaoscake_layer/C = W
|
||||
if(C.layer_stage == 8)
|
||||
to_chat(user, "Finally! The coin on the top, the almighty chaos cake is complete!")
|
||||
qdel(W)
|
||||
stage++
|
||||
desc = desclist2[stage]
|
||||
icon_state = "chaoscake-6"
|
||||
edible = 1
|
||||
name = "The Chaos Cake!"
|
||||
else if(stage == maxstages)
|
||||
to_chat(user, "The cake is already done!")
|
||||
else if(stage == C.layer_stage)
|
||||
to_chat(user, "You add another layer to the cake, nice.")
|
||||
qdel(W)
|
||||
stage++
|
||||
desc = desclist2[stage]
|
||||
icon_state = "chaoscake_unfinished-[stage]"
|
||||
else
|
||||
to_chat(user, "Hmm, doesn't seem like this layer is supposed to be added there?")
|
||||
|
||||
|
||||
// The One Pizza
|
||||
|
||||
/obj/structure/theonepizza
|
||||
name = "The One Pizza"
|
||||
desc = "...it's real."
|
||||
|
||||
icon = 'icons/obj/food64x64.dmi'
|
||||
icon_state = "theonepizza"
|
||||
pixel_x = -16
|
||||
pixel_y = -16
|
||||
|
||||
var/slicetime = 15 SECONDS
|
||||
|
||||
var/slicelist = list(/obj/item/weapon/reagent_containers/food/snacks/sliceable/pizza/margherita/bigslice,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/sliceable/pizza/pineapple/bigslice,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/sliceable/pizza/meatpizza/bigslice,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/sliceable/pizza/mushroompizza/bigslice,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/sliceable/pizza/vegetablepizza/bigslice)
|
||||
|
||||
/obj/structure/theonepizza/attackby(var/obj/item/weapon/W, var/mob/living/user)
|
||||
if(istype(W,/obj/item/weapon/material/knife))
|
||||
user.visible_message("<b>\The [user]</b> starts to slowly cut through The One Pizza.", "<span class='notice'>You start to slowly cut through The One Pizza.</span>")
|
||||
if(do_after(user, slicetime, exclusive = TASK_USER_EXCLUSIVE))
|
||||
if(!src)
|
||||
return // We got disappeared already
|
||||
user.visible_message("<b>\The [user]</b> successfully cuts The One Pizza.", "<span class='notice'>You successfully cut The One Pizza.</span>")
|
||||
for(var/slicetype in slicelist)
|
||||
new slicetype(src.loc)
|
||||
qdel(src)
|
||||
|
||||
/obj/item/weapon/reagent_containers/food/snacks/sliceable/pizza/margherita/bigslice
|
||||
name = "Giant Margherita slice"
|
||||
desc = "Big enough to be a sign at a pizzeria."
|
||||
icon_state = "big_cheese_slice"
|
||||
|
||||
/obj/item/weapon/reagent_containers/food/snacks/sliceable/pizza/pineapple/bigslice
|
||||
name = "Giant ham & pineapple pizza slice"
|
||||
desc = "This thing probably constitutes an italian warcrime."
|
||||
icon_state = "big_pineapple_slice"
|
||||
|
||||
/obj/item/weapon/reagent_containers/food/snacks/sliceable/pizza/meatpizza/bigslice
|
||||
name = "Giant meatpizza slice"
|
||||
desc = "A Meat Feast fit for a king."
|
||||
icon_state = "big_meat_slice"
|
||||
|
||||
/obj/item/weapon/reagent_containers/food/snacks/sliceable/pizza/mushroompizza/bigslice
|
||||
name = "Giant mushroompizza slice"
|
||||
desc = "Practically a honey mushroom at this scale."
|
||||
icon_state = "big_mushroom_slice"
|
||||
|
||||
/obj/item/weapon/reagent_containers/food/snacks/sliceable/pizza/vegetablepizza/bigslice
|
||||
name = "Giant vegetable pizza slice"
|
||||
desc = "So healthy it'll give you a heart attack."
|
||||
icon_state = "big_veggie_slice"
|
||||
|
||||
/datum/recipe/theonepizza
|
||||
fruit = list("tomato" = 5, "mushroom" = 5, "eggplant" = 1, "carrot" = 1, "corn" = 1)
|
||||
items = list(
|
||||
/obj/item/weapon/reagent_containers/food/snacks/sliceable/flatdough,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/sliceable/flatdough,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/sliceable/flatdough,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/sliceable/flatdough,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/sliceable/flatdough,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/cheesewedge,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/cheesewedge,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/cheesewedge,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/cheesewedge,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/cheesewedge,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/cheesewedge,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/cheesewedge,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/cheesewedge,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/meat,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/meat,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/meat,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/pineapple_ring,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/pineapple_ring
|
||||
)
|
||||
result = /obj/structure/theonepizza
|
||||
@@ -517,3 +517,83 @@
|
||||
else
|
||||
user << "Hmm, doesnt seem like this layer is supposed to be added there?"
|
||||
|
||||
|
||||
|
||||
// The One Pizza
|
||||
|
||||
/obj/structure/theonepizza
|
||||
name = "The One Pizza"
|
||||
desc = "...it's real."
|
||||
|
||||
icon = 'icons/obj/food64x64.dmi'
|
||||
icon_state = "theonepizza"
|
||||
pixel_x = -16
|
||||
pixel_y = -16
|
||||
|
||||
var/slicetime = 15 SECONDS
|
||||
|
||||
var/slicelist = list(/obj/item/weapon/reagent_containers/food/snacks/sliceable/pizza/margherita/bigslice,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/sliceable/pizza/pineapple/bigslice,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/sliceable/pizza/meatpizza/bigslice,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/sliceable/pizza/mushroompizza/bigslice,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/sliceable/pizza/vegetablepizza/bigslice)
|
||||
|
||||
/obj/structure/theonepizza/attackby(var/obj/item/weapon/W, var/mob/living/user)
|
||||
if(istype(W,/obj/item/weapon/material/knife))
|
||||
user.visible_message("<b>\The [user]</b> starts to slowly cut through The One Pizza.", "<span class='notice'>You start to slowly cut through The One Pizza.</span>")
|
||||
if(do_after(user, slicetime, exclusive = TASK_USER_EXCLUSIVE))
|
||||
if(!src)
|
||||
return // We got disappeared already
|
||||
user.visible_message("<b>\The [user]</b> successfully cuts The One Pizza.", "<span class='notice'>You successfully cut The One Pizza.</span>")
|
||||
for(var/slicetype in slicelist)
|
||||
new slicetype(src.loc)
|
||||
qdel(src)
|
||||
|
||||
/obj/item/weapon/reagent_containers/food/snacks/sliceable/pizza/margherita/bigslice
|
||||
name = "Giant Margherita slice"
|
||||
desc = "Big enough to be a sign at a pizzeria."
|
||||
icon_state = "big_cheese_slice"
|
||||
|
||||
/obj/item/weapon/reagent_containers/food/snacks/sliceable/pizza/pineapple/bigslice
|
||||
name = "Giant ham & pineapple pizza slice"
|
||||
desc = "This thing probably constitutes an italian warcrime."
|
||||
icon_state = "big_pineapple_slice"
|
||||
|
||||
/obj/item/weapon/reagent_containers/food/snacks/sliceable/pizza/meatpizza/bigslice
|
||||
name = "Giant meatpizza slice"
|
||||
desc = "A Meat Feast fit for a king."
|
||||
icon_state = "big_meat_slice"
|
||||
|
||||
/obj/item/weapon/reagent_containers/food/snacks/sliceable/pizza/mushroompizza/bigslice
|
||||
name = "Giant mushroompizza slice"
|
||||
desc = "Practically a honey mushroom at this scale."
|
||||
icon_state = "big_mushroom_slice"
|
||||
|
||||
/obj/item/weapon/reagent_containers/food/snacks/sliceable/pizza/vegetablepizza/bigslice
|
||||
name = "Giant vegetable pizza slice"
|
||||
desc = "So healthy it'll give you a heart attack."
|
||||
icon_state = "big_veggie_slice"
|
||||
|
||||
/datum/recipe/theonepizza
|
||||
fruit = list("tomato" = 5, "mushroom" = 5, "eggplant" = 1, "carrot" = 1, "corn" = 1)
|
||||
items = list(
|
||||
/obj/item/weapon/reagent_containers/food/snacks/sliceable/flatdough,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/sliceable/flatdough,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/sliceable/flatdough,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/sliceable/flatdough,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/sliceable/flatdough,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/cheesewedge,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/cheesewedge,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/cheesewedge,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/cheesewedge,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/cheesewedge,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/cheesewedge,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/cheesewedge,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/cheesewedge,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/meat,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/meat,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/meat,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/pineapple_ring,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/pineapple_ring
|
||||
)
|
||||
result = /obj/structure/theonepizza
|
||||
@@ -1,3 +1,6 @@
|
||||
/*
|
||||
* Laser Rifle
|
||||
*/
|
||||
/obj/item/weapon/gun/energy/laser
|
||||
name = "laser rifle"
|
||||
desc = "A Hephaestus Industries G40E rifle, designed to kill with concentrated energy blasts. This variant has the ability to \
|
||||
@@ -53,17 +56,23 @@
|
||||
list(mode_name="suppressive", projectile_type=/obj/item/projectile/beam/practice, charge_cost = 12),
|
||||
)
|
||||
|
||||
//Functionally identical, but slightly higher tech due to rarer.
|
||||
/*
|
||||
* Sleek Laser Rifle
|
||||
*/
|
||||
/obj/item/weapon/gun/energy/laser/sleek
|
||||
name = "\improper LR1 Shishi"
|
||||
desc = "A Bishamonten Company LR1 Shishi rifle, a rare early 23rd century futurist design with a nonetheless timeless ability to kill."
|
||||
description_fluff = "Bisamonten was arms company that operated from roughly 2150-2280 - the height of the first extrasolar colonisation boom - before filing for bankruptcy and selling off its assets to various companies that would go on to become today’s TSCs. \
|
||||
Focused on sleek ‘futurist’ designs which have largely fallen out of fashion but remain popular with collectors and people hoping to make some quick thalers from replica weapons. \
|
||||
Their weapons tended to be form over function - despite their flashy looks, most were completely unremarkable one way or another as weapons and used very standard firing mechanisms."
|
||||
name = "\improper LR1 \"Shishi\""
|
||||
desc = "A Bishamonten Company LR1 \"Shishi\" rifle, a rare early 23rd century futurist design with a nonetheless timeless ability to kill."
|
||||
description_fluff = "Bisamonten was arms company that operated from roughly 2150-2280 - the height of the first extrasolar colonisation boom - before filing for \
|
||||
bankruptcy and selling off its assets to various companies that would go on to become today’s TSCs. Focused on sleek ‘futurist’ designs which have largely \
|
||||
fallen out of fashion but remain popular with collectors and people hoping to make some quick thalers from replica weapons. Their weapons tended to be form \
|
||||
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
|
||||
*/
|
||||
/obj/item/weapon/gun/energy/retro
|
||||
name = "retro laser"
|
||||
icon_state = "retro"
|
||||
@@ -82,6 +91,9 @@
|
||||
icon_state = "retro"
|
||||
cell_type = null
|
||||
|
||||
/*
|
||||
* Alien Pistol
|
||||
*/
|
||||
|
||||
/datum/category_item/catalogue/anomalous/precursor_a/alien_pistol
|
||||
name = "Precursor Alpha Weapon - Appendageheld Laser"
|
||||
@@ -129,6 +141,9 @@
|
||||
move_delay = 0 // CHOMPEdit: Pistols have move_delay of 0
|
||||
|
||||
|
||||
/*
|
||||
* Antique Laser Gun
|
||||
*/
|
||||
/obj/item/weapon/gun/energy/captain
|
||||
name = "antique laser gun"
|
||||
icon_state = "caplaser"
|
||||
@@ -250,6 +265,9 @@
|
||||
return
|
||||
*/
|
||||
|
||||
/*
|
||||
* Laser Cannon
|
||||
*/
|
||||
/obj/item/weapon/gun/energy/lasercannon
|
||||
name = "laser cannon"
|
||||
desc = "With the laser cannon, the lasing medium is enclosed in a tube lined with uranium-235 and subjected to high neutron \
|
||||
@@ -279,6 +297,9 @@
|
||||
charge_cost = 400
|
||||
fire_delay = 20
|
||||
|
||||
/*
|
||||
* X-ray
|
||||
*/
|
||||
/obj/item/weapon/gun/energy/xray
|
||||
name = "xray laser gun"
|
||||
desc = "A high-power laser gun capable of expelling concentrated xray blasts, which are able to penetrate matter easier than \
|
||||
@@ -291,6 +312,9 @@
|
||||
charge_cost = 200
|
||||
w_class = ITEMSIZE_LARGE //CHOMP Edit. - huge is too big, this thing hits for 25
|
||||
|
||||
/*
|
||||
* Marksman Rifle
|
||||
*/
|
||||
/obj/item/weapon/gun/energy/sniperrifle
|
||||
name = "marksman energy rifle"
|
||||
desc = "The HI DMR 9E is an older design of Hephaestus Industries. A designated marksman rifle capable of shooting powerful \
|
||||
@@ -327,18 +351,96 @@
|
||||
|
||||
toggle_scope(2.0)
|
||||
|
||||
/*
|
||||
* Laser Scattergun (proof of concept)
|
||||
*/
|
||||
/obj/item/weapon/gun/energy/lasershotgun
|
||||
name = "laser scattergun"
|
||||
icon = 'icons/obj/energygun.dmi'
|
||||
item_state = "laser"
|
||||
icon_state = "scatter"
|
||||
desc = "A strange Almachi weapon, utilizing a refracting prism to turn a single laser blast into a diverging cluster."
|
||||
origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 1, TECH_MATERIAL = 4)
|
||||
|
||||
projectile_type = /obj/item/projectile/scatter/laser
|
||||
w_class = ITEMSIZE_HUGE //CHOMP Edit.
|
||||
slot_flags = SLOT_BELT|SLOT_BACK //CHOMP Edit because you can still holster it despite it not fitting in a backpack.
|
||||
|
||||
|
||||
/*
|
||||
* Imperial Pistol
|
||||
*/
|
||||
/obj/item/weapon/gun/energy/imperial
|
||||
name = "imperial energy pistol"
|
||||
desc = "An elegant weapon developed by the Imperium Auream. Their weaponsmiths have cleverly found a way to make a gun that \
|
||||
is only about the size of an average energy pistol, yet with the fire power of a laser carbine."
|
||||
icon = 'icons/obj/gun_vr.dmi'
|
||||
icon_override = 'icons/obj/gun_vr.dmi'
|
||||
icon_state = "ge_pistol"
|
||||
item_state = "ge_pistol"
|
||||
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
|
||||
|
||||
/*
|
||||
* Mining-Laser Rifle
|
||||
*/
|
||||
/obj/item/weapon/gun/energy/mininglaser
|
||||
name = "mining-laser rifle"
|
||||
desc = "An industrial grade mining laser. Comes with a built-in 'stun' mode for encounters with local wildlife."
|
||||
icon = 'icons/obj/gun.dmi'
|
||||
icon_state = "mininglaser"
|
||||
item_state = "mininglaser"
|
||||
fire_delay = 8
|
||||
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
|
||||
|
||||
firemodes = list(
|
||||
list(mode_name="mining", fire_delay=8, projectile_type=/obj/item/projectile/beam/mininglaser, charge_cost = 200),
|
||||
list(mode_name="deter", fire_delay=5, projectile_type=/obj/item/projectile/beam/weaklaser, charge_cost = 80),
|
||||
)
|
||||
|
||||
/*
|
||||
* Old Laser Rifle
|
||||
*/
|
||||
/obj/item/weapon/gun/energy/laser/old
|
||||
name = "vintage laser rifle"
|
||||
desc = "A Hephaestus Industries G32E rifle, designed to kill with concentrated energy blasts. This older model laser rifle only has one firemode."
|
||||
description_fluff = "The leading arms producer in the SCG, Hephaestus typically only uses its 'top level' branding for its military-grade \
|
||||
equipment used by armed forces across human space."
|
||||
icon_state = "oldlaser"
|
||||
item_state = "laser"
|
||||
fire_delay = 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
|
||||
|
||||
/*
|
||||
* Mono-Rifle
|
||||
*/
|
||||
/obj/item/weapon/gun/energy/monorifle
|
||||
name = "antique mono-rifle"
|
||||
desc = "An old laser rifle. This one can only fire once before requiring recharging."
|
||||
description_fluff = "Modeled after ancient hunting rifles, this rifle was dubbed the 'Rainy Day Special' by some, due to its use as some barmens' fight-stopper of choice. One shot is all it takes, or so they say."
|
||||
icon = 'icons/obj/energygun.dmi'
|
||||
desc = "An old model laser rifle with a nice wood finish. This weapon was only designed to fire once before requiring a recharge."
|
||||
description_fluff = "Modeled after ancient hunting rifles designs, this rifle was dubbed the 'Rainy Day Special' by some, due to its use as the \
|
||||
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
|
||||
action_button_name = "Aim Down Sights"
|
||||
charge_cost = 1300
|
||||
charge_cost = 2400
|
||||
fire_delay = 20
|
||||
force = 8
|
||||
w_class = ITEMSIZE_HUGE //CHOMP Edit.
|
||||
@@ -359,25 +461,12 @@
|
||||
|
||||
/obj/item/weapon/gun/energy/monorifle/combat
|
||||
name = "combat mono-rifle"
|
||||
desc = "A modernized version of the mono-rifle. This one can fire twice before requiring recharging."
|
||||
description_fluff = "A modern design produced by a small company operating out of Saint Columbia, based on the antique mono-rifle 'Rainy Day Special' design."
|
||||
desc = "A modernized version of the classic mono-rifle. This one has an optimized capacitor bank that allows the rifle to fire twice before requiring a recharge."
|
||||
description_fluff = "A modern design of a classic rifle produced by a small arms company operating out of Saint Columbia. It was based on the \
|
||||
antique mono-rifle design that was dubbed the 'Rainy Day Special' by many of its users."
|
||||
icon_state = "cmono"
|
||||
item_state = "cshotgun"
|
||||
charge_cost = 1000
|
||||
charge_cost = 1200
|
||||
force = 12
|
||||
accuracy = 0
|
||||
scoped_accuracy = 20
|
||||
|
||||
// Laser scattergun, proof of concept.
|
||||
|
||||
/obj/item/weapon/gun/energy/lasershotgun
|
||||
name = "laser scattergun"
|
||||
icon = 'icons/obj/energygun.dmi'
|
||||
item_state = "laser"
|
||||
icon_state = "scatter"
|
||||
desc = "A strange Almachi weapon, utilizing a refracting prism to turn a single laser blast into a diverging cluster."
|
||||
origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 1, TECH_MATERIAL = 4)
|
||||
|
||||
projectile_type = /obj/item/projectile/scatter/laser
|
||||
w_class = ITEMSIZE_HUGE //CHOMP Edit.
|
||||
slot_flags = SLOT_BELT|SLOT_BACK //CHOMP Edit because you can still holster it despite it not fitting in a backpack.
|
||||
scoped_accuracy = 20
|
||||
@@ -3,8 +3,10 @@
|
||||
*/
|
||||
/obj/item/weapon/gun/energy/gun
|
||||
name = "energy gun"
|
||||
desc = "Another bestseller of Lawson Arms, the LAEP80 Thor is a versatile energy based pistol, capable of switching between low and high capacity projectile settings. In other words: Stun or Kill."
|
||||
description_fluff = "Lawson Arms is Hephaestus Industries’ main personal-energy-weapon branding, often sold alongside MarsTech projectile weapons to security and law enforcement agencies."
|
||||
desc = "Another bestseller of Lawson Arms, the LAEP80 Thor is a versatile energy based pistol, capable of switching between low and high \
|
||||
capacity projectile settings. In other words: Stun or Kill."
|
||||
description_fluff = "Lawson Arms is Hephaestus Industries’ main personal-energy-weapon branding, often sold alongside MarsTech projectile \
|
||||
weapons to security and law enforcement agencies."
|
||||
icon = 'icons/obj/gun.dmi' // CHOMPEdit: Gun Sprites
|
||||
icon_state = "egunstun"
|
||||
item_state = null //so the human update icon uses the icon_state instead.
|
||||
@@ -24,7 +26,8 @@
|
||||
*/
|
||||
/obj/item/weapon/gun/energy/gun/rifle
|
||||
name = "energy rifle"
|
||||
desc = "Another bestseller of Lawson Arms, the LAEP100 Svarog is a versatile energy rifle, capable of switching between low and high capacity projectile settings. In other words: Stun or Kill."
|
||||
desc = "Another bestseller of Lawson Arms, the LAEP100 Svarog is a versatile energy rifle, capable of switching between low and high capacity \
|
||||
projectile settings. In other words: Stun or Kill."
|
||||
icon_state = "riflestun"
|
||||
item_state = null //so the human update icon uses the icon_state instead.
|
||||
wielded_item_state = "riflestun-wielded"
|
||||
@@ -47,7 +50,8 @@
|
||||
*/
|
||||
/obj/item/weapon/gun/energy/gun/burst
|
||||
name = "energy carbine"
|
||||
desc = "The Lawson Arms FM-2t is a versatile energy based carbine made from modifying the original LAEP100 design. It is capable of switching between stun or kill with a three round burst option for both settings."
|
||||
desc = "The Lawson Arms FM-2t is a versatile energy based carbine made from modifying the original LAEP100 design. It is capable of switching \
|
||||
between stun or kill with a three round burst option for both settings."
|
||||
icon_state = "energystun"
|
||||
item_state = null //so the human update icon uses the icon_state instead.
|
||||
force = 8
|
||||
@@ -66,14 +70,41 @@
|
||||
list(mode_name="lethal burst", burst=3, fire_delay=null, move_delay=4, burst_accuracy=list(0,0,0), dispersion=list(0.0, 0.2, 0.5), projectile_type=/obj/item/projectile/beam/burstlaser, modifystate="energykill"),
|
||||
)
|
||||
|
||||
/*
|
||||
* Energy Thompson (RCW)
|
||||
*/
|
||||
/obj/item/weapon/gun/energy/gun/etommy
|
||||
name = "Energy RCW"
|
||||
desc = "The Lawson Arms experimental Rapid Capacitor Weapon is a highly reguarded and deadly peice of military hardware. Using a large drum shaped \
|
||||
capacitor bank the weapon is capable of accurate, rapid burst fire."
|
||||
description_fluff = "The Rapid Capacitor Weapon is one of a few weapons that never saw full production. IT was an experimental Shock Trooper weapon developed by \
|
||||
Lawsom Arms during the Hegemony Conflict. While only a few hundred were made it didn't take long for smaller arms dealers to break apart stolen units and revese engineer \
|
||||
the tech used in their design. While they're an uncommon sight, they're known to be used by roving bands in the Salthan Fyrds as a forms of personal protection because \
|
||||
of their ease of use and firepower."
|
||||
icon_state = "etommy"
|
||||
item_state = "fm-2tkill"
|
||||
force = 8
|
||||
w_class = ITEMSIZE_LARGE
|
||||
fire_delay = 7
|
||||
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),
|
||||
list(mode_name="lethal burst", burst=4, fire_delay=null, move_delay=4, burst_accuracy=list(0,0,0), dispersion=list(0.0, 0.2, 0.5), projectile_type=/obj/item/projectile/beam/burstlaser),
|
||||
)
|
||||
|
||||
/*
|
||||
* Energy PDW (Martin)
|
||||
*/
|
||||
/obj/item/weapon/gun/energy/gun/compact
|
||||
name = "personal energy weapon"
|
||||
desc = "The RayZar EW20 \"Martin\" personal energy weapon - or PEW - is Ward-Takahasi's entry into the variable capacity energy gun market. New users are advised to 'set RayZars to stun'."
|
||||
description_fluff = "RayZar is Ward-Takahashi’s main consumer weapons brand, known for producing and licensing a wide variety of specialist energy weapons of various types and quality primarily for the civilian market."
|
||||
|
||||
desc = "The RayZar EW20 \"Martin\" personal energy weapon - or PEW - is Ward-Takahasi's entry into the variable capacity energy gun market. \
|
||||
New users are advised to 'set RayZars to stun'."
|
||||
description_fluff = "RayZar is Ward-Takahashi’s main consumer weapons brand, known for producing and licensing a wide variety of specialist \
|
||||
energy weapons of various types and quality primarily for the civilian market."
|
||||
icon_state = "PDWstun"
|
||||
fire_sound = 'sound/weapons/Taser.ogg'
|
||||
w_class = ITEMSIZE_SMALL
|
||||
@@ -91,7 +122,8 @@
|
||||
*/
|
||||
/obj/item/weapon/gun/energy/gun/eluger
|
||||
name = "energy Luger"
|
||||
desc = "The finest sidearm produced by RauMauser. Although its battery cannot be removed, its ergonomic design makes it easy to shoot, allowing for rapid follow-up shots. It also has the ability to toggle between stun and kill."
|
||||
desc = "The finest sidearm produced by RauMauser. Although its battery cannot be removed, its ergonomic design makes it easy to shoot, allowing \
|
||||
for rapid follow-up shots. It also has the ability to toggle between stun and kill."
|
||||
icon_state = "ep08stun"
|
||||
item_state = "gun"
|
||||
fire_delay = null // Lugers are quite comfortable to shoot, thus allowing for more controlled follow-up shots. Rate of fire similar to a laser carbine.
|
||||
@@ -134,4 +166,4 @@
|
||||
firemodes = list(
|
||||
list(mode_name="stun", projectile_type=/obj/item/projectile/beam/stun, modifystate="nucgunstun", charge_cost = 240),
|
||||
list(mode_name="lethal", projectile_type=/obj/item/projectile/beam, modifystate="nucgunkill", charge_cost = 480),
|
||||
)
|
||||
)
|
||||
@@ -1,6 +1,10 @@
|
||||
/*
|
||||
* Pulse Rifle
|
||||
*/
|
||||
/obj/item/weapon/gun/energy/pulse_rifle
|
||||
name = "pulse rifle"
|
||||
desc = "A weapon that uses advanced pulse-based beam generation technology to emit powerful laser blasts. Because of its complexity and cost, it is rarely seen in use except by specialists."
|
||||
name = "\improper LP1 Locust Rifle"
|
||||
desc = "The Bishamonten LP1 is a weapon that uses advanced pulse-based beam generation technology to emit powerful laser blasts. \
|
||||
Because of its complexity and cost, it is rarely seen in use except by specialists."
|
||||
icon = 'icons/obj/gun.dmi' // CHOMPEdit: Gun Sprites
|
||||
icon_state = "pulse"
|
||||
item_state = null //so the human update icon uses the icon_state instead.
|
||||
@@ -8,6 +12,7 @@
|
||||
force = 10
|
||||
projectile_type = /obj/item/projectile/beam
|
||||
charge_cost = 120
|
||||
fire_delay = 8
|
||||
sel_mode = 2
|
||||
w_class = ITEMSIZE_HUGE //CHOMP Edit.
|
||||
|
||||
@@ -21,31 +26,55 @@
|
||||
self_recharge = 1
|
||||
use_external_power = 1
|
||||
|
||||
/*
|
||||
* Pulse Destroyer
|
||||
*/
|
||||
/obj/item/weapon/gun/energy/pulse_rifle/destroyer
|
||||
name = "pulse destroyer"
|
||||
desc = "A heavy-duty, pulse-based energy weapon. Because of its complexity and cost, it is rarely seen in use except by specialists."
|
||||
name = "\improper LP1 MkII"
|
||||
desc = "A more heavy-duty version of the Bishamonten LP1. It's had all its safety functions ripped out to facilitate the perfect killing machine."
|
||||
icon_state = "pulsedest"
|
||||
projectile_type=/obj/item/projectile/beam/pulse
|
||||
charge_cost = 120
|
||||
fire_delay = 12
|
||||
|
||||
/obj/item/weapon/gun/energy/pulse_rifle/destroyer/attack_self(mob/living/user as mob)
|
||||
to_chat(user, "<span class='warning'>[src.name] has three settings, and they are all DESTROY.</span>")
|
||||
|
||||
/*
|
||||
* Pulse Carbine
|
||||
*/
|
||||
/obj/item/weapon/gun/energy/pulse_rifle/carbine
|
||||
name = "\improper LP2 Grasshopper Carbine"
|
||||
desc = "The Bishamonten LP2 is a sleek, compact version of the LP1. Because of its smaller design it takes less time to charge a shot."
|
||||
icon_state = "pulsecarbine"
|
||||
charge_cost = 480
|
||||
fire_delay = 2
|
||||
|
||||
//non-bus version because it looks adorable.
|
||||
firemodes = list(
|
||||
list(mode_name="stun", projectile_type=/obj/item/projectile/beam/stun, fire_delay=null, charge_cost = 120),
|
||||
list(mode_name="lethal", projectile_type=/obj/item/projectile/beam, fire_delay=null, charge_cost = 120),
|
||||
list(mode_name="DESTROY", projectile_type=/obj/item/projectile/beam/pulse, fire_delay=null, charge_cost = 240),
|
||||
)
|
||||
|
||||
/*
|
||||
* Pulse Pistol
|
||||
*/
|
||||
/obj/item/weapon/gun/energy/pulse_rifle/compact
|
||||
name = "\improper LP2 Grasshopper Compact"
|
||||
desc = "You feel like you're going to break the damn thing. The Bishamonten LP2 is a rare collectors item from the early 23rd century."
|
||||
description_fluff = "The Bishamonten Company operated from roughly 2150-2280 - the height of the first extrasolar colonisation boom - before filing for bankruptcy and selling off its assets to various companies that would go on to become today’s TSCs. \
|
||||
Focused on sleek ‘futurist’ designs which have largely fallen out of fashion but remain popular with collectors and people hoping to make some quick thalers from replica weapons. \
|
||||
Bishamonten weapons tended to be form over function - despite their flashy looks, most were completely unremarkable one way or another as weapons and used very standard firing mechanisms.\
|
||||
The Grasshopper remains one of the smallest production laser pistols ever produced that is still capable of causing significant damage to organic tissue."
|
||||
name = "\improper LP4 Mantis Compact"
|
||||
desc = "The Bishamonten LP4 was once the weapon of choice for military officers during the Hegemony War. Today it is little more than a collectors item."
|
||||
description_fluff = "The Bishamonten Company operated from roughly 2150-2280 - the height of the first extrasolar colonisation boom - before filing for \
|
||||
bankruptcy and selling off its assets to various companies that would go on to become today’s TSCs. Focused on sleek ‘futurist’ designs which have \
|
||||
largely fallen out of fashion but remain popular with collectors and people hoping to make some quick thalers from replica weapons. Bishamonten weapons \
|
||||
tended to be form over function - despite their flashy looks, most were completely unremarkable one way or another as weapons and used very standard \
|
||||
firing mechanisms.The Grasshopper remains one of the smallest production laser pistols ever produced that is still capable of causing significant \
|
||||
damage to organic tissue."
|
||||
slot_flags = SLOT_BELT|SLOT_HOLSTER
|
||||
icon_state = "lpistol"
|
||||
icon_state = "pulsepistol"
|
||||
charge_cost = 480
|
||||
w_class = ITEMSIZE_NORMAL //CHOMP Edit.
|
||||
|
||||
/obj/item/weapon/gun/energy/pulse_rifle/compact/admin
|
||||
name = "\improper LP2 Grasshopper Deluxe"
|
||||
name = "\improper LP4 Mantis Deluxe"
|
||||
desc = "It's not the size of the gun, it's the size of the hole it puts through people."
|
||||
charge_cost = 240
|
||||
|
||||
|
||||
@@ -72,13 +72,13 @@
|
||||
var/recharging = 0
|
||||
var/phase_power = 75
|
||||
|
||||
projectile_type = /obj/item/projectile/beam/blue
|
||||
|
||||
modifystate = "phaserkill"
|
||||
projectile_type = /obj/item/projectile/beam/phaser
|
||||
//CHOMP Edit: Changed beam type to new phaser beam type.
|
||||
firemodes = list(
|
||||
list(mode_name="lethal", fire_delay=12, projectile_type=/obj/item/projectile/beam/blue, modifystate="phaserkill", charge_cost = 300),
|
||||
list(mode_name="low-power", fire_delay=8, projectile_type=/obj/item/projectile/beam/weaklaser/blue, modifystate="phaserstun", charge_cost = 100),
|
||||
list(mode_name="lethal", fire_delay=12, projectile_type=/obj/item/projectile/beam/phaser, charge_cost = 300),
|
||||
list(mode_name="low-power", fire_delay=8, projectile_type=/obj/item/projectile/beam/phaser/light, charge_cost = 80),
|
||||
)
|
||||
recoil_mode = 0 //CHOMP Addition: Removes recoil for micros.
|
||||
|
||||
/obj/item/weapon/gun/energy/locked/frontier/unload_ammo(var/mob/user)
|
||||
if(recharging)
|
||||
@@ -92,7 +92,7 @@
|
||||
break
|
||||
playsound(src,'sound/items/change_drill.ogg',25,1)
|
||||
user.hud_used.update_ammo_hud(user, src)
|
||||
if(power_supply.give(phase_power) < phase_power)
|
||||
if(power_supply.give(phase_power/8) < phase_power/8) //CHOMP Edit: Nerfed charge time of all phasers by adding /8 in a couple spots to this line
|
||||
break
|
||||
|
||||
recharging = 0
|
||||
@@ -138,10 +138,11 @@
|
||||
item_icons = list(slot_l_hand_str = 'icons/mob/items/lefthand_guns.dmi', slot_r_hand_str = 'icons/mob/items/righthand_guns.dmi')
|
||||
phase_power = 150
|
||||
|
||||
modifystate = "phcarbinekill"
|
||||
modifystate = "carbinekill"
|
||||
//CHOMP Edit: Changed beam type to new phaser beam type.
|
||||
firemodes = list(
|
||||
list(mode_name="lethal", fire_delay=8, projectile_type=/obj/item/projectile/beam/blue, modifystate="phcarbinekill", charge_cost = 300),
|
||||
list(mode_name="low-power", fire_delay=5, projectile_type=/obj/item/projectile/beam/weaklaser/blue, modifystate="phcarbinestun", charge_cost = 100),
|
||||
list(mode_name="lethal", fire_delay=12, projectile_type=/obj/item/projectile/beam/phaser, modifystate="carbinekill", charge_cost = 300),
|
||||
list(mode_name="low-power", fire_delay=8, projectile_type=/obj/item/projectile/beam/phaser/light, modifystate="carbinestun", charge_cost = 80),
|
||||
)
|
||||
|
||||
/obj/item/weapon/gun/energy/locked/frontier/carbine/update_icon()
|
||||
@@ -183,15 +184,12 @@
|
||||
scoped_accuracy = 40
|
||||
one_handed_penalty = 50 // The weapon itself is heavy, and the long barrel makes it hard to hold steady with just one hand.
|
||||
phase_power = 150 //efficient crank charger
|
||||
fire_sound = null
|
||||
charge_cost = 600
|
||||
fire_delay = 35
|
||||
|
||||
projectile_type = /obj/item/projectile/beam/sniper
|
||||
modifystate = "phrifledmr"
|
||||
projectile_type = /obj/item/projectile/beam/phaser/heavy //CHOMPEdit
|
||||
modifystate = "riflekill"
|
||||
//CHOMP Edit: Changed beam type to new phaser beam type.
|
||||
firemodes = list(
|
||||
list(mode_name="sniper", fire_delay=35, projectile_type=/obj/item/projectile/beam/sniper, modifystate="phrifledmr", charge_cost = 600),
|
||||
list(mode_name="lethal", fire_delay=12, projectile_type=/obj/item/projectile/beam, modifystate="phriflekill", charge_cost = 200),
|
||||
list(mode_name="sniper", fire_delay=35, projectile_type=/obj/item/projectile/beam/phaser/heavy, modifystate="riflekill", charge_cost = 600),
|
||||
list(mode_name="lethal", fire_delay=12, projectile_type=/obj/item/projectile/beam/phaser, modifystate="riflestun", charge_cost = 200),
|
||||
)
|
||||
|
||||
/obj/item/weapon/gun/energy/locked/frontier/rifle/ui_action_click()
|
||||
@@ -261,8 +259,8 @@
|
||||
charge_cost = 600
|
||||
modifystate = "handbowkill"
|
||||
firemodes = list(
|
||||
list(mode_name="lethal", fire_delay=12, projectile_type=/obj/item/projectile/energy/bow/heavy, modifystate="handbowkill", charge_cost = 600),
|
||||
list(mode_name="low-power", fire_delay=8, projectile_type=/obj/item/projectile/energy/bow, modifystate="handbowstun", charge_cost = 200),
|
||||
list(mode_name="lethal", fire_delay=12, projectile_type=/obj/item/projectile/energy/phase/bolt/heavy, modifystate="handbowkill", charge_cost = 600), //CHOMP Edit
|
||||
list(mode_name="low-power", fire_delay=8, projectile_type=/obj/item/projectile/energy/phase/bolt, modifystate="handbowstun", charge_cost = 200), //CHOMP Edit
|
||||
)
|
||||
|
||||
/obj/item/weapon/gun/energy/locked/frontier/handbow/unlocked
|
||||
|
||||
@@ -1,36 +1,3 @@
|
||||
/* TUTORIAL
|
||||
"icon" is the file with the HUD/ground icon for the item
|
||||
"icon_state" is the iconstate in this file for the item
|
||||
"icon_override" is the file with the on-mob icons, can be the same file
|
||||
"item_state" is the iconstate for the on-mob icons:
|
||||
item_state_s is used for worn uniforms on mobs
|
||||
item_state_r and item_state_l are for being held in each hand
|
||||
|
||||
"item_state_slots" can replace "item_state", it is a list:
|
||||
item_state_slots["slotname1"] = "item state for that slot"
|
||||
item_state_slots["slotname2"] = "item state for that slot"
|
||||
|
||||
on guns, in particular:
|
||||
item_state being null makes it look for exactly the icon_state in the on-mob file,
|
||||
including any 0,75,etc appended from the energy bar setting
|
||||
item_state being present prevents different mode sprites, sadly, but you may
|
||||
be able to override this on the gun itself with a proc
|
||||
*/
|
||||
|
||||
/* TEMPLATE
|
||||
//ckey:Character Name
|
||||
/obj/item/weapon/gun/type/fluff/charactername
|
||||
name = ""
|
||||
desc = ""
|
||||
|
||||
icon = 'icons/vore/custom_guns_vr.dmi'
|
||||
icon_state = "myicon"
|
||||
|
||||
icon_override = 'icons/vore/custom_guns_vr.dmi'
|
||||
item_state = "myicon"
|
||||
|
||||
*/
|
||||
|
||||
// For general use
|
||||
/obj/item/weapon/gun/energy/imperial
|
||||
name = "imperial energy pistol"
|
||||
@@ -1,3 +1,6 @@
|
||||
/*
|
||||
* Daka SMG (Code Base)
|
||||
*/
|
||||
/obj/item/weapon/gun/projectile/automatic //This should never be spawned in, it is just here because of code necessities.
|
||||
name = "daka SMG"
|
||||
desc = "A small SMG. You really shouldn't be able to get this gun. Uses 9mm rounds."
|
||||
@@ -13,11 +16,14 @@
|
||||
list(mode_name="semiauto", burst=1, fire_delay=0, 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)))
|
||||
|
||||
/*
|
||||
* Advanced SMG
|
||||
*/
|
||||
/obj/item/weapon/gun/projectile/automatic/advanced_smg
|
||||
name = "advanced SMG"
|
||||
desc = "An advanced submachine gun with a reflective laser optic that makes burst fire less inaccurate than other SMGs. Uses 9mm rounds."
|
||||
icon = 'icons/obj/gun.dmi'
|
||||
icon_state = "advanced_smg-e" //CHOMPedit
|
||||
icon_state = "advanced_smg-e"
|
||||
w_class = ITEMSIZE_NORMAL
|
||||
load_method = MAGAZINE
|
||||
caliber = "9mm"
|
||||
@@ -33,18 +39,23 @@
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/advanced_smg/update_icon()
|
||||
..()
|
||||
icon_state = (ammo_magazine)? "advanced_smg" : "advanced_smg-e" //CHOMPedit
|
||||
return
|
||||
if(ammo_magazine)
|
||||
icon_state = "advanced_smg"
|
||||
else
|
||||
icon_state = "advanced_smg-e"
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/advanced_smg/loaded
|
||||
magazine_type = /obj/item/ammo_magazine/m9mmAdvanced
|
||||
|
||||
/*
|
||||
* C-20r
|
||||
*/
|
||||
/obj/item/weapon/gun/projectile/automatic/c20r
|
||||
name = "submachine gun"
|
||||
desc = "The C-20r is a lightweight and rapid firing SMG, for when you REALLY need someone dead. It has 'Scarborough Arms - Per falcis, per pravitas', inscribed on the stock. Uses 10mm rounds."
|
||||
description_fluff = "The C-20r is produced by Scarborough Arms, a specialist high-end weapons manufacturer based out of Titan, Sol. Scarborough has resisted numerous efforts by Trans-Stellars to acquire the brand since its founding in 2511, and has gained a dedicated following among a certain flavor of private operative."
|
||||
icon = 'icons/obj/64x32guns_ch.dmi'
|
||||
icon_expected_width = 64
|
||||
icon = 'icons/obj/64x32guns_ch.dmi' //Chomp Edit
|
||||
icon_expected_width = 64 //Chomp EDIT
|
||||
icon_state = "c20r"
|
||||
item_state = "c20r"
|
||||
w_class = ITEMSIZE_NORMAL
|
||||
@@ -59,7 +70,8 @@
|
||||
auto_eject = 1
|
||||
auto_eject_sound = 'sound/weapons/smg_empty_alarm.ogg'
|
||||
|
||||
// one_handed_penalty = 15
|
||||
/obj/item/weapon/gun/projectile/automatic/c20r/rubber
|
||||
magazine_type = /obj/item/ammo_magazine/m10mm/rubber
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/c20r/empty
|
||||
magazine_type = null
|
||||
@@ -72,6 +84,9 @@
|
||||
icon_state = "c20r"
|
||||
return
|
||||
|
||||
/*
|
||||
* Assault Carbine (STS-35)
|
||||
*/
|
||||
/obj/item/weapon/gun/projectile/automatic/sts35
|
||||
name = "assault rifle"
|
||||
desc = "The rugged Jindal Arms STS-35 is a durable automatic weapon of a make popular on the frontier worlds. Uses 5.45mm rounds."
|
||||
@@ -98,7 +113,6 @@
|
||||
firemodes = list(
|
||||
list(mode_name="semiauto", burst=1, fire_delay=0, move_delay=null, burst_accuracy=null, dispersion=null),
|
||||
list(mode_name="3-round bursts", burst=3, fire_delay=null, move_delay=6, burst_accuracy=list(0,-15,-30), dispersion=list(0.0, 0.6, 0.6))
|
||||
// list(mode_name="short bursts", burst=5, fire_delay=null, move_delay=6, burst_accuracy=list(0,-15,-30,-30,-45), dispersion=list(0.6, 1.0, 1.0, 1.0, 1.2)),
|
||||
)
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/sts35/update_icon(var/ignore_inhands)
|
||||
@@ -109,11 +123,44 @@
|
||||
icon_state = (ammo_magazine)? "arifle" : "arifle-empty"
|
||||
if(!ignore_inhands) update_held_icon()
|
||||
|
||||
/*
|
||||
* X-9mm (PDW)
|
||||
*/
|
||||
/obj/item/weapon/gun/projectile/automatic/pdw
|
||||
name = "personal defense weapon"
|
||||
desc = "The X-9mm is a select-fire personal defense weapon designed in-house by Xing Private Security. It was made to compete with the WT550 Saber, \
|
||||
but never caught on with NanoTrasen. Uses 9mm rounds."
|
||||
icon_state = "pdw"
|
||||
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
|
||||
allowed_magazines = list(/obj/item/ammo_magazine/m9mmAdvanced)
|
||||
|
||||
firemodes = list(
|
||||
list(mode_name="semiauto", burst=1, fire_delay=0, move_delay=null, burst_accuracy=null, dispersion=null),
|
||||
list(mode_name="3-round bursts", burst=3, fire_delay=null, move_delay=6, burst_accuracy=list(0,-15,-30), dispersion=list(0.0, 0.6, 0.6))
|
||||
)
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/pdw/update_icon(var/ignore_inhands)
|
||||
..()
|
||||
if(ammo_magazine)
|
||||
icon_state = "pdw"
|
||||
else
|
||||
icon_state = "pdw-e"
|
||||
return
|
||||
|
||||
/*
|
||||
* Machine Pistol (WT550)
|
||||
*/
|
||||
/obj/item/weapon/gun/projectile/automatic/wt550
|
||||
name = "machine pistol"
|
||||
desc = "The WT550 Saber is a cheap self-defense weapon mass-produced by Ward-Takahashi for paramilitary and private use. Uses 9mm rounds."
|
||||
icon = 'icons/obj/64x32guns_ch.dmi'
|
||||
icon_expected_width = 64
|
||||
icon = 'icons/obj/64x32guns_ch.dmi' //Chomp EDIT
|
||||
icon_expected_width = 64 //Chomp EDIT
|
||||
icon_state = "wt550"
|
||||
item_state = "wt550"
|
||||
w_class = ITEMSIZE_NORMAL
|
||||
@@ -135,17 +182,21 @@
|
||||
icon_state = "wt550"
|
||||
return
|
||||
|
||||
/*
|
||||
* Battle Rifle (Z8)
|
||||
*/
|
||||
/obj/item/weapon/gun/projectile/automatic/z8
|
||||
name = "battle rifle"
|
||||
desc = "The Z8 Bulldog is an older model battle rifle, made by the now defunct Zendai Foundries. Makes you feel like an old-school badass when you hold it, even though it can only hold 10 round magazines. Uses 7.62mm rounds and has an under barrel grenade launcher."
|
||||
desc = "The Z8 Bulldog is an older model battle rifle, made by the now defunct Zendai Foundries. Makes you feel like an old-school badass when you hold it, \
|
||||
even though it can only hold 10 round magazines. Uses 7.62mm rounds and has an under barrel grenade launcher."
|
||||
description_fluff = "Zendai Foundries was a well-respected mid-sized arms company that operated until 2508, when it was acquired by Hephaestus Industries. \
|
||||
Plans to integrate the brand into wider corporate operations were brought to an abrupt halt by the SolGov-Hegemony war, and the company was left by the wayside. \
|
||||
Hephaestus still produces replacement parts for many of Zendai's most popular weapons, including the Z8 Bulldog, and a great detail remain in service."
|
||||
icon = 'icons/obj/64x32guns_ch.dmi'
|
||||
icon_expected_width = 64
|
||||
icon = 'icons/obj/64x32guns_ch.dmi' //Chomp EDIT
|
||||
icon_expected_width = 64 //Chomp EDIT
|
||||
icon_state = "carbine" // This isn't a carbine. :T
|
||||
item_state = "z8carbine"
|
||||
wielded_item_state = "z8carbine-wielded"
|
||||
wielded_item_state = "z8bulldog-wielded"
|
||||
w_class = ITEMSIZE_HUGE //CHOMP Edit.
|
||||
force = 10
|
||||
caliber = "7.62mm"
|
||||
@@ -213,12 +264,15 @@
|
||||
/obj/item/weapon/gun/projectile/automatic/z8/empty
|
||||
magazine_type = null
|
||||
|
||||
/*
|
||||
* LMG (L6 SAW)
|
||||
*/
|
||||
/obj/item/weapon/gun/projectile/automatic/l6_saw
|
||||
name = "light machine gun"
|
||||
desc = "A rather sturdily made L6 SAW with a reassuringly ergonomic pistol grip. 'Hephaestus Industries' is engraved on the receiver. Uses 5.45mm rounds. It's also compatible with magazines from STS-35 assault rifles."
|
||||
description_fluff = "The leading arms producer in the SCG, Hephaestus typically only uses its 'top level' branding for its military-grade equipment used by professional armed forces across human space."
|
||||
icon = 'icons/obj/64x32guns_ch.dmi'
|
||||
icon_expected_width = 64
|
||||
icon = 'icons/obj/64x32guns_ch.dmi' //Chomp EDIT
|
||||
icon_expected_width = 64 //Chomp EDIT
|
||||
icon_state = "l6closed100"
|
||||
item_state = "l6closed"
|
||||
wielded_item_state = "genericLMG-wielded"
|
||||
@@ -238,15 +292,6 @@
|
||||
|
||||
var/cover_open = 0
|
||||
|
||||
/* Commented out for quality control and testing.
|
||||
firemodes = list(
|
||||
list(mode_name="semiauto", burst=1, fire_delay=0, move_delay=null, burst_accuracy=null, dispersion=null, automatic = 0),
|
||||
list(mode_name="3-round bursts", burst=3, fire_delay=null, move_delay=4, burst_accuracy=list(0,-1,-1), dispersion=list(0.0, 0.6, 1.0), automatic = 0),
|
||||
list(mode_name="short bursts", burst=5, move_delay=6, burst_accuracy = list(0,-1,-1,-2,-2), dispersion = list(0.6, 1.0, 1.0, 1.0, 1.2), automatic = 0),
|
||||
list(mode_name="automatic", burst=1, fire_delay=-1, move_delay=null, burst_accuracy=null, dispersion=null, automatic = 1),
|
||||
)
|
||||
*/
|
||||
|
||||
firemodes = list(
|
||||
list(mode_name="semiauto", burst=1, fire_delay=0, 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)),
|
||||
@@ -299,7 +344,7 @@
|
||||
..()
|
||||
|
||||
/*
|
||||
* Automatic Shotgun
|
||||
* Automatic Shotgun (AS-24)
|
||||
*/
|
||||
/obj/item/weapon/gun/projectile/automatic/as24
|
||||
name = "automatic shotgun"
|
||||
@@ -335,15 +380,18 @@
|
||||
icon_state = "ashot-empty"
|
||||
return
|
||||
|
||||
/*
|
||||
* Uzi
|
||||
*/
|
||||
/obj/item/weapon/gun/projectile/automatic/mini_uzi
|
||||
name = "micro-smg"
|
||||
desc = "The infamous ProTek Spitz is a lightweight, compact, fast firing machine pistol. Cheaply produced under the ProTek consumer brand, the Spitz seems to find its way into every corner of the galaxy. Uses .45 rounds."
|
||||
description_fluff = "Budget-grade weapons for the budget-grade consumer! Hephaestus’ low-end brand of cheaply made, low-maintenance personal defense weapons for those who just need a handgun with absolutely no frills. \
|
||||
Early ProTek weapons were notoriously unsafe and unreliable, though more recent designs have improved somewhat - they still aren’t very good. \
|
||||
Though sold for a pittance, the profit margin is too irresistible for Hephaestus to discontinue the brand."
|
||||
icon = 'icons/obj/64x32guns_ch.dmi'
|
||||
icon_expected_width = 64
|
||||
icon_state = "mini-uzi"
|
||||
icon = 'icons/obj/64x32guns_ch.dmi' //Chomp EDIT
|
||||
icon_expected_width = 64 //Chomp EDIT
|
||||
icon_state = "mini-uzi" //Chomp EDIT - uzi --> mini-uzi
|
||||
w_class = ITEMSIZE_NORMAL
|
||||
load_method = MAGAZINE
|
||||
caliber = ".45"
|
||||
@@ -419,11 +467,15 @@
|
||||
icon_state = "p90smg-[ammo_magazine ? round(ammo_magazine.stored_ammo.len, 6) : "empty"]"
|
||||
* CHOMPEDIT Commented out, moved to automatic_ch.dm */
|
||||
|
||||
/*
|
||||
* Tommy Gun
|
||||
*/
|
||||
/obj/item/weapon/gun/projectile/automatic/tommygun
|
||||
name = "\improper Tommy Gun"
|
||||
desc = "This weapon was made famous by gangsters in the 20th century. Cybersun Industries is currently reproducing these for a target market of historic gun collectors and classy criminals. Uses .45 rounds."
|
||||
description_fluff = "Cybersun Industries is a minor arms manufacturer specialising in replica firearms from eras past. Though they offer a wide selection of made-to-order models, their products are seen as little more than novelty items to most serious collectors."
|
||||
icon_state = "tommygun"
|
||||
item_state = "stg44"
|
||||
w_class = ITEMSIZE_NORMAL
|
||||
caliber = ".45"
|
||||
origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 2, TECH_ILLEGAL = 5)
|
||||
@@ -438,19 +490,17 @@
|
||||
)
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/tommygun/update_icon()
|
||||
//VOREStation Edit Start - vr sprite
|
||||
if(istype(ammo_magazine,/obj/item/ammo_magazine/m45tommy))
|
||||
icon_state = "tommygun-mag"
|
||||
item_state = icon_state
|
||||
else if(istype(ammo_magazine,/obj/item/ammo_magazine/m45tommydrum))
|
||||
icon_state = "tommygun-drum"
|
||||
item_state = icon_state
|
||||
else
|
||||
icon_state = "tommygun-empty"
|
||||
item_state = icon_state
|
||||
icon_state = "tommygun-e"
|
||||
update_held_icon()
|
||||
//VOREStation Edit End
|
||||
|
||||
/*
|
||||
* Bullpup Rifle
|
||||
*/
|
||||
/obj/item/weapon/gun/projectile/automatic/bullpup // Admin abuse assault rifle. ToDo: Make this less shit. Maybe remove its autofire, and make it spawn with only 10 rounds at start.
|
||||
name = "bullpup rifle"
|
||||
desc = "The bullpup configured GP3000 is a battle rifle produced by Gurov Projectile Weapons LLC. It is sold almost exclusively to standing armies. Uses 7.62mm rounds."
|
||||
@@ -485,7 +535,9 @@
|
||||
if(!ignore_inhands)
|
||||
update_held_icon()
|
||||
|
||||
//Functionally a mini-uzi with slightly less terrible burst spread.
|
||||
/*
|
||||
* Combat SMG (PP3 Ten)
|
||||
*/
|
||||
/obj/item/weapon/gun/projectile/automatic/combatsmg
|
||||
name = "\improper PP3 Ten"
|
||||
desc = "The Bishamonten PP3 Ten personal defense weapon is a rare design much sought after - though more for its looks than its functionality. Uses 9mm rounds."
|
||||
|
||||
@@ -28,34 +28,6 @@
|
||||
slot_flags = SLOT_BACK
|
||||
one_handed_penalty = 60 // The weapon itself is heavy
|
||||
|
||||
// For general use
|
||||
/obj/item/weapon/gun/projectile/automatic/pdw
|
||||
name = "personal defense weapon"
|
||||
desc = "The X-9MM is a select-fire personal defense weapon designed in-house by Xing Private Security. It was made to compete with the WT550 Saber, but never caught on with NanoTrasen. Uses 9mm rounds."
|
||||
icon = 'icons/obj/gun_vr.dmi'
|
||||
icon_state = "pdw"
|
||||
item_state = "c20r" // Placeholder
|
||||
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/m9mml
|
||||
allowed_magazines = list(/obj/item/ammo_magazine/m9mm, /obj/item/ammo_magazine/m9mml)
|
||||
|
||||
firemodes = list(
|
||||
list(mode_name="semiauto", burst=1, fire_delay=0, move_delay=null, burst_accuracy=null, dispersion=null),
|
||||
list(mode_name="3-round bursts", burst=3, fire_delay=null, move_delay=6, burst_accuracy=list(0,-15,-30), dispersion=list(0.0, 0.6, 0.6))
|
||||
)
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/pdw/update_icon(var/ignore_inhands)
|
||||
..()
|
||||
if(istype(ammo_magazine,/obj/item/ammo_magazine/m9mm))
|
||||
icon_state = "pdw-short"
|
||||
else
|
||||
icon_state = (ammo_magazine)? "pdw" : "pdw-empty"
|
||||
if(!ignore_inhands) update_held_icon()
|
||||
|
||||
// For general use
|
||||
/obj/item/weapon/gun/projectile/automatic/stg
|
||||
name = "\improper Sturmgewehr"
|
||||
@@ -77,45 +49,6 @@
|
||||
item_state = (ammo_magazine)? "arifle" : "arifle-empty"
|
||||
if(!ignore_inhands) update_held_icon()
|
||||
|
||||
// Removed because gun64_vr.dmi guns don't work.
|
||||
/*
|
||||
//-----------------------UF-ARC----------------------------------
|
||||
/obj/item/weapon/gun/projectile/automatic/carbine/fluff/ufarc
|
||||
name = "UF-ARC"
|
||||
desc = "The UF-ARC is a lightweight assault rifle manufactured by the National Armory of Gaia and sold almost exclusively to the United Federation's standing army, the Military Assault Command Operations Department (MACOs)."
|
||||
icon = 'icons/obj/gun64_vr.dmi'
|
||||
icon_state = "ufarc"
|
||||
icon_override = 'icons/obj/gun_vr.dmi'
|
||||
item_state = "battlerifle_i"
|
||||
item_icons = null
|
||||
pixel_x = -16
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/carbine/fluff/ufarc/update_icon(var/ignore_inhands)
|
||||
..()
|
||||
// TODO - Fix this for spriting different size magazines
|
||||
icon_state = (ammo_magazine)? "ufarc" : "ufarc-empty"
|
||||
item_state = (ammo_magazine)? "bullpup" : "bullpup-empty"
|
||||
if(!ignore_inhands) update_held_icon()
|
||||
|
||||
|
||||
|
||||
//-----------------------G44----------------------------------
|
||||
/obj/item/weapon/gun/projectile/automatic/carbine/fluff/g44
|
||||
name = "G44 Rifle"
|
||||
desc = "The G44 is a lightweight assault rifle manufactured by the National Armory of Gaia and sold almost exclusively to the United Federation's standing army, the Military Assault Command Operations Department (MACOs)."
|
||||
icon = 'icons/obj/gun64_vr.dmi'
|
||||
icon_state = "g44"
|
||||
item_state = "bullpup"
|
||||
pixel_x = -16
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/carbine/fluff/g44/update_icon(var/ignore_inhands)
|
||||
..()
|
||||
// TODO - Fix this for spriting different size magazines
|
||||
icon_state = (ammo_magazine)? "g44" : "g44-empty"
|
||||
item_state = (ammo_magazine)? "bullpup" : "bullpup-empty"
|
||||
if(!ignore_inhands) update_held_icon()
|
||||
*/
|
||||
|
||||
//////////////////// Eris Ported Guns ////////////////////
|
||||
// No idea what this is for.
|
||||
/obj/item/weapon/gun/projectile/automatic/sol
|
||||
@@ -213,17 +146,3 @@
|
||||
/obj/item/ammo_magazine/m9mml/ap
|
||||
name = "\improper SMG magazine (9mm armor-piercing)"
|
||||
ammo_type = /obj/item/ammo_casing/a9mm/ap
|
||||
|
||||
/* Seems to have been de-coded?
|
||||
/obj/item/ammo_magazine/m9mml/flash
|
||||
name = "\improper SMG magazine (9mm flash)"
|
||||
ammo_type = /obj/item/ammo_casing/a9mmf
|
||||
|
||||
/obj/item/ammo_magazine/m9mml/rubber
|
||||
name = "\improper SMG magazine (9mm rubber)"
|
||||
ammo_type = /obj/item/ammo_casing/a9mmr
|
||||
|
||||
/obj/item/ammo_magazine/m9mml/practice
|
||||
name = "\improper SMG magazine (9mm practice)"
|
||||
ammo_type = /obj/item/ammo_casing/a9mmp
|
||||
*/
|
||||
|
||||
|
Before Width: | Height: | Size: 429 KiB After Width: | Height: | Size: 433 KiB |
|
Before Width: | Height: | Size: 210 KiB After Width: | Height: | Size: 213 KiB |
|
Before Width: | Height: | Size: 3.4 KiB After Width: | Height: | Size: 4.9 KiB |
|
Before Width: | Height: | Size: 1.4 KiB |
@@ -840,6 +840,15 @@ z
|
||||
name = "\improper First Deck Fore Auxiliary Dock"
|
||||
icon_state = "docking_hallway"
|
||||
|
||||
//CHOMPStation Edit. Two new areas for the vault.
|
||||
/area/hallway/primary/firstdeck/vaultcheckpoint
|
||||
name = "\improper Vault Checkpoint"
|
||||
icon_state = "nuke_storage"
|
||||
|
||||
/area/hallway/primary/firstdeck/vaultlobby
|
||||
name = "\improper Vault Lobby"
|
||||
icon_state = "nuke_storage"
|
||||
|
||||
//CHOMPStation Edit Start TFF 4/5/20 - One of these ain't the same thing, bruh. Escape Pod 1, Escape Pod 2, Research Access Hallway.
|
||||
/area/hallway/secondary/escape/firstdeck/ep_port
|
||||
name = "\improper Large Escape Pod 2 Port"
|
||||
|
||||
@@ -8609,11 +8609,11 @@ __metadata:
|
||||
linkType: hard
|
||||
|
||||
"semver@npm:^5.6.0":
|
||||
version: 5.7.1
|
||||
resolution: "semver@npm:5.7.1"
|
||||
version: 5.7.2
|
||||
resolution: "semver@npm:5.7.2"
|
||||
bin:
|
||||
semver: ./bin/semver
|
||||
checksum: 57fd0acfd0bac382ee87cd52cd0aaa5af086a7dc8d60379dfe65fea491fb2489b6016400813930ecd61fd0952dae75c115287a1b16c234b1550887117744dfaf
|
||||
semver: bin/semver
|
||||
checksum: fb4ab5e0dd1c22ce0c937ea390b4a822147a9c53dbd2a9a0132f12fe382902beef4fbf12cf51bb955248d8d15874ce8cd89532569756384f994309825f10b686
|
||||
languageName: node
|
||||
linkType: hard
|
||||
|
||||
|
||||
@@ -2490,7 +2490,7 @@
|
||||
#include "code\modules\food\food\snacks.dm"
|
||||
#include "code\modules\food\food\snacks_ch.dm"
|
||||
#include "code\modules\food\food\snacks_vr.dm"
|
||||
#include "code\modules\food\food\thecake_ch.dm"
|
||||
#include "code\modules\food\food\superfoods_ch.dm"
|
||||
#include "code\modules\food\food\z_custom_food_vr.dm"
|
||||
#include "code\modules\food\food\drinks\bottle.dm"
|
||||
#include "code\modules\food\food\drinks\cup.dm"
|
||||
@@ -3861,7 +3861,6 @@
|
||||
#include "code\modules\projectiles\guns\energy\kinetic_accelerator_vr.dm"
|
||||
#include "code\modules\projectiles\guns\energy\laser.dm"
|
||||
#include "code\modules\projectiles\guns\energy\laser_ch.dm"
|
||||
#include "code\modules\projectiles\guns\energy\laser_vr.dm"
|
||||
#include "code\modules\projectiles\guns\energy\laser_yw.dm"
|
||||
#include "code\modules\projectiles\guns\energy\netgun_vr.dm"
|
||||
#include "code\modules\projectiles\guns\energy\netgun_yw.dm"
|
||||
@@ -3872,6 +3871,7 @@
|
||||
#include "code\modules\projectiles\guns\energy\protector_vr.dm"
|
||||
#include "code\modules\projectiles\guns\energy\pulse.dm"
|
||||
#include "code\modules\projectiles\guns\energy\pummeler_vr.dm"
|
||||
#include "code\modules\projectiles\guns\energy\pump_ch.dm"
|
||||
#include "code\modules\projectiles\guns\energy\sickshot_vr.dm"
|
||||
#include "code\modules\projectiles\guns\energy\special.dm"
|
||||
#include "code\modules\projectiles\guns\energy\special_vr.dm"
|
||||
|
||||