/obj/item/projectile/beam name = "laser" icon_state = "laser" pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE damage = 40 damage_type = BURN check_armour = "laser" eyeblur = 4 var/frequency = 1 hitscan = 1 embed_chance = 0 invisibility = 101 //beam projectiles are invisible as they are rendered by the effect engine light_range = 2 light_power = 0.5 light_color = "#FF0D00" muzzle_type = /obj/effect/projectile/laser/muzzle tracer_type = /obj/effect/projectile/laser/tracer impact_type = /obj/effect/projectile/laser/impact /obj/item/projectile/beam/practice name = "laser" icon_state = "laser" pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE damage = 0 damage_type = BURN check_armour = "laser" eyeblur = 2 /obj/item/projectile/beam/weaklaser name = "weak laser" icon_state = "laser" damage = 15 /obj/item/projectile/beam/burstlaser damage = 30 armor_penetration = 10 /obj/item/projectile/beam/midlaser damage = 40 armor_penetration = 10 /obj/item/projectile/beam/heavylaser name = "heavy laser" icon_state = "heavylaser" damage = 60 armor_penetration = 30 light_range = 3 light_power = 1 light_color = "#FF0D00" muzzle_type = /obj/effect/projectile/laser_heavy/muzzle tracer_type = /obj/effect/projectile/laser_heavy/tracer impact_type = /obj/effect/projectile/laser_heavy/impact /obj/item/projectile/beam/heavylaser/cannon damage = 80 armor_penetration = 50 light_color = "#FF0D00" /obj/item/projectile/beam/xray name = "xray beam" icon_state = "xray" damage = 25 armor_penetration = 50 light_color = "#00CC33" muzzle_type = /obj/effect/projectile/xray/muzzle tracer_type = /obj/effect/projectile/xray/tracer impact_type = /obj/effect/projectile/xray/impact /obj/item/projectile/beam/pulse name = "pulse" icon_state = "u_laser" damage = 50 armor_penetration = 30 light_color = "#0066FF" muzzle_type = /obj/effect/projectile/laser_pulse/muzzle tracer_type = /obj/effect/projectile/laser_pulse/tracer impact_type = /obj/effect/projectile/laser_pulse/impact /obj/item/projectile/beam/pulse/on_hit(var/atom/target, var/blocked = 0) if(isturf(target)) target.ex_act(2) ..() /obj/item/projectile/beam/emitter name = "emitter beam" icon_state = "emitter" damage = 0 // The actual damage is computed in /code/modules/power/singularity/emitter.dm light_color = "#00CC33" muzzle_type = /obj/effect/projectile/emitter/muzzle tracer_type = /obj/effect/projectile/emitter/tracer impact_type = /obj/effect/projectile/emitter/impact /obj/item/projectile/beam/lastertag/blue name = "lasertag beam" icon_state = "bluelaser" pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE damage = 0 no_attack_log = 1 damage_type = BURN check_armour = "laser" light_color = "#0066FF" muzzle_type = /obj/effect/projectile/laser_blue/muzzle tracer_type = /obj/effect/projectile/laser_blue/tracer impact_type = /obj/effect/projectile/laser_blue/impact /obj/item/projectile/beam/lastertag/blue/on_hit(var/atom/target, var/blocked = 0) if(istype(target, /mob/living/carbon/human)) var/mob/living/carbon/human/M = target if(istype(M.wear_suit, /obj/item/clothing/suit/redtag)) M.Weaken(5) return 1 /obj/item/projectile/beam/lastertag/red name = "lasertag beam" icon_state = "laser" pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE damage = 0 no_attack_log = 1 damage_type = BURN check_armour = "laser" light_color = "#FF0D00" /obj/item/projectile/beam/lastertag/red/on_hit(var/atom/target, var/blocked = 0) if(istype(target, /mob/living/carbon/human)) var/mob/living/carbon/human/M = target if(istype(M.wear_suit, /obj/item/clothing/suit/bluetag)) M.Weaken(5) return 1 /obj/item/projectile/beam/lastertag/omni//A laser tag bolt that stuns EVERYONE name = "lasertag beam" icon_state = "omnilaser" pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE damage = 0 damage_type = BURN check_armour = "laser" light_color = "#00C6FF" muzzle_type = /obj/effect/projectile/laser_omni/muzzle tracer_type = /obj/effect/projectile/laser_omni/tracer impact_type = /obj/effect/projectile/laser_omni/impact /obj/item/projectile/beam/lastertag/omni/on_hit(var/atom/target, var/blocked = 0) if(istype(target, /mob/living/carbon/human)) var/mob/living/carbon/human/M = target if((istype(M.wear_suit, /obj/item/clothing/suit/bluetag))||(istype(M.wear_suit, /obj/item/clothing/suit/redtag))) M.Weaken(5) return 1 /obj/item/projectile/beam/sniper name = "sniper beam" icon_state = "xray" damage = 50 armor_penetration = 10 light_color = "#00CC33" muzzle_type = /obj/effect/projectile/xray/muzzle tracer_type = /obj/effect/projectile/xray/tracer impact_type = /obj/effect/projectile/xray/impact /obj/item/projectile/beam/stun name = "stun beam" icon_state = "stun" nodamage = 1 taser_effect = 1 agony = 40 damage_type = HALLOSS light_color = "#FFFFFF" muzzle_type = /obj/effect/projectile/stun/muzzle tracer_type = /obj/effect/projectile/stun/tracer impact_type = /obj/effect/projectile/stun/impact /obj/item/projectile/beam/stun/weak name = "weak stun beam" icon_state = "stun" agony = 25