/obj/item/weapon/gun/energy/pulse_rifle name = "pulse rifle" desc = "A heavy-duty, pulse-based energy weapon, preferred by front-line combat personnel." icon_state = "pulse" item_state = null //so the human update icon uses the icon_state instead. force = 10 fire_sound = 'sound/weapons/pulse.ogg' charge_cost = 200 projectile_type = "/obj/item/projectile/beam/pulse" cell_type = "/obj/item/weapon/cell/super" var/mode = 2 fire_delay = 25 attack_self(mob/living/user as mob) switch(mode) if(2) mode = 0 charge_cost = 100 fire_sound = 'sound/weapons/Taser.ogg' user << "\red [src.name] is now set to stun." projectile_type = "/obj/item/projectile/beam/stun" if(0) mode = 1 charge_cost = 100 fire_sound = 'sound/weapons/Laser.ogg' user << "\red [src.name] is now set to kill." projectile_type = "/obj/item/projectile/beam" if(1) mode = 2 charge_cost = 200 fire_sound = 'sound/weapons/pulse.ogg' user << "\red [src.name] is now set to DESTROY." projectile_type = "/obj/item/projectile/beam/pulse" return isHandgun() return 0 /obj/item/weapon/gun/energy/pulse_rifle/cyborg/load_into_chamber() if(in_chamber) return 1 if(isrobot(src.loc)) var/mob/living/silicon/robot/R = src.loc if(R && R.cell) R.cell.use(charge_cost) in_chamber = new/obj/item/projectile/beam(src) return 1 return 0 /obj/item/weapon/gun/energy/pulse_rifle/destroyer name = "pulse destroyer" desc = "A heavy-duty, pulse-based energy weapon." cell_type = "/obj/item/weapon/cell/infinite" attack_self(mob/living/user as mob) user << "\red [src.name] has three settings, and they are all DESTROY." /obj/item/weapon/gun/energy/pulse_rifle/M1911 name = "m1911-P" desc = "It's not the size of the gun, it's the size of the hole it puts through people." icon_state = "m1911-p" cell_type = "/obj/item/weapon/cell/infinite" isHandgun() return 1