/obj/item/weapon/gun/energy/taser name = "taser gun" desc = "A small, low capacity gun used for non-lethal takedowns." icon_state = "taser" item_state = null //so the human update icon uses the icon_state instead. fire_sound = 'sound/weapons/Taser.ogg' charge_cost = 100 projectile_type = "/obj/item/projectile/energy/electrode" cell_type = "/obj/item/weapon/cell/crap" /obj/item/weapon/gun/energy/taser/cyborg name = "taser gun" desc = "A small, low capacity gun used for non-lethal takedowns." icon_state = "taser" fire_sound = 'sound/weapons/Taser.ogg' charge_cost = 100 projectile_type = "/obj/item/projectile/energy/electrode" cell_type = "/obj/item/weapon/cell/secborg" var/charge_tick = 0 var/recharge_time = 10 //Time it takes for shots to recharge (in ticks) New() ..() processing_objects.Add(src) Del() processing_objects.Remove(src) ..() process() //Every [recharge_time] ticks, recharge a shot for the cyborg charge_tick++ if(charge_tick < recharge_time) return 0 charge_tick = 0 if(!power_supply) return 0 //sanity if(power_supply.charge >= power_supply.maxcharge) return 0 // check if we actually need to recharge if(isrobot(src.loc)) var/mob/living/silicon/robot/R = src.loc if(R && R.cell) R.cell.use(charge_cost) //Take power from the borg... power_supply.give(charge_cost) //... to recharge the shot update_icon() return 1 /obj/item/weapon/gun/energy/stunrevolver name = "stun revolver" desc = "A high-tech revolver that fires stun cartridges. The stun cartridges can be recharged using a conventional energy weapon recharger." icon_state = "stunrevolver" fire_sound = 'sound/weapons/Gunshot.ogg' origin_tech = "combat=3;materials=3;powerstorage=2" charge_cost = 125 projectile_type = "/obj/item/projectile/energy/electrode" cell_type = "/obj/item/weapon/cell" /obj/item/weapon/gun/energy/crossbow name = "mini energy-crossbow" desc = "A weapon favored by many of the syndicates stealth specialists." icon_state = "crossbow" w_class = 2.0 item_state = "crossbow" m_amt = 2000 origin_tech = "combat=2;magnets=2;syndicate=5" silenced = 1 fire_sound = 'sound/weapons/Genhit.ogg' projectile_type = "/obj/item/projectile/energy/bolt" cell_type = "/obj/item/weapon/cell/crap" var/charge_tick = 0 New() ..() processing_objects.Add(src) Del() processing_objects.Remove(src) ..() process() charge_tick++ if(charge_tick < 4) return 0 charge_tick = 0 if(!power_supply) return 0 power_supply.give(100) return 1 update_icon() return /obj/item/weapon/gun/energy/crossbow/largecrossbow name = "Energy Crossbow" desc = "A weapon favored by syndicate infiltration teams." w_class = 4.0 force = 10 m_amt = 200000 projectile_type = "/obj/item/projectile/energy/bolt/large"