/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 \ switch between standard fire and a more efficent but weaker 'suppressive' fire." icon_state = "laser" item_state = "laser" wielded_item_state = "laser-wielded" fire_delay = 8 slot_flags = SLOT_BELT|SLOT_BACK w_class = ITEMSIZE_LARGE force = 10 origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 2) matter = list(DEFAULT_WALL_MATERIAL = 2000) projectile_type = /obj/item/projectile/beam/midlaser // one_handed_penalty = 30 firemodes = list( list(mode_name="normal", fire_delay=8, projectile_type=/obj/item/projectile/beam/midlaser, charge_cost = 240), list(mode_name="suppressive", fire_delay=5, projectile_type=/obj/item/projectile/beam/weaklaser, charge_cost = 60), ) /obj/item/weapon/gun/energy/laser/mounted self_recharge = 1 use_external_power = 1 one_handed_penalty = 0 // Not sure if two-handing gets checked for mounted weapons, but better safe than sorry. /obj/item/weapon/gun/energy/laser/mounted/augment use_external_power = FALSE use_organic_power = TRUE canremove = FALSE /obj/item/weapon/gun/energy/laser/practice name = "practice laser carbine" desc = "A modified version of the HI G40E, this one fires less concentrated energy bolts designed for target practice." projectile_type = /obj/item/projectile/beam/practice charge_cost = 48 cell_type = /obj/item/weapon/cell/device firemodes = list( list(mode_name="normal", projectile_type=/obj/item/projectile/beam/practice, charge_cost = 48), list(mode_name="suppressive", projectile_type=/obj/item/projectile/beam/practice, charge_cost = 12), ) /obj/item/weapon/gun/energy/retro name = "retro laser" icon_state = "retro" item_state = "retro" desc = "An older model of the basic lasergun. Nevertheless, it is still quite deadly and easy to maintain, making it a favorite amongst pirates and other outlaws." slot_flags = SLOT_BELT w_class = ITEMSIZE_NORMAL projectile_type = /obj/item/projectile/beam fire_delay = 10 //old technology /obj/item/weapon/gun/energy/retro/mounted self_recharge = 1 use_external_power = 1 /obj/item/weapon/gun/energy/retro/empty icon_state = "retro" cell_type = null /datum/category_item/catalogue/anomalous/precursor_a/alien_pistol name = "Precursor Alpha Weapon - Appendageheld Laser" desc = "This object strongly resembles a weapon, and if one were to pull the \ trigger located on the handle of the object, it would fire a deadly \ laser at whatever it was pointed at. The beam fired appears to cause too \ much damage to whatever it would hit to have served as a long ranged repair tool, \ therefore this object was most likely designed to be a deadly weapon. If so, this \ has several implications towards its creators;\

\ Firstly, it implies that these precursors, at some point during their development, \ had needed to defend themselves, or otherwise had a need to utilize violence, and \ as such created better tools to do so. It is unclear if violence was employed against \ themselves as a form of in-fighting, or if violence was exclusive to outside species.\

\ Secondly, the shape and design of the weapon implies that the creators of this \ weapon were able to grasp objects, and be able to manipulate the trigger independently \ from merely holding onto the weapon, making certain types of appendages like tentacles be \ unlikely.\

\ An interesting note about this weapon, when compared to contemporary energy weapons, is \ that this gun appears to be inferior to modern laser weapons. The beam fired has less \ of an ability to harm, and the power consumption appears to be higher than average for \ a human-made energy side-arm. One possible explaination is that the creators of this \ weapon, in their later years, had less of a need to optimize their capability for war, \ and instead focused on other endeavors. Another explaination is that vast age of the weapon \ may have caused it to degrade, yet still remain functional at a reduced capability." value = CATALOGUER_REWARD_MEDIUM /obj/item/weapon/gun/energy/alien name = "alien pistol" desc = "A weapon that works very similarly to a traditional energy weapon. How this came to be will likely be a mystery for the ages." catalogue_data = list(/datum/category_item/catalogue/anomalous/precursor_a/alien_pistol) icon_state = "alienpistol" item_state = "alienpistol" fire_delay = 10 // Handguns should be inferior to two-handed weapons. Even alien ones I suppose. charge_cost = 480 // Five shots. projectile_type = /obj/item/projectile/beam/cyan cell_type = /obj/item/weapon/cell/device/weapon/recharge/alien // Self charges. origin_tech = list(TECH_COMBAT = 8, TECH_MAGNET = 7) modifystate = "alienpistol" /obj/item/weapon/gun/energy/captain name = "antique laser gun" icon_state = "caplaser" item_state = "caplaser" desc = "A rare weapon, handcrafted by a now defunct specialty manufacturer on Luna for a small fortune. It's certainly aged well." force = 5 slot_flags = SLOT_BELT w_class = ITEMSIZE_NORMAL projectile_type = /obj/item/projectile/beam origin_tech = null fire_delay = 10 //Old pistol charge_cost = 480 //to compensate a bit for self-recharging cell_type = /obj/item/weapon/cell/device/weapon/recharge/captain battery_lock = 1 /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 \ flux in a nuclear reactor core. This incredible technology may help YOU achieve high excitation rates with small laser volumes!" icon_state = "lasercannon" item_state = null origin_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 3, TECH_POWER = 3) slot_flags = SLOT_BELT|SLOT_BACK projectile_type = /obj/item/projectile/beam/heavylaser/cannon battery_lock = 1 fire_delay = 20 w_class = ITEMSIZE_LARGE // one_handed_penalty = 90 // The thing's heavy and huge. accuracy = 45 charge_cost = 600 /obj/item/weapon/gun/energy/lasercannon/mounted name = "mounted laser cannon" self_recharge = 1 use_external_power = 1 recharge_time = 10 accuracy = 0 // Mounted cannons are just fine the way they are. one_handed_penalty = 0 // Not sure if two-handing gets checked for mounted weapons, but better safe than sorry. projectile_type = /obj/item/projectile/beam/heavylaser charge_cost = 400 fire_delay = 20 /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 \ standard photonic beams, resulting in an effective 'anti-armor' energy weapon." icon_state = "xray" item_state = "xray" origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 3, TECH_MAGNET = 2) projectile_type = /obj/item/projectile/beam/xray charge_cost = 200 /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 \ ionized beams, this is a weapon to kill from a distance." icon_state = "sniper" item_state = "sniper" item_state_slots = list(slot_r_hand_str = "z8carbine", slot_l_hand_str = "z8carbine") //placeholder origin_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 5, TECH_POWER = 4) projectile_type = /obj/item/projectile/beam/sniper slot_flags = SLOT_BACK battery_lock = 1 charge_cost = 600 fire_delay = 35 force = 10 w_class = ITEMSIZE_HUGE // So it can't fit in a backpack. accuracy = -45 //shooting at the hip scoped_accuracy = 0 // requires_two_hands = 1 // one_handed_penalty = 60 // The weapon itself is heavy, and the long barrel makes it hard to hold steady with just one hand. /obj/item/weapon/gun/energy/sniperrifle/verb/scope() set category = "Object" set name = "Use Scope" set popup_menu = 1 toggle_scope(2.0) /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_state = "eshotgun" 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 charge_cost = 1300 fire_delay = 20 force = 8 w_class = ITEMSIZE_LARGE accuracy = 10 scoped_accuracy = 15 var/scope_multiplier = 1.5 /obj/item/weapon/gun/energy/monorifle/verb/sights() set category = "Object" set name = "Aim Down Sights" set popup_menu = 1 toggle_scope(scope_multiplier) /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 company once working from Saint Columbia, based on the antique mono-rifle 'Rainy Day Special' design." icon_state = "ecshotgun" item_state = "cshotgun" charge_cost = 1000 force = 12 accuracy = 0 scoped_accuracy = 20 ////////Laser Tag//////////////////// /obj/item/weapon/gun/energy/lasertag name = "laser tag gun" item_state = "laser" desc = "Standard issue weapon of the Imperial Guard" origin_tech = list(TECH_COMBAT = 1, TECH_MAGNET = 2) matter = list(DEFAULT_WALL_MATERIAL = 2000) projectile_type = /obj/item/projectile/beam/lasertag/blue cell_type = /obj/item/weapon/cell/device/weapon/recharge battery_lock = 1 var/required_vest /obj/item/weapon/gun/energy/lasertag/special_check(var/mob/living/carbon/human/M) if(ishuman(M)) if(!istype(M.wear_suit, required_vest)) to_chat(M, "You need to be wearing your laser tag vest!") return 0 return ..() /obj/item/weapon/gun/energy/lasertag/blue icon_state = "bluetag" item_state = "bluetag" projectile_type = /obj/item/projectile/beam/lasertag/blue required_vest = /obj/item/clothing/suit/bluetag /obj/item/weapon/gun/energy/lasertag/red icon_state = "redtag" item_state = "redtag" projectile_type = /obj/item/projectile/beam/lasertag/red required_vest = /obj/item/clothing/suit/redtag /obj/item/weapon/gun/energy/lasertag/omni projectile_type = /obj/item/projectile/beam/lasertag/omni // 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