/obj/item/weapon/gun/energy/laser name = "laser carbine" desc = "A Hephaestus Industries G40E carbine, designed to kill with concentrated energy blasts. This varient has the ability to \ switch between standard fire and a more efficent but weaker 'suppressive' fire." icon_state = "laser" item_state = "laser" fire_sound = 'sound/weapons/Laser.ogg' 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 // requires_two_hands = 1 one_handed_penalty = 2 firemodes = list( list(mode_name="normal", projectile_type=/obj/item/projectile/beam/midlaser, charge_cost = 240), list(mode_name="suppressive", projectile_type=/obj/item/projectile/beam/weaklaser, charge_cost = 60), ) /obj/item/weapon/gun/energy/laser/mounted self_recharge = 1 use_external_power = 1 requires_two_hands = 0 // Not sure if two-handing gets checked for mounted weapons, but better safe than sorry. /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." fire_sound = 'sound/weapons/Laser.ogg' 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/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 fire_sound = 'sound/weapons/Laser.ogg' 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 self_recharge = 1 recharge_time = 3 //Recharges a bit more quickly... charge_delay = 100 //... but it takes a while to get started /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 fire_sound = 'sound/weapons/lasercannonfire.ogg' 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 // requires_two_hands = 1 one_handed_penalty = 6 // The thing's heavy and huge. accuracy = 3 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. requires_two_hands = 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" fire_sound = 'sound/weapons/eluger.ogg' 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 fire_sound = 'sound/weapons/gauss_shoot.ogg' 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 = -3 //shooting at the hip scoped_accuracy = 0 // requires_two_hands = 1 one_handed_penalty = 4 // 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) ////////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) self_recharge = 1 matter = list(DEFAULT_WALL_MATERIAL = 2000) fire_sound = 'sound/weapons/Laser.ogg' projectile_type = /obj/item/projectile/beam/lastertag/blue 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)) 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/lastertag/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/lastertag/red required_vest = /obj/item/clothing/suit/redtag