/obj/item/projectile/beam name = "laser" icon_state = "laser" pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE damage = 20 damage_type = BURN flag = "laser" eyeblur = 2 /obj/item/projectile/practice name = "laser" icon_state = "laser" pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE damage = 0 damage_type = BURN flag = "laser" eyeblur = 2 /obj/item/projectile/beam/heavylaser name = "heavy laser" icon_state = "heavylaser" damage = 40 /obj/item/projectile/beam/xray name = "xray beam" icon_state = "xray" damage = 30 /obj/item/projectile/beam/pulse name = "pulse" icon_state = "u_laser" damage = 50 /obj/item/projectile/beam/deathlaser name = "death laser" icon_state = "heavylaser" damage = 60 /obj/item/projectile/beam/emitter name = "emitter beam" icon_state = "emitter" damage = 30 /obj/item/projectile/bluetag name = "lasertag beam" icon_state = "bluelaser" pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE damage = 0 damage_type = BURN flag = "laser" 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/redtag name = "lasertag beam" icon_state = "laser" pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE damage = 0 damage_type = BURN flag = "laser" 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/omnitag//A laser tag bolt that stuns EVERYONE name = "lasertag beam" icon_state = "omnilaser" pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE damage = 0 damage_type = BURN flag = "laser" 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