/obj/item/gun/energy/locked/frontier/rifle fire_delay = 12 /obj/item/gun/energy/locked/frontier/shotgun name = "frontier shotgun" desc = "A much larger, heavier weapon than the typical frontier-type weapons. This one has a safety interlock that prevents firing while in proximity to the facility." icon_state = "oldphaser" //note to self, make a unquie more fitting sprite at some point. item_state = "sniper" item_state_slots = list(slot_r_hand_str = "lsniper", slot_l_hand_str = "lsniper") wielded_item_state = "lsniper-wielded" w_class = ITEMSIZE_LARGE item_icons = list(slot_l_hand_str = 'icons/mob/items/lefthand_guns.dmi', slot_r_hand_str = 'icons/mob/items/righthand_guns.dmi') one_handed_penalty = 30 //A bit easier to aim then a sniper to aim but still not accurate phase_power = 30 //Same as sniper. projectile_type = /obj/item/projectile/scatter/frontierlaser move_delay = 0 charge_cost = 400 fire_delay = 8 firemodes = list( list(mode_name="full", projectile_type=/obj/item/projectile/scatter/frontierlaser, charge_cost = 400), list(mode_name="conserve", projectile_type=/obj/item/projectile/beam/phaser/shotgun, charge_cost = 120), ) /obj/item/projectile/scatter/frontierlaser submunition_spread_max = 120 submunition_spread_min = 60 spread_submunition_damage = FALSE submunitions = list( /obj/item/projectile/beam/phaser/shotgun = 5 ) /obj/item/projectile/beam/phaser/shotgun damage = 7 mob_bonus_damage = 7 range = 4 icon_state = "phaser_heavy" light_range = 3 light_power = 1 muzzle_type = /obj/effect/projectile/muzzle/phaser/heavy tracer_type = /obj/effect/projectile/tracer/phaser/heavy impact_type = /obj/effect/projectile/impact/phaser/heavy