/* Combat refactor walkback /obj/item/projectile/beam damage = 20 /obj/item/projectile/beam/weaklaser damage = 10 armor_penetration = -25 /obj/item/projectile/beam/smalllaser damage = 10 /obj/item/projectile/beam/burstlaser damage = 10 armor_penetration = 10 /obj/item/projectile/beam/midlaser damage = 20 armor_penetration = 20 /obj/item/projectile/beam/heavylaser damage = 25 armor_penetration = 30 /obj/item/projectile/beam/heavylaser/cannon damage = 30 armor_penetration = 50 /obj/item/projectile/beam/xray damage = 20 armor_penetration = 50 /obj/item/projectile/beam/gamma damage = 6 armor_penetration = 90 /obj/item/projectile/beam/cyan damage = 20 /obj/item/projectile/beam/sniper damage = 20 armor_penetration = 40 /obj/item/projectile/beam/precursor damage = 25 */ //Damage values back to old values for combat refactor walkback, keeping simplemob bonus damage. /obj/item/projectile/beam/phaser //The "medium" phaser beam. //damage = 10 SA_bonus_damage = 10 /obj/item/projectile/beam/phaser/light //damage = 5 SA_bonus_damage = 5 /obj/item/projectile/beam/phaser/heavy //damage = 12 SA_bonus_damage = 12 /obj/item/projectile/beam/phaser/heavy/cannon //damage = 15 SA_bonus_damage = 15 /obj/item/projectile/scatter/laser damage = 40 //Old 20 submunition_spread_max = 40 submunition_spread_min = 10 submunitions = list( /obj/item/projectile/beam/prismatic = 4 ) /obj/item/projectile/beam/prismatic name = "prismatic beam" icon_state = "omnilaser" damage = 10 //Old 5? damage_type = BURN check_armour = "laser" light_color = "#00C6FF"