Files
CHOMPStation2/code/modules/projectiles/projectile/magnetic.dm
Anewbe 534a588a6a Gun changes (#4185)
* Various background gun changes

* Forgot to include the sounds, woops

* Fixes some more gun stuff

* Makes the cham gun work again
2018-02-12 23:12:14 -08:00

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// Rod for railguns. Slightly less nasty than the sniper round.
/obj/item/projectile/bullet/magnetic
name = "rod"
icon_state = "rod"
fire_sound = 'sound/weapons/railgun.ogg'
damage = 65
stun = 1
weaken = 1
penetrating = 5
armor_penetration = 70
/obj/item/projectile/bullet/magnetic/slug
name = "slug"
icon_state = "gauss_silenced"
damage = 75
armor_penetration = 90
/obj/item/projectile/bullet/magnetic/flechette
name = "flechette"
icon_state = "flechette"
fire_sound = 'sound/weapons/rapidslice.ogg'
damage = 20
armor_penetration = 100
/obj/item/projectile/bullet/magnetic/fuelrod
name = "fuel rod"
icon_state = "fuel-deuterium"
damage = 30
stun = 1
weaken = 0
agony = 30
incendiary = 1
flammability = 0 //Deuterium and Tritium are both held in water, but the object moving so quickly will ignite the target.
penetrating = 2
embed_chance = 0
armor_penetration = 40
kill_count = 20
var/searing = 0 //Does this fuelrod ignore shields?
var/detonate_travel = 0 //Will this fuelrod explode when it reaches maximum distance?
var/detonate_mob = 0 //Will this fuelrod explode when it hits a mob?
var/energetic_impact = 0 //Does this fuelrod cause a bright flash on impact with a mob?
/obj/item/projectile/bullet/magnetic/fuelrod/on_hit(var/atom/target, var/blocked = 0, var/def_zone = null) //Future-proofing. Special effects for impact.
if(istype(target,/mob/living))
var/mob/living/V = target
if(detonate_mob)
if(V.loc)
explosion(V.loc, -1, -1, 2, 3)
if(energetic_impact)
var/eye_coverage = 0
for(var/mob/living/carbon/M in viewers(world.view, location))
eye_coverage = 0
if(iscarbon(M))
eye_coverage = M.eyecheck()
if(eye_coverage < 2)
M.flash_eyes()
M.Stun(2)
M.Weaken(10)
if(searing)
if(blocked)
blocked = 0
return ..(target, blocked, def_zone)
/obj/item/projectile/bullet/magnetic/fuelrod/on_impact(var/atom/A) //Future-proofing, again. In the event new fuel rods are introduced, and have special effects for when they stop flying.
if(src.loc)
if(detonate_travel && detonate_mob)
visible_message("<span class='warning'>\The [src] shatters in a violent explosion!</span>")
explosion(src.loc, 1, 1, 3, 4)
else if(detonate_travel)
visible_message("<span class='warning'>\The [src] explodes in a shower of embers!</span>")
explosion(src.loc, -1, 1, 2, 3)
..(A)
/obj/item/projectile/bullet/magnetic/fuelrod/tritium
icon_state = "fuel-tritium"
damage = 40
flammability = -1
armor_penetration = 50
penetrating = 3
/obj/item/projectile/bullet/magnetic/fuelrod/phoron
name = "blazing fuel rod"
icon_state = "fuel-phoron"
damage = 35
incendiary = 2
flammability = 2
armor_penetration = 60
penetrating = 5
irradiate = 20
detonate_mob = 1
/obj/item/projectile/bullet/magnetic/fuelrod/supermatter
name = "painfully incandescent fuel rod"
icon_state = "fuel-supermatter"
damage = 15
incendiary = 2
flammability = 4
weaken = 2
armor_penetration = 100
penetrating = 100 //Theoretically, this shouldn't stop flying for a while, unless someone lines it up with a wall or fires it into a mountain.
irradiate = 120
kill_count = 75
searing = 1
detonate_travel = 1
detonate_mob = 1
energetic_impact = 1
/obj/item/projectile/bullet/magnetic/fuelrod/supermatter/on_hit(var/atom/target, var/blocked = 0, var/def_zone = null) //You cannot touch the supermatter without disentigrating. Assumedly, this is true for condensed rods of it flying at relativistic speeds.
if(istype(target,/turf/simulated/wall) || istype(target,/mob/living))
target.visible_message("<span class='danger'>The [src] burns a perfect hole through \the [target] with a blinding flash!</span>")
playsound(target.loc, 'sound/effects/teleport.ogg', 40, 0)
return ..(target, blocked, def_zone)
/obj/item/projectile/bullet/magnetic/fuelrod/supermatter/check_penetrate()
return 1