mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 10:12:45 +00:00
* Various background gun changes * Forgot to include the sounds, woops * Fixes some more gun stuff * Makes the cham gun work again
234 lines
7.0 KiB
Plaintext
234 lines
7.0 KiB
Plaintext
/obj/item/projectile/ion
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name = "ion bolt"
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icon_state = "ion"
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fire_sound = 'sound/weapons/Laser.ogg'
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damage = 0
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damage_type = BURN
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nodamage = 1
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check_armour = "energy"
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light_range = 2
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light_power = 0.5
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light_color = "#55AAFF"
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var/pulse_range = 1
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/obj/item/projectile/ion/on_hit(var/atom/target, var/blocked = 0)
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empulse(target, pulse_range, pulse_range, pulse_range, pulse_range)
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return 1
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/obj/item/projectile/ion/small
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pulse_range = 0
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/obj/item/projectile/bullet/gyro
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name ="explosive bolt"
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icon_state= "bolter"
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damage = 50
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check_armour = "bullet"
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sharp = 1
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edge = 1
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/obj/item/projectile/bullet/gyro/on_hit(var/atom/target, var/blocked = 0)
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explosion(target, -1, 0, 2)
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..()
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/obj/item/projectile/temp
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name = "freeze beam"
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icon_state = "ice_2"
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fire_sound = 'sound/weapons/pulse3.ogg'
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damage = 0
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damage_type = BURN
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pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
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nodamage = 1
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check_armour = "energy" // It actually checks heat/cold protection.
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var/target_temperature = 50
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light_range = 2
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light_power = 0.5
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light_color = "#55AAFF"
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/obj/item/projectile/temp/on_hit(atom/target, blocked = FALSE)
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..()
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if(isliving(target))
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var/mob/living/L = target
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var/protection = null
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var/potential_temperature_delta = null
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var/new_temperature = L.bodytemperature
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if(target_temperature >= T20C) // Make it cold.
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protection = L.get_cold_protection(target_temperature)
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potential_temperature_delta = 75
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new_temperature = max(new_temperature - potential_temperature_delta, target_temperature)
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else // Make it hot.
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protection = L.get_heat_protection(target_temperature)
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potential_temperature_delta = 200 // Because spacemen temperature needs stupid numbers to actually hurt people.
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new_temperature = min(new_temperature + potential_temperature_delta, target_temperature)
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var/temp_factor = abs(protection - 1)
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new_temperature = round(new_temperature * temp_factor)
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L.bodytemperature = new_temperature
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return 1
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/obj/item/projectile/temp/hot
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name = "heat beam"
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target_temperature = 1000
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/obj/item/projectile/meteor
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name = "meteor"
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icon = 'icons/obj/meteor.dmi'
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icon_state = "smallf"
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damage = 0
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damage_type = BRUTE
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nodamage = 1
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check_armour = "bullet"
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/obj/item/projectile/meteor/Bump(atom/A as mob|obj|turf|area)
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if(A == firer)
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loc = A.loc
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return
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sleep(-1) //Might not be important enough for a sleep(-1) but the sleep/spawn itself is necessary thanks to explosions and metoerhits
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if(src)//Do not add to this if() statement, otherwise the meteor won't delete them
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if(A)
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A.ex_act(2)
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playsound(src.loc, 'sound/effects/meteorimpact.ogg', 40, 1)
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for(var/mob/M in range(10, src))
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if(!M.stat && !istype(M, /mob/living/silicon/ai))\
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shake_camera(M, 3, 1)
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qdel(src)
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return 1
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else
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return 0
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/obj/item/projectile/energy/floramut
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name = "alpha somatoray"
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icon_state = "energy"
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fire_sound = 'sound/effects/stealthoff.ogg'
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damage = 0
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damage_type = TOX
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nodamage = 1
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check_armour = "energy"
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light_range = 2
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light_power = 0.5
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light_color = "#33CC00"
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/obj/item/projectile/energy/floramut/on_hit(var/atom/target, var/blocked = 0)
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var/mob/living/M = target
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if(ishuman(target))
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var/mob/living/carbon/human/H = M
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if((H.species.flags & IS_PLANT) && (M.nutrition < 500))
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if(prob(15))
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M.apply_effect((rand(30,80)),IRRADIATE)
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M.Weaken(5)
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var/datum/gender/TM = gender_datums[M.get_visible_gender()]
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for (var/mob/V in viewers(src))
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V.show_message("<font color='red'>[M] writhes in pain as [TM.his] vacuoles boil.</font>", 3, "<font color='red'>You hear the crunching of leaves.</font>", 2)
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if(prob(35))
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// for (var/mob/V in viewers(src)) //Public messages commented out to prevent possible metaish genetics experimentation and stuff. - Cheridan
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// V.show_message("<font color='red'>[M] is mutated by the radiation beam.</font>", 3, "<font color='red'> You hear the snapping of twigs.</font>", 2)
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if(prob(80))
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randmutb(M)
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domutcheck(M,null)
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else
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randmutg(M)
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domutcheck(M,null)
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else
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M.adjustFireLoss(rand(5,15))
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M.show_message("<font color='red'>The radiation beam singes you!</font>")
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// for (var/mob/V in viewers(src))
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// V.show_message("<font color='red'>[M] is singed by the radiation beam.</font>", 3, "<font color='red'> You hear the crackle of burning leaves.</font>", 2)
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else if(istype(target, /mob/living/carbon/))
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// for (var/mob/V in viewers(src))
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// V.show_message("The radiation beam dissipates harmlessly through [M]", 3)
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M.show_message("<font color='blue'>The radiation beam dissipates harmlessly through your body.</font>")
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else
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return 1
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/obj/item/projectile/energy/floramut/gene
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name = "gamma somatoray"
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icon_state = "energy2"
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fire_sound = 'sound/effects/stealthoff.ogg'
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damage = 0
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damage_type = TOX
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nodamage = 1
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check_armour = "energy"
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var/decl/plantgene/gene = null
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/obj/item/projectile/energy/florayield
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name = "beta somatoray"
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icon_state = "energy2"
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fire_sound = 'sound/effects/stealthoff.ogg'
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damage = 0
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damage_type = TOX
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nodamage = 1
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check_armour = "energy"
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light_range = 2
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light_power = 0.5
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light_color = "#FFFFFF"
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/obj/item/projectile/energy/florayield/on_hit(var/atom/target, var/blocked = 0)
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var/mob/M = target
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if(ishuman(target)) //These rays make plantmen fat.
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var/mob/living/carbon/human/H = M
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if((H.species.flags & IS_PLANT) && (M.nutrition < 500))
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M.nutrition += 30
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else if (istype(target, /mob/living/carbon/))
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M.show_message("<font color='blue'>The radiation beam dissipates harmlessly through your body.</font>")
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else
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return 1
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/obj/item/projectile/beam/mindflayer
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name = "flayer ray"
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/obj/item/projectile/beam/mindflayer/on_hit(var/atom/target, var/blocked = 0)
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if(ishuman(target))
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var/mob/living/carbon/human/M = target
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M.Confuse(rand(5,8))
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/obj/item/projectile/chameleon
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name = "bullet"
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icon_state = "bullet"
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damage = 1 // stop trying to murderbone with a fake gun dumbass!!!
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embed_chance = 0 // nope
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nodamage = 1
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damage_type = HALLOSS
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muzzle_type = /obj/effect/projectile/bullet/muzzle
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/obj/item/projectile/bola
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name = "bola"
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icon_state = "bola"
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damage = 5
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embed_chance = 0 //Nada.
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damage_type = HALLOSS
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muzzle_type = null
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/obj/item/projectile/bola/on_hit(var/atom/target, var/blocked = 0)
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if(ishuman(target))
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var/mob/living/carbon/human/M = target
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var/obj/item/weapon/handcuffs/legcuffs/bola/B = new(src.loc)
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if(!B.place_legcuffs(M,firer))
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if(B)
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qdel(B)
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..()
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/obj/item/projectile/webball
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name = "ball of web"
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icon_state = "bola"
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damage = 10
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embed_chance = 0 //Nada.
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damage_type = BRUTE
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muzzle_type = null
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/obj/item/projectile/webball/on_hit(var/atom/target, var/blocked = 0)
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if(isturf(target.loc))
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var/obj/effect/spider/stickyweb/W = locate() in get_turf(target)
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if(!W && prob(75))
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visible_message("<span class='danger'>\The [src] splatters a layer of web on \the [target]!</span>")
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new /obj/effect/spider/stickyweb(target.loc)
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..()
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