Files
CHOMPStation2/code/modules/projectiles/guns/energy/nuclear.dm
mwerezak 08635587e1 Fixes revolver paths, span classes, typo. Cleans exodus-1.dmm
Tweaks syringe gun and dart gun, renames syringe gun cartridges and makes them printable.
Adjusts penetration so that passing through mobs happens with a probability that scales with damage.
Adds a .45 signal pistol to the HoP's closet and a 9mm one to the mercenary shuttle.
2015-02-14 13:38:05 -05:00

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/obj/item/weapon/gun/energy/gun
name = "energy gun"
desc = "An energy-based gun with two settings: Stun and kill."
icon_state = "energystun100"
item_state = null //so the human update icon uses the icon_state instead.
fire_sound = 'sound/weapons/Taser.ogg'
charge_cost = 100 //How much energy is needed to fire.
projectile_type = /obj/item/projectile/beam/stun
origin_tech = "combat=3;magnets=2"
modifystate = "energystun"
var/mode = 0 //0 = stun, 1 = kill
/obj/item/weapon/gun/energy/gun/attack_self(mob/living/user as mob)
switch(mode)
if(0)
mode = 1
charge_cost = 100
fire_sound = 'sound/weapons/Laser.ogg'
user << "<span class='warning'>[src.name] is now set to kill.</span>"
projectile_type = /obj/item/projectile/beam
modifystate = "energykill"
if(1)
mode = 0
charge_cost = 100
fire_sound = 'sound/weapons/Taser.ogg'
user << "<span class='warning'>[src.name] is now set to stun.</span>"
projectile_type = /obj/item/projectile/beam/stun
modifystate = "energystun"
update_icon()
if(user.l_hand == src)
user.update_inv_l_hand()
else
user.update_inv_r_hand()
/obj/item/weapon/gun/energy/gun/mounted
self_recharge = 1
use_external_power = 1
/obj/item/weapon/gun/energy/gun/nuclear
name = "advanced energy gun"
desc = "An energy gun with an experimental miniaturized reactor."
icon_state = "nucgun"
origin_tech = "combat=3;materials=5;powerstorage=3"
slot_flags = SLOT_BELT
force = 8 //looks heavier than a pistol
self_recharge = 1
var/lightfail = 0
//override for failcheck behaviour
/obj/item/weapon/gun/energy/gun/nuclear/process()
charge_tick++
if(charge_tick < 4) return 0
charge_tick = 0
if(!power_supply) return 0
if((power_supply.charge / power_supply.maxcharge) != 1)
if(!failcheck()) return 0
power_supply.give(charge_cost)
update_icon()
return 1
/obj/item/weapon/gun/energy/gun/nuclear/proc/failcheck()
lightfail = 0
if (prob(src.reliability)) return 1 //No failure
if (prob(src.reliability))
for (var/mob/living/M in range(0,src)) //Only a minor failure, enjoy your radiation if you're in the same tile or carrying it
if (src in M.contents)
M << "<span class='warning'>Your gun feels pleasantly warm for a moment.</span>"
else
M << "<span class='warning'>You feel a warm sensation.</span>"
M.apply_effect(rand(3,120), IRRADIATE)
lightfail = 1
else
for (var/mob/living/M in range(rand(1,4),src)) //Big failure, TIME FOR RADIATION BITCHES
if (src in M.contents)
M << "<span class='danger'>Your gun's reactor overloads!</span>"
M << "<span class='warning'>You feel a wave of heat wash over you.</span>"
M.apply_effect(300, IRRADIATE)
crit_fail = 1 //break the gun so it stops recharging
processing_objects.Remove(src)
update_icon()
return 0
/obj/item/weapon/gun/energy/gun/nuclear/proc/update_charge()
if (crit_fail)
overlays += "nucgun-whee"
return
var/ratio = power_supply.charge / power_supply.maxcharge
ratio = round(ratio, 0.25) * 100
overlays += "nucgun-[ratio]"
/obj/item/weapon/gun/energy/gun/nuclear/proc/update_reactor()
if(crit_fail)
overlays += "nucgun-crit"
return
if(lightfail)
overlays += "nucgun-medium"
else if ((power_supply.charge/power_supply.maxcharge) <= 0.5)
overlays += "nucgun-light"
else
overlays += "nucgun-clean"
/obj/item/weapon/gun/energy/gun/nuclear/proc/update_mode()
if (mode == 0)
overlays += "nucgun-stun"
else if (mode == 1)
overlays += "nucgun-kill"
/obj/item/weapon/gun/energy/gun/nuclear/emp_act(severity)
..()
reliability -= round(15/severity)
/obj/item/weapon/gun/energy/gun/nuclear/update_icon()
overlays.Cut()
update_charge()
update_reactor()
update_mode()