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CHOMPStation2/code/modules/projectiles/guns/energy/laser.dm
Neerti 7497aef295 work
2017-11-26 12:08:05 -05:00

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/obj/item/weapon/gun/energy/laser
name = "laser carbine"
desc = "A Hephaestus Industries G40E carbine, designed to kill with concentrated energy blasts. This varient has the ability to \
switch between standard fire and a more efficent but weaker 'suppressive' fire."
icon_state = "laser"
item_state = "laser"
fire_sound = 'sound/weapons/Laser.ogg'
slot_flags = SLOT_BELT|SLOT_BACK
w_class = ITEMSIZE_LARGE
force = 10
origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 2)
matter = list(DEFAULT_WALL_MATERIAL = 2000)
projectile_type = /obj/item/projectile/beam/midlaser
// requires_two_hands = 1
one_handed_penalty = 2
firemodes = list(
list(mode_name="normal", projectile_type=/obj/item/projectile/beam/midlaser, charge_cost = 240),
list(mode_name="suppressive", projectile_type=/obj/item/projectile/beam/weaklaser, charge_cost = 60),
)
/obj/item/weapon/gun/energy/laser/mounted
self_recharge = 1
use_external_power = 1
requires_two_hands = 0 // Not sure if two-handing gets checked for mounted weapons, but better safe than sorry.
/obj/item/weapon/gun/energy/laser/practice
name = "practice laser carbine"
desc = "A modified version of the HI G40E, this one fires less concentrated energy bolts designed for target practice."
projectile_type = /obj/item/projectile/beam/practice
charge_cost = 48
cell_type = /obj/item/weapon/cell/device
firemodes = list(
list(mode_name="normal", projectile_type=/obj/item/projectile/beam/practice, charge_cost = 48),
list(mode_name="suppressive", projectile_type=/obj/item/projectile/beam/practice, charge_cost = 12),
)
/obj/item/weapon/gun/energy/retro
name = "retro laser"
icon_state = "retro"
item_state = "retro"
desc = "An older model of the basic lasergun. Nevertheless, it is still quite deadly and easy to maintain, making it a favorite amongst pirates and other outlaws."
fire_sound = 'sound/weapons/Laser.ogg'
slot_flags = SLOT_BELT
w_class = ITEMSIZE_NORMAL
projectile_type = /obj/item/projectile/beam
fire_delay = 10 //old technology
/obj/item/weapon/gun/energy/retro/mounted
self_recharge = 1
use_external_power = 1
/obj/item/weapon/gun/energy/retro/empty
icon_state = "retro"
cell_type = null
/obj/item/weapon/gun/energy/captain
name = "antique laser gun"
icon_state = "caplaser"
item_state = "caplaser"
desc = "A rare weapon, handcrafted by a now defunct specialty manufacturer on Luna for a small fortune. It's certainly aged well."
force = 5
fire_sound = 'sound/weapons/Laser.ogg'
slot_flags = SLOT_BELT
w_class = ITEMSIZE_NORMAL
projectile_type = /obj/item/projectile/beam
origin_tech = null
fire_delay = 10 //Old pistol
charge_cost = 480 //to compensate a bit for self-recharging
cell_type = /obj/item/weapon/cell/device/weapon/recharge/captain
battery_lock = 1
/obj/item/weapon/gun/energy/lasercannon
name = "laser cannon"
desc = "With the laser cannon, the lasing medium is enclosed in a tube lined with uranium-235 and subjected to high neutron \
flux in a nuclear reactor core. This incredible technology may help YOU achieve high excitation rates with small laser volumes!"
icon_state = "lasercannon"
item_state = null
fire_sound = 'sound/weapons/lasercannonfire.ogg'
origin_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 3, TECH_POWER = 3)
slot_flags = SLOT_BELT|SLOT_BACK
projectile_type = /obj/item/projectile/beam/heavylaser/cannon
battery_lock = 1
fire_delay = 20
w_class = ITEMSIZE_LARGE
// requires_two_hands = 1
one_handed_penalty = 6 // The thing's heavy and huge.
accuracy = 3
charge_cost = 600
/obj/item/weapon/gun/energy/lasercannon/mounted
name = "mounted laser cannon"
self_recharge = 1
use_external_power = 1
recharge_time = 10
accuracy = 0 // Mounted cannons are just fine the way they are.
requires_two_hands = 0 // Not sure if two-handing gets checked for mounted weapons, but better safe than sorry.
projectile_type = /obj/item/projectile/beam/heavylaser
charge_cost = 400
fire_delay = 20
/obj/item/weapon/gun/energy/xray
name = "xray laser gun"
desc = "A high-power laser gun capable of expelling concentrated xray blasts, which are able to penetrate matter easier than \
standard photonic beams, resulting in an effective 'anti-armor' energy weapon."
icon_state = "xray"
item_state = "xray"
fire_sound = 'sound/weapons/eluger.ogg'
origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 3, TECH_MAGNET = 2)
projectile_type = /obj/item/projectile/beam/xray
charge_cost = 200
/obj/item/weapon/gun/energy/sniperrifle
name = "marksman energy rifle"
desc = "The HI DMR 9E is an older design of Hephaestus Industries. A designated marksman rifle capable of shooting powerful \
ionized beams, this is a weapon to kill from a distance."
icon_state = "sniper"
item_state = "sniper"
item_state_slots = list(slot_r_hand_str = "z8carbine", slot_l_hand_str = "z8carbine") //placeholder
fire_sound = 'sound/weapons/gauss_shoot.ogg'
origin_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 5, TECH_POWER = 4)
projectile_type = /obj/item/projectile/beam/sniper
slot_flags = SLOT_BACK
battery_lock = 1
charge_cost = 600
fire_delay = 35
force = 10
w_class = ITEMSIZE_HUGE // So it can't fit in a backpack.
accuracy = -3 //shooting at the hip
scoped_accuracy = 0
// requires_two_hands = 1
one_handed_penalty = 4 // The weapon itself is heavy, and the long barrel makes it hard to hold steady with just one hand.
/obj/item/weapon/gun/energy/sniperrifle/verb/scope()
set category = "Object"
set name = "Use Scope"
set popup_menu = 1
toggle_scope(2.0)
////////Laser Tag////////////////////
/obj/item/weapon/gun/energy/lasertag
name = "laser tag gun"
item_state = "laser"
desc = "Standard issue weapon of the Imperial Guard"
origin_tech = list(TECH_COMBAT = 1, TECH_MAGNET = 2)
matter = list(DEFAULT_WALL_MATERIAL = 2000)
fire_sound = 'sound/weapons/Laser.ogg'
projectile_type = /obj/item/projectile/beam/lastertag/blue
cell_type = /obj/item/weapon/cell/device/weapon/recharge
battery_lock = 1
var/required_vest
/obj/item/weapon/gun/energy/lasertag/special_check(var/mob/living/carbon/human/M)
if(ishuman(M))
if(!istype(M.wear_suit, required_vest))
M << "<span class='warning'>You need to be wearing your laser tag vest!</span>"
return 0
return ..()
/obj/item/weapon/gun/energy/lasertag/blue
icon_state = "bluetag"
item_state = "bluetag"
projectile_type = /obj/item/projectile/beam/lastertag/blue
required_vest = /obj/item/clothing/suit/bluetag
/obj/item/weapon/gun/energy/lasertag/red
icon_state = "redtag"
item_state = "redtag"
projectile_type = /obj/item/projectile/beam/lastertag/red
required_vest = /obj/item/clothing/suit/redtag