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For most weapons it is only slightly bigger than clicking own delay, but still can see difference between revolver and SMG. Shotungs do not get special delay because they are slow as they are anyway. Biggest delays go to laser cannon (40 damage per shot) and pulse rifle, ~2 seconds for one shot.
172 lines
4.5 KiB
Plaintext
172 lines
4.5 KiB
Plaintext
/obj/item/weapon/gun/energy/laser
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name = "laser gun"
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desc = "a basic weapon designed kill with concentrated energy bolts"
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icon_state = "laser"
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item_state = "laser"
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fire_sound = 'sound/weapons/Laser.ogg'
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w_class = 3.0
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m_amt = 2000
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origin_tech = "combat=3;magnets=2"
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projectile_type = "/obj/item/projectile/beam"
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/obj/item/weapon/gun/energy/laser/practice
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name = "practice laser gun"
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desc = "A modified version of the basic laser gun, this one fires less concentrated energy bolts designed for target practice."
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projectile_type = "/obj/item/projectile/beam/practice"
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clumsy_check = 0
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obj/item/weapon/gun/energy/laser/retro
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name ="retro laser"
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icon_state = "retro"
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desc = "An older model of the basic lasergun, no longer used by Nanotrasen's security or military forces. Nevertheless, it is still quite deadly and easy to maintain, making it a favorite amongst pirates and other outlaws."
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/obj/item/weapon/gun/energy/laser/captain
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icon_state = "caplaser"
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desc = "This is an antique laser gun. All craftsmanship is of the highest quality. It is decorated with assistant leather and chrome. The object menaces with spikes of energy. On the item is an image of Space Station 13. The station is exploding."
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force = 10
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origin_tech = null
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var/charge_tick = 0
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New()
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..()
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processing_objects.Add(src)
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Del()
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processing_objects.Remove(src)
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..()
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process()
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charge_tick++
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if(charge_tick < 4) return 0
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charge_tick = 0
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if(!power_supply) return 0
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power_supply.give(100)
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update_icon()
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return 1
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/obj/item/weapon/gun/energy/laser/cyborg/load_into_chamber()
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if(in_chamber)
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return 1
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if(isrobot(src.loc))
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var/mob/living/silicon/robot/R = src.loc
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if(R && R.cell)
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R.cell.use(100)
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in_chamber = new/obj/item/projectile/beam(src)
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return 1
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return 0
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/obj/item/weapon/gun/energy/lasercannon
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name = "laser cannon"
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desc = "With the L.A.S.E.R. 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!"
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icon_state = "lasercannon"
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fire_sound = 'sound/weapons/lasercannonfire.ogg'
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origin_tech = "combat=4;materials=3;powerstorage=3"
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projectile_type = "/obj/item/projectile/beam/heavylaser"
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fire_delay = 20
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isHandgun()
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return 0
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/obj/item/weapon/gun/energy/lasercannon/cyborg/load_into_chamber()
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if(in_chamber)
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return 1
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if(isrobot(src.loc))
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var/mob/living/silicon/robot/R = src.loc
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if(R && R.cell)
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R.cell.use(250)
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in_chamber = new/obj/item/projectile/beam(src)
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return 1
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return 0
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/obj/item/weapon/gun/energy/xray
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name = "xray laser gun"
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desc = "A high-power laser gun capable of expelling concentrated xray blasts."
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icon_state = "xray"
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fire_sound = 'sound/weapons/laser3.ogg'
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origin_tech = "combat=5;materials=3;magnets=2;syndicate=2"
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projectile_type = "/obj/item/projectile/beam/xray"
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charge_cost = 50
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////////Laser Tag////////////////////
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/obj/item/weapon/gun/energy/laser/bluetag
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name = "laser tag gun"
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icon_state = "bluetag"
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desc = "Standard issue weapon of the Imperial Guard"
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projectile_type = "/obj/item/projectile/beam/lastertag/blue"
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origin_tech = "combat=1;magnets=2"
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clumsy_check = 0
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var/charge_tick = 0
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special_check(var/mob/living/carbon/human/M)
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if(ishuman(M))
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if(istype(M.wear_suit, /obj/item/clothing/suit/bluetag))
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return 1
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M << "\red You need to be wearing your laser tag vest!"
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return 0
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New()
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..()
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processing_objects.Add(src)
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Del()
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processing_objects.Remove(src)
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..()
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process()
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charge_tick++
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if(charge_tick < 4) return 0
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charge_tick = 0
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if(!power_supply) return 0
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power_supply.give(100)
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update_icon()
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return 1
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/obj/item/weapon/gun/energy/laser/redtag
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name = "laser tag gun"
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icon_state = "redtag"
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desc = "Standard issue weapon of the Imperial Guard"
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projectile_type = "/obj/item/projectile/beam/lastertag/red"
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origin_tech = "combat=1;magnets=2"
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clumsy_check = 0
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var/charge_tick = 0
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special_check(var/mob/living/carbon/human/M)
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if(ishuman(M))
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if(istype(M.wear_suit, /obj/item/clothing/suit/redtag))
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return 1
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M << "\red You need to be wearing your laser tag vest!"
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return 0
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New()
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..()
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processing_objects.Add(src)
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Del()
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processing_objects.Remove(src)
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..()
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process()
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charge_tick++
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if(charge_tick < 4) return 0
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charge_tick = 0
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if(!power_supply) return 0
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power_supply.give(100)
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update_icon()
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return 1 |