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Dual mode stun-beam and net launcher, craftable in R&D. Would be legal for security to have on green since it's non-lethal. The stun beam has 10 shots like the taser, and the net launcher has 2 (uses the same energy). So basically 5 stun+1 net, or 2 nets, or 10 stuns. Uses a new overlay system for updating it's icon rather than the "have one state for every possible combination" to prevent a huge mess of iconstates. Maybe Joan could look at this and use it sometime.
44 lines
1.3 KiB
Plaintext
44 lines
1.3 KiB
Plaintext
/obj/item/projectile/beam/disable
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name = "disabler beam"
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icon_state = "omnilaser"
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nodamage = 1
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taser_effect = 1
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agony = 100 //One shot stuns for the time being until adjustments are fully made.
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damage_type = HALLOSS
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light_color = "#00CECE"
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muzzle_type = /obj/effect/projectile/laser_omni/muzzle
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tracer_type = /obj/effect/projectile/laser_omni/tracer
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impact_type = /obj/effect/projectile/laser_omni/impact
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/obj/item/projectile/beam/stun
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agony = 35
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/obj/item/projectile/beam/energy_net
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name = "energy net projection"
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icon_state = "xray"
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nodamage = 1
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agony = 5
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damage_type = HALLOSS
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light_color = "#00CC33"
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muzzle_type = /obj/effect/projectile/xray/muzzle
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tracer_type = /obj/effect/projectile/xray/tracer
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impact_type = /obj/effect/projectile/xray/impact
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/obj/item/projectile/beam/energy_net/on_hit(var/atom/netted)
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do_net(netted)
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..()
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/obj/item/projectile/beam/energy_net/proc/do_net(var/mob/M)
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var/obj/item/weapon/energy_net/net = new (get_turf(M))
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net.throw_impact(M)
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/obj/item/projectile/beam/stun/blue
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icon_state = "bluelaser"
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light_color = "#0066FF"
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muzzle_type = /obj/effect/projectile/laser_blue/muzzle
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tracer_type = /obj/effect/projectile/laser_blue/tracer
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impact_type = /obj/effect/projectile/laser_blue/impact
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