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CHOMPStation2/code/modules/projectiles/guns/vox.dm
2017-02-01 21:43:21 -06:00

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/*
* Vox Spike Thrower
* Alien pinning weapon.
*/
/obj/item/weapon/gun/launcher/spikethrower
name = "spike thrower"
desc = "A vicious alien projectile weapon. Parts of it quiver gelatinously, as though the thing is insectile and alive."
var/last_regen = 0
var/spike_gen_time = 150
var/max_spikes = 3
var/spikes = 3
release_force = 30
icon = 'icons/obj/gun.dmi'
icon_state = "spikethrower3"
item_state = "spikethrower"
fire_sound_text = "a strange noise"
fire_sound = 'sound/weapons/bladeslice.ogg'
/obj/item/weapon/gun/launcher/spikethrower/New()
..()
processing_objects.Add(src)
last_regen = world.time
/obj/item/weapon/gun/launcher/spikethrower/Destroy()
processing_objects.Remove(src)
..()
/obj/item/weapon/gun/launcher/spikethrower/process()
if(spikes < max_spikes && world.time > last_regen + spike_gen_time)
spikes++
last_regen = world.time
update_icon()
/obj/item/weapon/gun/launcher/spikethrower/examine(mob/user)
..(user)
user << "It has [spikes] spike\s remaining."
/obj/item/weapon/gun/launcher/spikethrower/update_icon()
icon_state = "spikethrower[spikes]"
/obj/item/weapon/gun/launcher/spikethrower/update_release_force()
return
/obj/item/weapon/gun/launcher/spikethrower/consume_next_projectile()
if(spikes < 1) return null
spikes--
return new /obj/item/weapon/spike(src)
/*
* Vox Darkmatter Cannon
*/
/obj/item/weapon/gun/energy/darkmatter
name = "dark matter gun"
desc = "A vicious alien beam weapon. Parts of it quiver gelatinously, as though the thing is insectile and alive."
icon_state = "darkcannon"
item_state = "darkcannon"
fire_sound = 'sound/weapons/eLuger.ogg'
w_class = ITEMSIZE_HUGE
charge_cost = 600
projectile_type = /obj/item/projectile/beam/darkmatter
self_recharge = 1
accuracy = 2
firemodes = list(
list(mode_name="focused", burst=1, fire_delay=null, move_delay=null, burst_accuracy=list(2), dispersion=null, projectile_type=/obj/item/projectile/beam/darkmatter, charge_cost = 600),
list(mode_name="scatter burst", burst=8, fire_delay=null, move_delay=4, burst_accuracy=list(0, 0, 0, 0, 0, 0, 0, 0), dispersion=list(3, 3, 3, 3, 3, 3, 3, 3, 3), projectile_type=/obj/item/projectile/energy/darkmatter, charge_cost = 300),
)
/obj/item/projectile/beam/darkmatter
name = "dark matter bolt"
icon_state = "darkb"
damage = 60
armor_penetration = 35
damage_type = BRUTE
check_armour = "energy"
light_color = "#8837A3"
embed_chance = 0
muzzle_type = /obj/effect/projectile/darkmatter/muzzle
tracer_type = /obj/effect/projectile/darkmatter/tracer
impact_type = /obj/effect/projectile/darkmatter/impact
/obj/item/projectile/energy/darkmatter
name = "dark matter pellet"
icon_state = "dark_pellet"
damage = 20
armor_penetration = 35
damage_type = BRUTE
check_armour = "energy"
light_color = "#8837A3"
embed_chance = 0
/*
* Vox Darkmatter Cannon
*/
/obj/item/weapon/gun/energy/sonic
name = "soundcannon"
desc = "A vicious alien sound weapon. Parts of it quiver gelatinously, as though the thing is insectile and alive."
icon_state = "noise"
item_state = "noise"
fire_sound = 'sound/effects/basscannon.ogg'
w_class = ITEMSIZE_HUGE
self_recharge = 1
charge_cost = 600
projectile_type=/obj/item/projectile/sonic/strong
firemodes = list(
list(mode_name="normal", projectile_type=/obj/item/projectile/sonic/strong, charge_cost = 600),
list(mode_name="suppressive", projectile_type=/obj/item/projectile/sonic/weak, charge_cost = 300),
)
/obj/item/projectile/sonic
name = "sonic pulse"
icon_state = "sound"
damage = 15
armor_penetration = 30
damage_type = BRUTE
check_armour = "melee"
embed_chance = 0
vacuum_traversal = 0
// var/amplitude = 10 //Roughly how loud it is, changes the way damage will work, and such
/obj/item/projectile/sonic/weak
agony = 30
/obj/item/projectile/sonic/strong
damage = 45
//Already have thoughts on how to improve this, will take a day or two after initial testing. - Anewbe
/obj/item/projectile/sonic/strong/on_hit(var/atom/movable/target, var/blocked = 0)
if(ismob(target))
var/throwdir = get_dir(firer,target)
target.throw_at(get_edge_target_turf(target, throwdir), rand(1,6), 10)
return 1