Files
CHOMPStation2/code/modules/projectiles/projectile/energy.dm
2015-06-17 09:59:39 -04:00

102 lines
2.4 KiB
Plaintext

/obj/item/projectile/energy
name = "energy"
icon_state = "spark"
damage = 0
damage_type = BURN
check_armour = "energy"
//releases a burst of light on impact or after travelling a distance
/obj/item/projectile/energy/flash
name = "chemical shell"
icon_state = "bullet"
damage = 5
kill_count = 15 //if the shell hasn't hit anything after travelling this far it just explodes.
var/flash_range = 0
var/brightness = 7
var/light_duration = 5
/obj/item/projectile/energy/flash/on_impact(var/atom/A)
var/turf/T = flash_range? src.loc : get_turf(A)
if(!istype(T)) return
//blind adjacent people
for (var/mob/living/carbon/M in viewers(T, flash_range))
if(M.eyecheck() < 1)
flick("e_flash", M.flash)
//snap pop
playsound(src, 'sound/effects/snap.ogg', 50, 1)
src.visible_message("<span class='warning'>\The [src] explodes in a bright flash!</span>")
new /obj/effect/decal/cleanable/ash(src.loc) //always use src.loc so that ash doesn't end up inside windows
new /obj/effect/effect/sparks(T)
new /obj/effect/effect/smoke/illumination(T, brightness=max(flash_range*2, brightness), lifetime=light_duration)
//blinds people like the flash round, but can also be used for temporary illumination
/obj/item/projectile/energy/flash/flare
damage = 10
flash_range = 1
brightness = 9 //similar to a flare
light_duration = 200
/obj/item/projectile/energy/electrode
name = "electrode"
icon_state = "spark"
nodamage = 1
taser_effect = 1
agony = 40
damage_type = HALLOSS
//Damage will be handled on the MOB side, to prevent window shattering.
/obj/item/projectile/energy/electrode/stunshot
name = "stunshot"
damage = 5
taser_effect = 1
agony = 80
/obj/item/projectile/energy/declone
name = "declone"
icon_state = "declone"
nodamage = 1
damage_type = CLONE
irradiate = 40
/obj/item/projectile/energy/dart
name = "dart"
icon_state = "toxin"
damage = 5
damage_type = TOX
weaken = 5
/obj/item/projectile/energy/bolt
name = "bolt"
icon_state = "cbbolt"
damage = 10
damage_type = TOX
nodamage = 0
agony = 40
stutter = 10
/obj/item/projectile/energy/bolt/large
name = "largebolt"
damage = 20
/obj/item/projectile/energy/neurotoxin
name = "neuro"
icon_state = "neurotoxin"
damage = 5
damage_type = TOX
weaken = 5
/obj/item/projectile/energy/phoron
name = "phoron bolt"
icon_state = "energy"
damage = 20
damage_type = TOX
irradiate = 20