mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 18:22:39 +00:00
They got changed by accident when I did the laser light show.
Also, adds changelogs for my last couple changes, because I'm an
idiot and forgot them.
184 lines
5.1 KiB
Plaintext
184 lines
5.1 KiB
Plaintext
/obj/item/projectile/beam
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name = "laser"
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icon_state = "laser"
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pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
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damage = 40
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damage_type = BURN
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check_armour = "laser"
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eyeblur = 4
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var/frequency = 1
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hitscan = 1
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invisibility = 101 //beam projectiles are invisible as they are rendered by the effect engine
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light_range = 2
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light_power = 0.5
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light_color = "#FF0D00"
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muzzle_type = /obj/effect/projectile/laser/muzzle
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tracer_type = /obj/effect/projectile/laser/tracer
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impact_type = /obj/effect/projectile/laser/impact
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/obj/item/projectile/beam/practice
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name = "laser"
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icon_state = "laser"
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pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
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damage = 0
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damage_type = BURN
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check_armour = "laser"
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eyeblur = 2
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/obj/item/projectile/beam/weaklaser
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name = "weak laser"
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icon_state = "laser"
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damage = 15
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/obj/item/projectile/beam/burstlaser
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damage = 30
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armor_penetration = 10
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/obj/item/projectile/beam/midlaser
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damage = 40
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armor_penetration = 10
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/obj/item/projectile/beam/heavylaser
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name = "heavy laser"
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icon_state = "heavylaser"
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damage = 60
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armor_penetration = 30
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light_range = 3
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light_power = 1
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light_color = "#FF0D00"
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muzzle_type = /obj/effect/projectile/laser_heavy/muzzle
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tracer_type = /obj/effect/projectile/laser_heavy/tracer
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impact_type = /obj/effect/projectile/laser_heavy/impact
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/obj/item/projectile/beam/heavylaser/cannon
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damage = 80
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armor_penetration = 50
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light_color = "#FF0D00"
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/obj/item/projectile/beam/xray
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name = "xray beam"
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icon_state = "xray"
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damage = 25
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armor_penetration = 50
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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/pulse
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name = "pulse"
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icon_state = "u_laser"
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damage = 50
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armor_penetration = 30
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light_color = "#0066FF"
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muzzle_type = /obj/effect/projectile/laser_pulse/muzzle
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tracer_type = /obj/effect/projectile/laser_pulse/tracer
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impact_type = /obj/effect/projectile/laser_pulse/impact
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/obj/item/projectile/beam/pulse/on_hit(var/atom/target, var/blocked = 0)
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if(isturf(target))
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target.ex_act(2)
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..()
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/obj/item/projectile/beam/emitter
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name = "emitter beam"
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icon_state = "emitter"
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damage = 0 // The actual damage is computed in /code/modules/power/singularity/emitter.dm
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light_color = "#00CC33"
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muzzle_type = /obj/effect/projectile/emitter/muzzle
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tracer_type = /obj/effect/projectile/emitter/tracer
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impact_type = /obj/effect/projectile/emitter/impact
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/obj/item/projectile/beam/lastertag/blue
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name = "lasertag beam"
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icon_state = "bluelaser"
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pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
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damage = 0
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no_attack_log = 1
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damage_type = BURN
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check_armour = "laser"
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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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/obj/item/projectile/beam/lastertag/blue/on_hit(var/atom/target, var/blocked = 0)
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if(istype(target, /mob/living/carbon/human))
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var/mob/living/carbon/human/M = target
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if(istype(M.wear_suit, /obj/item/clothing/suit/redtag))
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M.Weaken(5)
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return 1
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/obj/item/projectile/beam/lastertag/red
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name = "lasertag beam"
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icon_state = "laser"
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pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
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damage = 0
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no_attack_log = 1
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damage_type = BURN
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check_armour = "laser"
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light_color = "#FF0D00"
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/obj/item/projectile/beam/lastertag/red/on_hit(var/atom/target, var/blocked = 0)
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if(istype(target, /mob/living/carbon/human))
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var/mob/living/carbon/human/M = target
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if(istype(M.wear_suit, /obj/item/clothing/suit/bluetag))
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M.Weaken(5)
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return 1
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/obj/item/projectile/beam/lastertag/omni//A laser tag bolt that stuns EVERYONE
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name = "lasertag beam"
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icon_state = "omnilaser"
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pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
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damage = 0
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damage_type = BURN
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check_armour = "laser"
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light_color = "#00C6FF"
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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/lastertag/omni/on_hit(var/atom/target, var/blocked = 0)
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if(istype(target, /mob/living/carbon/human))
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var/mob/living/carbon/human/M = target
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if((istype(M.wear_suit, /obj/item/clothing/suit/bluetag))||(istype(M.wear_suit, /obj/item/clothing/suit/redtag)))
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M.Weaken(5)
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return 1
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/obj/item/projectile/beam/sniper
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name = "sniper beam"
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icon_state = "xray"
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damage = 50
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armor_penetration = 10
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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/stun
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name = "stun beam"
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icon_state = "stun"
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nodamage = 1
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taser_effect = 1
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agony = 40
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damage_type = HALLOSS
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light_color = "#FFFFFF"
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muzzle_type = /obj/effect/projectile/stun/muzzle
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tracer_type = /obj/effect/projectile/stun/tracer
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impact_type = /obj/effect/projectile/stun/impact
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/obj/item/projectile/beam/stun/weak
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name = "weak stun beam"
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icon_state = "stun"
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agony = 25
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