Reworks empulse and emp_act

This commit is contained in:
Anewbe
2017-03-05 12:22:45 -06:00
parent 3f9d6d8b50
commit 19710d9bd8
42 changed files with 274 additions and 83 deletions
@@ -26,6 +26,10 @@
name = "speedloader (.38 rubber)"
ammo_type = /obj/item/ammo_casing/c38r
/obj/item/ammo_magazine/c38/emp
name = "ammunition box (.38 haywire)"
ammo_type = /obj/item/ammo_casing/c38/emp
///////// .45 /////////
/obj/item/ammo_magazine/c45m
@@ -57,6 +61,10 @@
name = "magazine (.45 AP)"
ammo_type = /obj/item/ammo_casing/c45ap
/obj/item/ammo_magazine/box/emp/c45
name = "ammunition box (.45 haywire)"
ammo_type = /obj/item/ammo_casing/c45/emp
/obj/item/ammo_magazine/c45uzi
name = "stick magazine (.45)"
icon_state = "uzi45"
@@ -272,6 +280,10 @@
max_ammo = 9
multiple_sprites = 1
/obj/item/ammo_magazine/box/emp/a10mm
name = "ammunition box (10mm haywire)"
ammo_type = /obj/item/ammo_casing/a10mm/emp
///////// 5.56mm /////////
/obj/item/ammo_magazine/a556
+23 -3
View File
@@ -24,6 +24,13 @@
icon_state = "r-casing"
projectile_type = /obj/item/projectile/bullet/pistol/rubber
/obj/item/ammo_casing/c38/emp
name = ".38 haywire round"
desc = "A .38 bullet casing fitted with a single-use ion pulse generator."
icon_state = "empcasing"
projectile_type = /obj/item/projectile/ion/small
matter = list(DEFAULT_WALL_MATERIAL = 130, "uranium" = 100)
/obj/item/ammo_casing/c9mm
desc = "A 9mm bullet casing."
caliber = "9mm"
@@ -87,11 +94,24 @@
icon_state = "r-casing"
projectile_type = /obj/item/projectile/energy/flash
/obj/item/ammo_casing/c45/emp
name = ".45 haywire round"
desc = "A .45 bullet casing fitted with a single-use ion pulse generator."
projectile_type = /obj/item/projectile/ion/small
icon_state = "empcasing"
matter = list(DEFAULT_WALL_MATERIAL = 130, "uranium" = 100)
/obj/item/ammo_casing/a10mm
desc = "A 10mm bullet casing."
caliber = "10mm"
projectile_type = /obj/item/projectile/bullet/pistol/medium
/obj/item/ammo_casing/a10mm/emp
name = "10mm haywire round"
desc = "A 10mm bullet casing fitted with a single-use ion pulse generator."
projectile_type = /obj/item/projectile/ion/small
icon_state = "empcasing"
matter = list(DEFAULT_WALL_MATERIAL = 130, "uranium" = 100)
/obj/item/ammo_casing/shotgun
name = "shotgun slug"
@@ -150,13 +170,13 @@
projectile_type = /obj/item/projectile/energy/flash/flare
matter = list(DEFAULT_WALL_MATERIAL = 90, "glass" = 90)
/obj/item/ammo_casing/shotgun/emp
name = "ion shell"
desc = "An advanced shotgun round that creates a small EMP when it strikes a target."
icon_state = "empshell"
projectile_type = /obj/item/projectile/bullet/shotgun/ion
matter = list(DEFAULT_WALL_MATERIAL = 360, "glass" = 720)
projectile_type = /obj/item/projectile/ion
// projectile_type = /obj/item/projectile/bullet/shotgun/ion
matter = list(DEFAULT_WALL_MATERIAL = 360, "uranium" = 240)
/obj/item/ammo_casing/a762
desc = "A 7.62mm bullet casing."
@@ -12,14 +12,18 @@
projectile_type = /obj/item/projectile/ion
/obj/item/weapon/gun/energy/ionrifle/emp_act(severity)
..(max(severity, 2)) //so it doesn't EMP itself, I guess
..(max(severity, 4)) //so it doesn't EMP itself, I guess
/obj/item/weapon/gun/energy/ionrifle/update_icon()
..()
if(power_supply.charge < charge_cost)
item_state = "ionrifle0"
else
item_state = initial(item_state)
/obj/item/weapon/gun/energy/ionrifle/pistol
name = "ion pistol"
desc = "The NT Mk63 EW Pan is a man portable anti-armor weapon designed to disable mechanical threats, produced by NT. This model sacrifices capacity for portability.."
icon_state = "ionpistol"
item_state = null
w_class = ITEMSIZE_NORMAL
force = 5
slot_flags = SLOT_BELT
charge_cost = 480
projectile_type = /obj/item/projectile/ion
/obj/item/weapon/gun/energy/decloner
name = "biological demolecularisor"
@@ -76,6 +76,10 @@
fire_sound = 'sound/weapons/Gunshot_light.ogg'
ammo_type = /obj/item/ammo_casing/c38
/obj/item/weapon/gun/projectile/revolver/deckard/emp
ammo_type = /obj/item/ammo_casing/c38/emp
/obj/item/weapon/gun/projectile/revolver/deckard/update_icon()
..()
if(loaded.len)
@@ -172,7 +172,8 @@
range_step = 1
spread_step = 10
//EMP shotgun 'slug', it's basically a beanbag that pops a tiny emp when it hits.
//EMP shotgun 'slug', it's basically a beanbag that pops a tiny emp when it hits. //Not currently used
/obj/item/projectile/bullet/shotgun/ion
name = "ion slug"
damage = 15
@@ -182,9 +183,10 @@
/obj/item/projectile/bullet/shotgun/ion/on_hit(var/atom/target, var/blocked = 0)
..()
empulse(target, 0, 0) //Only affects what it hits
empulse(target, 0, 0, 0, 0) //Only affects what it hits
return 1
/* "Rifle" rounds */
/obj/item/projectile/bullet/rifle
@@ -8,12 +8,16 @@
light_range = 2
light_power = 0.5
light_color = "#55AAFF"
var/pulse_range = 1
on_hit(var/atom/target, var/blocked = 0)
empulse(target, 1, 1)
empulse(target, pulse_range, pulse_range, pulse_range, pulse_range)
return 1
/obj/item/projectile/ion/small
pulse_range = 0
/obj/item/projectile/bullet/gyro
name ="explosive bolt"
icon_state= "bolter"