Polaris sync

This commit is contained in:
killer653
2017-02-01 15:08:45 -05:00
239 changed files with 4170 additions and 1421 deletions
+22 -1
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@@ -223,4 +223,25 @@
icon_state = "impact_lightning"
light_range = 2
light_power = 0.5
light_color = "#00C6FF"
light_color = "#00C6FF"
//----------------------------
// Dark matter
//----------------------------
/obj/effect/projectile/darkmatter/tracer
icon_state = "darkb"
light_range = 2
light_power = 0.5
light_color = "#8837A3"
/obj/effect/projectile/darkmatter/muzzle
icon_state = "muzzle_darkb"
light_range = 2
light_power = 0.5
light_color = "#8837A3"
/obj/effect/projectile/darkmatter/impact
icon_state = "impact_darkb"
light_range = 2
light_power = 0.5
light_color = "#8837A3"
-46
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@@ -1,46 +0,0 @@
// 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)
@@ -149,4 +149,4 @@ obj/item/weapon/gun/energy/staff/focus
charge_cost = 200
user << "<span class='warning'>The [src.name] will now strike only a single person.</span>"
projectile_type = "/obj/item/projectile/forcebolt"
*/
*/
@@ -55,3 +55,14 @@
force = 10
matter = list(DEFAULT_WALL_MATERIAL = 200000)
projectile_type = /obj/item/projectile/energy/bolt/large
/obj/item/weapon/gun/energy/plasmastun
name = "plasma pulse projector"
desc = "The Mars Military Industries MA21 Selkie is a weapon that uses a laser pulse to ionise the local atmosphere, creating a disorienting pulse of plasma and deafening shockwave as the wave expands."
icon_state = "plasma_stun"
item_state = "plasma_stun"
fire_sound = 'sound/weapons/blaster.ogg'
origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2, TECH_POWER = 3)
fire_delay = 20
charge_cost = 600
projectile_type = /obj/item/projectile/energy/plasmastun
@@ -30,7 +30,7 @@
// Stole hacky terrible code from doublebarrel shotgun. -Spades
/obj/item/weapon/gun/projectile/shotgun/pump/rifle/mosin/attackby(var/obj/item/A as obj, mob/user as mob)
if(istype(A, /obj/item/weapon/circular_saw) || istype(A, /obj/item/weapon/melee/energy) || istype(A, /obj/item/weapon/pickaxe/plasmacutter) && w_class != ITEMSIZE_NORMAL)
if(istype(A, /obj/item/weapon/surgical/circular_saw) || istype(A, /obj/item/weapon/melee/energy) || istype(A, /obj/item/weapon/pickaxe/plasmacutter) && w_class != ITEMSIZE_NORMAL)
user << "<span class='notice'>You begin to shorten the barrel and stock of \the [src].</span>"
if(loaded.len)
afterattack(user, user) //will this work? //it will. we call it twice, for twice the FUN
@@ -87,7 +87,7 @@
//this is largely hacky and bad :( -Pete
/obj/item/weapon/gun/projectile/shotgun/doublebarrel/attackby(var/obj/item/A as obj, mob/user as mob)
if(istype(A, /obj/item/weapon/circular_saw) || istype(A, /obj/item/weapon/melee/energy) || istype(A, /obj/item/weapon/pickaxe/plasmacutter))
if(istype(A, /obj/item/weapon/surgical/circular_saw) || istype(A, /obj/item/weapon/melee/energy) || istype(A, /obj/item/weapon/pickaxe/plasmacutter))
user << "<span class='notice'>You begin to shorten the barrel of \the [src].</span>"
if(loaded.len)
var/burstsetting = burst
+139
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@@ -0,0 +1,139 @@
/*
* 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'
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'
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
+6
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@@ -65,6 +65,8 @@
var/tracer_type
var/impact_type
var/vacuum_traversal = 1 //Determines if the projectile can exist in vacuum, if false, the projectile will be deleted if it enters vacuum.
var/datum/plot_vector/trajectory // used to plot the path of the projectile
var/datum/vector_loc/location // current location of the projectile in pixel space
var/matrix/effect_transform // matrix to rotate and scale projectile effects - putting it here so it doesn't
@@ -300,6 +302,10 @@
qdel(src) // if it's left the world... kill it
return
if (is_below_sound_pressure(get_turf(src)) && !vacuum_traversal) //Deletes projectiles that aren't supposed to bein vacuum if they leave pressurised areas
qdel(src)
return
before_move()
Move(location.return_turf())
@@ -8,6 +8,7 @@
eyeblur = 4
var/frequency = 1
hitscan = 1
embed_chance = 0
invisibility = 101 //beam projectiles are invisible as they are rendered by the effect engine
light_range = 2
light_power = 0.5
@@ -133,3 +133,42 @@
light_range = 2
light_power = 0.5
light_color = "#33CC00"
/obj/item/projectile/energy/plasmastun
name = "plasma pulse"
icon_state = "plasma_stun"
armor_penetration = 10
kill_count = 4
damage = 5
agony = 55
damage_type = BURN
vacuum_traversal = 0 //Projectile disappears in empty space
/obj/item/projectile/energy/plasmastun/proc/bang(var/mob/living/carbon/M)
to_chat(M, "<span class='danger'>You hear a loud roar.</span>")
playsound(M.loc, 'sound/effects/bang.ogg', 50, 1)
var/ear_safety = 0
ear_safety = M.get_ear_protection()
if(ear_safety == 1)
M.confused += 150
else if (ear_safety > 1)
M.confused += 30
else if (!ear_safety)
M.Stun(10)
M.Weaken(2)
M.ear_damage += rand(1, 10)
M.ear_deaf = max(M.ear_deaf,15)
if (M.ear_damage >= 15)
to_chat(M, "<span class='danger'>Your ears start to ring badly!</span>")
if (prob(M.ear_damage - 5))
to_chat(M, "<span class='danger'>You can't hear anything!</span>")
M.sdisabilities |= DEAF
else
if (M.ear_damage >= 5)
to_chat(M, "<span class='danger'>Your ears start to ring!</span>")
M.update_icons()
/obj/item/projectile/energy/plasmastun/on_hit(var/atom/target)
bang(target)
. = ..()
@@ -156,4 +156,3 @@
nodamage = 1
damage_type = HALLOSS
muzzle_type = /obj/effect/projectile/bullet/muzzle