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2018-02-27 13:29:45 -05:00

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// -------------- Sickshot -------------
/obj/item/weapon/gun/energy/sickshot
name = "\improper MPA6 \'Sickshot\'"
desc = "Need to stun someone? Don't mind having to clean up the mess afterwards? The Sickshot is the answer to your prayers. \
Using a short-range concentrated blast of disruptive sound, the Sickshot will nauseate and confuse the target for several seconds. NOTE: Not suitable \
for use in vacuum, or on animals. May cause contraction and release of various 'things' from various 'orifices'."
description_info = "This gun causes nausea in targets, stunning them briefly and causing vomiting. It will also cause them to vomit up prey, sometimes. Repeated shots may help in that case."
description_fluff = ""
description_antag = ""
icon = 'icons/vore/custom_guns_vr.dmi'
icon_state = "sickshot"
icon_override = 'icons/vore/custom_guns_vr.dmi'
item_state = "gun"
fire_sound = 'sound/weapons/eluger.ogg'
projectile_type = /obj/item/projectile/sickshot
charge_cost = 600
origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3, TECH_MAGNET = 2)
//Projectile
/obj/item/projectile/sickshot
name = "sickshot pulse"
icon_state = "sound"
damage = 5
armor_penetration = 30
damage_type = BURN
check_armour = "melee"
embed_chance = 0
vacuum_traversal = 0
kill_count = 5 //Scary name, but just deletes the projectile after this range
/obj/item/projectile/sickshot/on_hit(var/atom/movable/target, var/blocked = 0)
if(isliving(target))
var/mob/living/L = target
if(prob(20))
L.release_vore_contents()
if(ishuman(target))
var/mob/living/carbon/human/H = target
H.vomit()
H.Confuse(2)
return 1
//R&D Design
/datum/design/item/weapon/sickshot
desc = "A 'Sickshot' is a 4-shot energy revolver that causes nausea and confusion."
id = "sickshot"
req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3, TECH_MAGNET = 2)
materials = list(DEFAULT_WALL_MATERIAL = 3000, "glass" = 2000)
build_path = /obj/item/weapon/gun/energy/sickshot
sort_string = "TAADB"