mirror of
https://github.com/KabKebab/GS13.git
synced 2026-07-12 16:38:18 +01:00
Merge branch 'master' into punishesarchie
This commit is contained in:
@@ -1,141 +1,141 @@
|
||||
// Shotgun
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/obj/item/ammo_casing/shotgun
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name = "shotgun slug"
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desc = "A 12 gauge lead slug."
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||||
icon_state = "blshell"
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||||
caliber = "shotgun"
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||||
projectile_type = /obj/item/projectile/bullet/shotgun_slug
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||||
materials = list(MAT_METAL=4000)
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||||
|
||||
/obj/item/ammo_casing/shotgun/beanbag
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||||
name = "beanbag slug"
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||||
desc = "A weak beanbag slug for riot control."
|
||||
icon_state = "bshell"
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||||
projectile_type = /obj/item/projectile/bullet/shotgun_beanbag
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||||
materials = list(MAT_METAL=250)
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||||
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||||
/obj/item/ammo_casing/shotgun/incendiary
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||||
name = "incendiary slug"
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||||
desc = "An incendiary-coated shotgun slug."
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icon_state = "ishell"
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||||
projectile_type = /obj/item/projectile/bullet/incendiary/shotgun
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||||
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||||
/obj/item/ammo_casing/shotgun/dragonsbreath
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name = "dragonsbreath shell"
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desc = "A shotgun shell which fires a spread of incendiary pellets."
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icon_state = "ishell2"
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projectile_type = /obj/item/projectile/bullet/incendiary/shotgun/dragonsbreath
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pellets = 4
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variance = 35
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/obj/item/ammo_casing/shotgun/stunslug
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name = "taser slug"
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desc = "A stunning taser slug."
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icon_state = "stunshell"
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projectile_type = /obj/item/projectile/bullet/shotgun_stunslug
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materials = list(MAT_METAL=250)
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/obj/item/ammo_casing/shotgun/meteorslug
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name = "meteorslug shell"
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desc = "A shotgun shell rigged with CMC technology, which launches a massive slug when fired."
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icon_state = "mshell"
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projectile_type = /obj/item/projectile/bullet/shotgun_meteorslug
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/obj/item/ammo_casing/shotgun/pulseslug
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name = "pulse slug"
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desc = "A delicate device which can be loaded into a shotgun. The primer acts as a button which triggers the gain medium and fires a powerful \
|
||||
energy blast. While the heat and power drain limit it to one use, it can still allow an operator to engage targets that ballistic ammunition \
|
||||
would have difficulty with."
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icon_state = "pshell"
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projectile_type = /obj/item/projectile/beam/pulse/shotgun
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/obj/item/ammo_casing/shotgun/frag12
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name = "FRAG-12 slug"
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desc = "A high explosive breaching round for a 12 gauge shotgun."
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icon_state = "heshell"
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projectile_type = /obj/item/projectile/bullet/shotgun_frag12
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/obj/item/ammo_casing/shotgun/buckshot
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name = "buckshot shell"
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desc = "A 12 gauge buckshot shell."
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icon_state = "gshell"
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projectile_type = /obj/item/projectile/bullet/pellet/shotgun_buckshot
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pellets = 6
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variance = 25
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/obj/item/ammo_casing/shotgun/rubbershot
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name = "rubber shot"
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desc = "A shotgun casing filled with densely-packed rubber balls, used to incapacitate crowds from a distance."
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icon_state = "bshell"
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projectile_type = /obj/item/projectile/bullet/pellet/shotgun_rubbershot
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pellets = 6
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variance = 25
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materials = list(MAT_METAL=4000)
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/obj/item/ammo_casing/shotgun/improvised
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name = "improvised shell"
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desc = "An extremely weak shotgun shell with multiple small pellets made out of metal shards."
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icon_state = "improvshell"
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projectile_type = /obj/item/projectile/bullet/pellet/shotgun_improvised
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materials = list(MAT_METAL=250)
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pellets = 10
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variance = 25
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/obj/item/ammo_casing/shotgun/ion
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name = "ion shell"
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desc = "An advanced shotgun shell which uses a subspace ansible crystal to produce an effect similar to a standard ion rifle. \
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The unique properties of the crystal split the pulse into a spread of individually weaker bolts."
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icon_state = "ionshell"
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projectile_type = /obj/item/projectile/ion/weak
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pellets = 4
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variance = 35
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/obj/item/ammo_casing/shotgun/laserslug
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name = "scatter laser shell"
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desc = "An advanced shotgun shell that uses a micro laser to replicate the effects of a scatter laser weapon in a ballistic package."
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icon_state = "lshell"
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projectile_type = /obj/item/projectile/beam/weak
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pellets = 6
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variance = 35
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/obj/item/ammo_casing/shotgun/techshell
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name = "unloaded technological shell"
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desc = "A high-tech shotgun shell which can be loaded with materials to produce unique effects."
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icon_state = "cshell"
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projectile_type = null
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/obj/item/ammo_casing/shotgun/dart
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name = "shotgun dart"
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desc = "A dart for use in shotguns. Can be injected with up to 30 units of any chemical."
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icon_state = "cshell"
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projectile_type = /obj/item/projectile/bullet/dart
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var/reagent_amount = 30
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/obj/item/ammo_casing/shotgun/dart/Initialize()
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. = ..()
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create_reagents(reagent_amount, OPENCONTAINER)
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/obj/item/ammo_casing/shotgun/dart/attackby()
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return
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/obj/item/ammo_casing/shotgun/dart/noreact
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name = "cryostasis shotgun dart"
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desc = "A dart for use in shotguns. Uses technology similar to cryostasis beakers to keep internal reagents from reacting. Can be injected with up to 10 units of any chemical."
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icon_state = "cnrshell"
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reagent_amount = 10
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/obj/item/ammo_casing/shotgun/dart/noreact/Initialize()
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. = ..()
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ENABLE_BITFIELD(reagents.reagents_holder_flags, NO_REACT)
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/obj/item/ammo_casing/shotgun/dart/bioterror
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desc = "A shotgun dart filled with deadly toxins."
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/obj/item/ammo_casing/shotgun/dart/bioterror/Initialize()
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. = ..()
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reagents.add_reagent("neurotoxin", 6)
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reagents.add_reagent("spore", 6)
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reagents.add_reagent("mutetoxin", 6) //;HELP OPS IN MAINT
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reagents.add_reagent("coniine", 6)
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reagents.add_reagent("sodium_thiopental", 6)
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// Shotgun
|
||||
|
||||
/obj/item/ammo_casing/shotgun
|
||||
name = "shotgun slug"
|
||||
desc = "A 12 gauge lead slug."
|
||||
icon_state = "blshell"
|
||||
caliber = "shotgun"
|
||||
projectile_type = /obj/item/projectile/bullet/shotgun_slug
|
||||
materials = list(MAT_METAL=4000)
|
||||
|
||||
/obj/item/ammo_casing/shotgun/beanbag
|
||||
name = "beanbag slug"
|
||||
desc = "A weak beanbag slug for riot control."
|
||||
icon_state = "bshell"
|
||||
projectile_type = /obj/item/projectile/bullet/shotgun_beanbag
|
||||
materials = list(MAT_METAL=250)
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||||
|
||||
/obj/item/ammo_casing/shotgun/incendiary
|
||||
name = "incendiary slug"
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||||
desc = "An incendiary-coated shotgun slug."
|
||||
icon_state = "ishell"
|
||||
projectile_type = /obj/item/projectile/bullet/incendiary/shotgun
|
||||
|
||||
/obj/item/ammo_casing/shotgun/dragonsbreath
|
||||
name = "dragonsbreath shell"
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||||
desc = "A shotgun shell which fires a spread of incendiary pellets."
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||||
icon_state = "ishell2"
|
||||
projectile_type = /obj/item/projectile/bullet/incendiary/shotgun/dragonsbreath
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||||
pellets = 4
|
||||
variance = 35
|
||||
|
||||
/obj/item/ammo_casing/shotgun/stunslug
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||||
name = "taser slug"
|
||||
desc = "A stunning taser slug."
|
||||
icon_state = "stunshell"
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||||
projectile_type = /obj/item/projectile/bullet/shotgun_stunslug
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||||
materials = list(MAT_METAL=250)
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||||
|
||||
/obj/item/ammo_casing/shotgun/meteorslug
|
||||
name = "meteorslug shell"
|
||||
desc = "A shotgun shell rigged with CMC technology, which launches a massive slug when fired."
|
||||
icon_state = "mshell"
|
||||
projectile_type = /obj/item/projectile/bullet/shotgun_meteorslug
|
||||
|
||||
/obj/item/ammo_casing/shotgun/pulseslug
|
||||
name = "pulse slug"
|
||||
desc = "A delicate device which can be loaded into a shotgun. The primer acts as a button which triggers the gain medium and fires a powerful \
|
||||
energy blast. While the heat and power drain limit it to one use, it can still allow an operator to engage targets that ballistic ammunition \
|
||||
would have difficulty with."
|
||||
icon_state = "pshell"
|
||||
projectile_type = /obj/item/projectile/beam/pulse/shotgun
|
||||
|
||||
/obj/item/ammo_casing/shotgun/frag12
|
||||
name = "FRAG-12 slug"
|
||||
desc = "A high explosive breaching round for a 12 gauge shotgun."
|
||||
icon_state = "heshell"
|
||||
projectile_type = /obj/item/projectile/bullet/shotgun_frag12
|
||||
|
||||
/obj/item/ammo_casing/shotgun/buckshot
|
||||
name = "buckshot shell"
|
||||
desc = "A 12 gauge buckshot shell."
|
||||
icon_state = "gshell"
|
||||
projectile_type = /obj/item/projectile/bullet/pellet/shotgun_buckshot
|
||||
pellets = 6
|
||||
variance = 25
|
||||
|
||||
/obj/item/ammo_casing/shotgun/rubbershot
|
||||
name = "rubber shot"
|
||||
desc = "A shotgun casing filled with densely-packed rubber balls, used to incapacitate crowds from a distance."
|
||||
icon_state = "bshell"
|
||||
projectile_type = /obj/item/projectile/bullet/pellet/shotgun_rubbershot
|
||||
pellets = 6
|
||||
variance = 25
|
||||
materials = list(MAT_METAL=4000)
|
||||
|
||||
/obj/item/ammo_casing/shotgun/improvised
|
||||
name = "improvised shell"
|
||||
desc = "An extremely weak shotgun shell with multiple small pellets made out of metal shards."
|
||||
icon_state = "improvshell"
|
||||
projectile_type = /obj/item/projectile/bullet/pellet/shotgun_improvised
|
||||
materials = list(MAT_METAL=250)
|
||||
pellets = 10
|
||||
variance = 25
|
||||
|
||||
/obj/item/ammo_casing/shotgun/ion
|
||||
name = "ion shell"
|
||||
desc = "An advanced shotgun shell which uses a subspace ansible crystal to produce an effect similar to a standard ion rifle. \
|
||||
The unique properties of the crystal split the pulse into a spread of individually weaker bolts."
|
||||
icon_state = "ionshell"
|
||||
projectile_type = /obj/item/projectile/ion/weak
|
||||
pellets = 4
|
||||
variance = 35
|
||||
|
||||
/obj/item/ammo_casing/shotgun/laserslug
|
||||
name = "scatter laser shell"
|
||||
desc = "An advanced shotgun shell that uses a micro laser to replicate the effects of a scatter laser weapon in a ballistic package."
|
||||
icon_state = "lshell"
|
||||
projectile_type = /obj/item/projectile/beam/weak
|
||||
pellets = 6
|
||||
variance = 35
|
||||
|
||||
/obj/item/ammo_casing/shotgun/techshell
|
||||
name = "unloaded technological shell"
|
||||
desc = "A high-tech shotgun shell which can be loaded with materials to produce unique effects."
|
||||
icon_state = "cshell"
|
||||
projectile_type = null
|
||||
|
||||
/obj/item/ammo_casing/shotgun/dart
|
||||
name = "shotgun dart"
|
||||
desc = "A dart for use in shotguns. Can be injected with up to 30 units of any chemical."
|
||||
icon_state = "cshell"
|
||||
projectile_type = /obj/item/projectile/bullet/dart
|
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var/reagent_amount = 30
|
||||
|
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/obj/item/ammo_casing/shotgun/dart/Initialize()
|
||||
. = ..()
|
||||
create_reagents(reagent_amount, OPENCONTAINER)
|
||||
|
||||
/obj/item/ammo_casing/shotgun/dart/attackby()
|
||||
return
|
||||
|
||||
/obj/item/ammo_casing/shotgun/dart/noreact
|
||||
name = "cryostasis shotgun dart"
|
||||
desc = "A dart for use in shotguns. Uses technology similar to cryostasis beakers to keep internal reagents from reacting. Can be injected with up to 10 units of any chemical."
|
||||
icon_state = "cnrshell"
|
||||
reagent_amount = 10
|
||||
|
||||
/obj/item/ammo_casing/shotgun/dart/noreact/Initialize()
|
||||
. = ..()
|
||||
ENABLE_BITFIELD(reagents.reagents_holder_flags, NO_REACT)
|
||||
|
||||
/obj/item/ammo_casing/shotgun/dart/bioterror
|
||||
desc = "A shotgun dart filled with deadly toxins."
|
||||
|
||||
/obj/item/ammo_casing/shotgun/dart/bioterror/Initialize()
|
||||
. = ..()
|
||||
reagents.add_reagent(/datum/reagent/toxin/fentanyl, 6)
|
||||
reagents.add_reagent(/datum/reagent/toxin/spore, 6)
|
||||
reagents.add_reagent(/datum/reagent/toxin/mutetoxin, 6) //;HELP OPS IN MAINT
|
||||
reagents.add_reagent(/datum/reagent/toxin/coniine, 6)
|
||||
reagents.add_reagent(/datum/reagent/toxin/sodium_thiopental, 6)
|
||||
|
||||
@@ -277,12 +277,12 @@
|
||||
..()
|
||||
if(istype(A, /obj/item/ammo_box) || istype(A, /obj/item/ammo_casing))
|
||||
chamber_round()
|
||||
if(A.tool_behaviour == TOOL_SAW || istype(A, /obj/item/gun/energy/plasmacutter))
|
||||
sawoff(user)
|
||||
if(istype(A, /obj/item/melee/transforming/energy))
|
||||
var/obj/item/melee/transforming/energy/W = A
|
||||
if(W.active)
|
||||
sawoff(user)
|
||||
if(istype(A, /obj/item/circular_saw) || istype(A, /obj/item/gun/energy/plasmacutter))
|
||||
sawoff(user)
|
||||
|
||||
/obj/item/gun/ballistic/revolver/doublebarrel/attack_self(mob/living/user)
|
||||
var/num_unloaded = 0
|
||||
|
||||
@@ -91,7 +91,7 @@
|
||||
|
||||
/obj/item/gun/ballistic/shotgun/riot/attackby(obj/item/A, mob/user, params)
|
||||
..()
|
||||
if(istype(A, /obj/item/circular_saw) || istype(A, /obj/item/gun/energy/plasmacutter))
|
||||
if(A.tool_behaviour == TOOL_SAW || istype(A, /obj/item/gun/energy/plasmacutter))
|
||||
sawoff(user)
|
||||
if(istype(A, /obj/item/melee/transforming/energy))
|
||||
var/obj/item/melee/transforming/energy/W = A
|
||||
@@ -222,10 +222,11 @@
|
||||
spread = 2
|
||||
|
||||
/obj/item/gun/ballistic/shotgun/automatic/combat/compact/AltClick(mob/living/user)
|
||||
. = ..()
|
||||
if(!istype(user) || !user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
|
||||
return
|
||||
toggle_stock(user)
|
||||
. = ..()
|
||||
return TRUE
|
||||
|
||||
/obj/item/gun/ballistic/shotgun/automatic/combat/compact/examine(mob/user)
|
||||
. = ..()
|
||||
@@ -286,8 +287,10 @@
|
||||
to_chat(user, "You switch to tube A.")
|
||||
|
||||
/obj/item/gun/ballistic/shotgun/automatic/dual_tube/AltClick(mob/living/user)
|
||||
. = ..()
|
||||
if(!istype(user) || !user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
|
||||
return
|
||||
pump()
|
||||
return TRUE
|
||||
|
||||
// DOUBLE BARRELED SHOTGUN and IMPROVISED SHOTGUN are in revolver.dm
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
//this is meant to hold reagents/obj/item/gun/syringe
|
||||
/obj/item/gun/chem
|
||||
name = "reagent gun"
|
||||
desc = "A Nanotrasen syringe gun, modified to automatically synthesise chemical darts, and instead hold reagents."
|
||||
desc = "A Kinaris syringe gun, modified to automatically synthesise chemical darts, and instead hold reagents."
|
||||
icon_state = "chemgun"
|
||||
item_state = "chemgun"
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
@@ -71,25 +71,29 @@
|
||||
STOP_PROCESSING(SSobj, src)
|
||||
|
||||
/obj/item/gun/chem/debug/attack_self(mob/user)
|
||||
var/list/reagent_ids = sortList(GLOB.chemical_reagents_list)
|
||||
var/choose_operation = input(user, "Select an option", "Reagent fabricator", "cancel") in list("Select reagent", "Enable production", "Cancel")
|
||||
if (choose_operation == "Select reagent")
|
||||
reagents.clear_reagents()
|
||||
var/chosen_reagent
|
||||
switch(alert(usr, "Choose a method.", "Add Reagents", "Enter ID", "Choose ID"))
|
||||
if("Enter ID")
|
||||
switch(alert(usr, "Choose a method.", "Add Reagents", "Search", "Choose from a list", "I'm feeling lucky"))
|
||||
if("Search")
|
||||
var/valid_id
|
||||
while(!valid_id)
|
||||
chosen_reagent = stripped_input(usr, "Enter the ID of the reagent you want to add to your syringes.")
|
||||
if(!chosen_reagent) //Get me out of here!
|
||||
chosen_reagent = input(usr, "Enter the ID of the reagent you want to add.", "Search reagents") as null|text
|
||||
if(isnull(chosen_reagent)) //Get me out of here!
|
||||
break
|
||||
for(var/ID in reagent_ids)
|
||||
if(ID == chosen_reagent)
|
||||
valid_id = 1
|
||||
if(!ispath(text2path(chosen_reagent)))
|
||||
chosen_reagent = pick_closest_path(chosen_reagent, make_types_fancy(subtypesof(/datum/reagent)))
|
||||
if(ispath(chosen_reagent))
|
||||
valid_id = TRUE
|
||||
else
|
||||
valid_id = TRUE
|
||||
if(!valid_id)
|
||||
to_chat(usr, "<span class='warning'>A reagent with that ID doesn't exist!</span>")
|
||||
if("Choose ID")
|
||||
chosen_reagent = input(usr, "Choose a reagent to add to your syringes.", "Choose a reagent.") as null|anything in reagent_ids
|
||||
if("Choose from a list")
|
||||
chosen_reagent = input(usr, "Choose a reagent to add.", "Choose a reagent.") as null|anything in subtypesof(/datum/reagent)
|
||||
if("I'm feeling lucky")
|
||||
chosen_reagent = pick(subtypesof(/datum/reagent))
|
||||
if(chosen_reagent)
|
||||
reagents.add_reagent(chosen_reagent, 100, null)
|
||||
|
||||
|
||||
@@ -58,10 +58,10 @@
|
||||
|
||||
/obj/item/firing_pin/proc/auth_fail(mob/living/user)
|
||||
if(user)
|
||||
user.show_message(fail_message, 1)
|
||||
user.show_message(fail_message, MSG_VISUAL)
|
||||
if(selfdestruct)
|
||||
if(user)
|
||||
user.show_message("<span class='danger'>SELF-DESTRUCTING...</span><br>", 1)
|
||||
user.show_message("<span class='danger'>SELF-DESTRUCTING...</span><br>", MSG_VISUAL)
|
||||
to_chat(user, "<span class='userdanger'>[gun] explodes!</span>")
|
||||
explosion(get_turf(gun), -1, 0, 2, 3)
|
||||
if(gun)
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,88 +1,87 @@
|
||||
/obj/item/projectile/bullet/dart
|
||||
name = "dart"
|
||||
icon_state = "cbbolt"
|
||||
damage = 6
|
||||
var/piercing = FALSE
|
||||
|
||||
/obj/item/projectile/bullet/dart/Initialize()
|
||||
. = ..()
|
||||
create_reagents(50, NO_REACT)
|
||||
|
||||
/obj/item/projectile/bullet/dart/on_hit(atom/target, blocked = FALSE, skip = FALSE)
|
||||
if(iscarbon(target))
|
||||
var/mob/living/carbon/M = target
|
||||
if(blocked != 100) // not completely blocked
|
||||
if(M.can_inject(null, FALSE, def_zone, piercing)) // Pass the hit zone to see if it can inject by whether it hit the head or the body.
|
||||
..()
|
||||
if(skip == TRUE)
|
||||
return
|
||||
reagents.reaction(M, INJECT)
|
||||
reagents.trans_to(M, reagents.total_volume)
|
||||
return TRUE
|
||||
else
|
||||
blocked = 100
|
||||
target.visible_message("<span class='danger'>\The [src] was deflected!</span>", \
|
||||
"<span class='userdanger'>You were protected against \the [src]!</span>")
|
||||
|
||||
..(target, blocked)
|
||||
DISABLE_BITFIELD(reagents.reagents_holder_flags, NO_REACT)
|
||||
reagents.handle_reactions()
|
||||
return TRUE
|
||||
|
||||
/obj/item/projectile/bullet/dart/metalfoam/Initialize()
|
||||
. = ..()
|
||||
reagents.add_reagent("aluminium", 15)
|
||||
reagents.add_reagent("foaming_agent", 5)
|
||||
reagents.add_reagent("facid", 5)
|
||||
|
||||
/obj/item/projectile/bullet/dart/syringe
|
||||
name = "syringe"
|
||||
icon_state = "syringeproj"
|
||||
|
||||
//I am in a mess of my own making
|
||||
/obj/item/projectile/bullet/dart/syringe/dart
|
||||
name = "Smartdart"
|
||||
icon_state = "dartproj"
|
||||
damage = 0
|
||||
var/emptrig = FALSE
|
||||
|
||||
/obj/item/projectile/bullet/dart/syringe/dart/on_hit(atom/target, blocked = FALSE)
|
||||
if(iscarbon(target))
|
||||
var/mob/living/carbon/M = target
|
||||
if(blocked != 100)
|
||||
if(M.can_inject(null, FALSE, def_zone, piercing)) // Pass the hit zone to see if it can inject by whether it hit the head or the body.
|
||||
..(target, blocked, TRUE)
|
||||
for(var/datum/reagent/R in reagents.reagent_list) //OD prevention time!
|
||||
if(istype(R, /datum/reagent/medicine)) //Is this a medicine?
|
||||
if(M.reagents.has_reagent(R.id))
|
||||
if(R.overdose_threshold == 0 || emptrig == TRUE) //Is there a possible OD?
|
||||
M.reagents.add_reagent(R.id, R.volume)
|
||||
else
|
||||
var/transVol = CLAMP(R.volume, 0, (R.overdose_threshold - M.reagents.get_reagent_amount(R.id)) -1)
|
||||
M.reagents.add_reagent(R.id, transVol)
|
||||
else
|
||||
if(!R.overdose_threshold == 0)
|
||||
var/transVol = CLAMP(R.volume, 0, R.overdose_threshold-1)
|
||||
M.reagents.add_reagent(R.id, transVol)
|
||||
else
|
||||
M.reagents.add_reagent(R.id, R.volume)
|
||||
|
||||
|
||||
|
||||
target.visible_message("<span class='notice'>\The [src] beeps!</span>")
|
||||
to_chat("<span class='notice'><i>You feel a tiny prick as a smartdart embeds itself in you with a beep.</i></span>")
|
||||
return TRUE
|
||||
else
|
||||
blocked = 100
|
||||
target.visible_message("<span class='danger'>\The [src] was deflected!</span>", \
|
||||
"<span class='userdanger'>You see a [src] bounce off you, booping sadly!</span>")
|
||||
|
||||
target.visible_message("<span class='danger'>\The [src] fails to land on target!</span>")
|
||||
return TRUE
|
||||
|
||||
//Chemlight was here, adding dumb bussing things
|
||||
|
||||
/obj/item/projectile/bullet/dart/syringe/debug
|
||||
name = "syringe"
|
||||
icon_state = "syringeproj"
|
||||
/obj/item/projectile/bullet/dart
|
||||
name = "dart"
|
||||
icon_state = "cbbolt"
|
||||
damage = 6
|
||||
var/piercing = FALSE
|
||||
|
||||
/obj/item/projectile/bullet/dart/Initialize()
|
||||
. = ..()
|
||||
create_reagents(50, NO_REACT)
|
||||
|
||||
/obj/item/projectile/bullet/dart/on_hit(atom/target, blocked = FALSE, skip = FALSE)
|
||||
if(iscarbon(target))
|
||||
var/mob/living/carbon/M = target
|
||||
if(blocked != 100) // not completely blocked
|
||||
if(M.can_inject(null, FALSE, def_zone, piercing)) // Pass the hit zone to see if it can inject by whether it hit the head or the body.
|
||||
..()
|
||||
if(skip == TRUE)
|
||||
return
|
||||
reagents.reaction(M, INJECT)
|
||||
reagents.trans_to(M, reagents.total_volume)
|
||||
return TRUE
|
||||
else
|
||||
blocked = 100
|
||||
target.visible_message("<span class='danger'>\The [src] was deflected!</span>", \
|
||||
"<span class='userdanger'>You were protected against \the [src]!</span>")
|
||||
|
||||
..(target, blocked)
|
||||
DISABLE_BITFIELD(reagents.reagents_holder_flags, NO_REACT)
|
||||
reagents.handle_reactions()
|
||||
return TRUE
|
||||
|
||||
/obj/item/projectile/bullet/dart/metalfoam/Initialize()
|
||||
. = ..()
|
||||
reagents.add_reagent(/datum/reagent/aluminium, 15)
|
||||
reagents.add_reagent(/datum/reagent/foaming_agent, 5)
|
||||
reagents.add_reagent(/datum/reagent/toxin/acid, 5)
|
||||
|
||||
/obj/item/projectile/bullet/dart/syringe
|
||||
name = "syringe"
|
||||
icon_state = "syringeproj"
|
||||
|
||||
//I am in a mess of my own making
|
||||
/obj/item/projectile/bullet/dart/syringe/dart
|
||||
name = "Smartdart"
|
||||
icon_state = "dartproj"
|
||||
damage = 0
|
||||
var/emptrig = FALSE
|
||||
|
||||
/obj/item/projectile/bullet/dart/syringe/dart/on_hit(atom/target, blocked = FALSE)
|
||||
if(iscarbon(target))
|
||||
var/mob/living/carbon/M = target
|
||||
if(blocked != 100)
|
||||
if(M.can_inject(null, FALSE, def_zone, piercing)) // Pass the hit zone to see if it can inject by whether it hit the head or the body.
|
||||
..(target, blocked, TRUE)
|
||||
for(var/datum/reagent/medicine/R in reagents.reagent_list) //OD prevention time!
|
||||
if(M.reagents.has_reagent(R.type))
|
||||
if(R.overdose_threshold == 0 || emptrig == TRUE) //Is there a possible OD?
|
||||
M.reagents.add_reagent(R.type, R.volume)
|
||||
else
|
||||
var/transVol = CLAMP(R.volume, 0, (R.overdose_threshold - M.reagents.get_reagent_amount(R.type)) -1)
|
||||
M.reagents.add_reagent(R.type, transVol)
|
||||
else
|
||||
if(!R.overdose_threshold == 0)
|
||||
var/transVol = CLAMP(R.volume, 0, R.overdose_threshold-1)
|
||||
M.reagents.add_reagent(R.type, transVol)
|
||||
else
|
||||
M.reagents.add_reagent(R.type, R.volume)
|
||||
|
||||
|
||||
|
||||
target.visible_message("<span class='notice'>\The [src] beeps!</span>")
|
||||
to_chat("<span class='notice'><i>You feel a tiny prick as a smartdart embeds itself in you with a beep.</i></span>")
|
||||
return TRUE
|
||||
else
|
||||
blocked = 100
|
||||
target.visible_message("<span class='danger'>\The [src] was deflected!</span>", \
|
||||
"<span class='userdanger'>You see a [src] bounce off you, booping sadly!</span>")
|
||||
|
||||
target.visible_message("<span class='danger'>\The [src] fails to land on target!</span>")
|
||||
return TRUE
|
||||
|
||||
//Chemlight was here, adding dumb bussing things
|
||||
|
||||
/obj/item/projectile/bullet/dart/syringe/debug
|
||||
name = "syringe"
|
||||
icon_state = "syringeproj"
|
||||
damage = 0
|
||||
@@ -1,40 +1,46 @@
|
||||
// .50 (Sniper)
|
||||
|
||||
/obj/item/projectile/bullet/p50
|
||||
name =".50 bullet"
|
||||
speed = 0.4
|
||||
damage = 70
|
||||
knockdown = 100
|
||||
dismemberment = 50
|
||||
armour_penetration = 50
|
||||
var/breakthings = TRUE
|
||||
|
||||
/obj/item/projectile/bullet/p50/on_hit(atom/target, blocked = 0)
|
||||
if(isobj(target) && (blocked != 100) && breakthings)
|
||||
var/obj/O = target
|
||||
O.take_damage(80, BRUTE, "bullet", FALSE)
|
||||
return ..()
|
||||
|
||||
/obj/item/projectile/bullet/p50/soporific
|
||||
name =".50 soporific bullet"
|
||||
armour_penetration = 0
|
||||
damage = 0
|
||||
dismemberment = 0
|
||||
knockdown = 0
|
||||
breakthings = FALSE
|
||||
|
||||
/obj/item/projectile/bullet/p50/soporific/on_hit(atom/target, blocked = FALSE)
|
||||
if((blocked != 100) && isliving(target))
|
||||
var/mob/living/L = target
|
||||
L.Sleeping(400)
|
||||
return ..()
|
||||
|
||||
/obj/item/projectile/bullet/p50/penetrator
|
||||
name =".50 penetrator bullet"
|
||||
icon_state = "gauss"
|
||||
name = "penetrator round"
|
||||
damage = 60
|
||||
forcedodge = TRUE
|
||||
dismemberment = 0 //It goes through you cleanly.
|
||||
knockdown = 0
|
||||
breakthings = FALSE
|
||||
// .50 (Sniper)
|
||||
|
||||
/obj/item/projectile/bullet/p50
|
||||
name =".50 bullet"
|
||||
speed = 0.4
|
||||
damage = 70
|
||||
knockdown = 100
|
||||
dismemberment = 50
|
||||
armour_penetration = 50
|
||||
var/breakthings = TRUE
|
||||
|
||||
/obj/item/projectile/bullet/p50/on_hit(atom/target, blocked = 0)
|
||||
if(isobj(target) && (blocked != 100) && breakthings)
|
||||
var/obj/O = target
|
||||
O.take_damage(80, BRUTE, "bullet", FALSE)
|
||||
return ..()
|
||||
|
||||
/obj/item/projectile/bullet/p50/soporific
|
||||
name =".50 soporific bullet"
|
||||
armour_penetration = 0
|
||||
damage = 0
|
||||
dismemberment = 0
|
||||
knockdown = 0
|
||||
breakthings = FALSE
|
||||
|
||||
/obj/item/projectile/bullet/p50/soporific/on_hit(atom/target, blocked = FALSE)
|
||||
if((blocked != 100) && isliving(target))
|
||||
var/mob/living/L = target
|
||||
L.Sleeping(400)
|
||||
return ..()
|
||||
|
||||
/obj/item/projectile/bullet/p50/penetrator
|
||||
name =".50 penetrator bullet"
|
||||
icon_state = "gauss"
|
||||
name = "penetrator round"
|
||||
damage = 60
|
||||
forcedodge = TRUE
|
||||
dismemberment = 0 //It goes through you cleanly.
|
||||
knockdown = 0
|
||||
breakthings = FALSE
|
||||
|
||||
/obj/item/projectile/bullet/p50/penetrator/shuttle //Nukeop Shuttle Variety
|
||||
icon_state = "gaussstrong"
|
||||
damage = 25
|
||||
speed = 0.3
|
||||
range = 16
|
||||
|
||||
Reference in New Issue
Block a user