mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-24 20:47:10 +01:00
Beginnings of Combat Changes: Ranged Weaponry (#17075)
This commit is contained in:
@@ -94537,12 +94537,12 @@
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/area/engine/supermatter)
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"hTk" = (
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/obj/structure/rack,
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/obj/item/gun/energy/gun/advtaser{
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/obj/item/gun/energy/disabler{
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pixel_x = -3;
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pixel_y = 3
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},
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/obj/item/gun/energy/gun/advtaser,
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/obj/item/gun/energy/gun/advtaser{
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/obj/item/gun/energy/disabler,
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/obj/item/gun/energy/disabler{
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pixel_x = 3;
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pixel_y = -3
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},
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@@ -3238,12 +3238,12 @@
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})
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"aiM" = (
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/obj/structure/rack,
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/obj/item/gun/energy/gun/advtaser{
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/obj/item/gun/energy/disabler{
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pixel_x = -3;
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pixel_y = 3
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},
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/obj/item/gun/energy/gun/advtaser,
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/obj/item/gun/energy/gun/advtaser{
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/obj/item/gun/energy/disabler,
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/obj/item/gun/energy/disabler{
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pixel_x = 3;
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pixel_y = -3
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},
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@@ -3487,7 +3487,6 @@
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"jx" = (
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/obj/structure/table,
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/obj/structure/window/reinforced,
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/obj/item/batterer,
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/turf/simulated/floor/plasteel/airless{
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dir = 4;
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icon_state = "whitered"
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@@ -2881,12 +2881,12 @@
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"ajr" = (
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/obj/structure/rack,
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/obj/structure/window/reinforced,
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/obj/item/gun/energy/gun/advtaser{
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/obj/item/gun/energy/disabler{
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pixel_x = -3;
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pixel_y = 3
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},
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/obj/item/gun/energy/gun/advtaser,
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/obj/item/gun/energy/gun/advtaser{
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/obj/item/gun/energy/disabler,
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/obj/item/gun/energy/disabler{
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pixel_x = 3;
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pixel_y = -3
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},
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@@ -4044,9 +4044,9 @@
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/area/shuttle/gamma/space)
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"oC" = (
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/obj/structure/closet/secure_closet/guncabinet,
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/obj/item/gun/energy/sniperrifle,
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/obj/item/gun/energy/sniperrifle,
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/obj/item/gun/energy/sniperrifle,
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/obj/item/gun/energy/ionrifle,
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/obj/item/gun/energy/ionrifle,
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/obj/item/gun/energy/ionrifle,
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/obj/machinery/light/spot{
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dir = 4
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},
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@@ -786,11 +786,11 @@
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/area/shuttle/administration)
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"PV" = (
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/obj/structure/rack,
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/obj/item/gun/energy/sniperrifle{
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/obj/item/gun/energy/ionrifle{
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pixel_y = -4
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},
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/obj/item/gun/energy/sniperrifle,
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/obj/item/gun/energy/sniperrifle{
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/obj/item/gun/energy/ionrifle,
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/obj/item/gun/energy/ionrifle{
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pixel_y = 3
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},
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/obj/structure/window/reinforced{
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@@ -882,11 +882,11 @@
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/obj/structure/window/reinforced{
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dir = 8
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},
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/obj/item/gun/energy/gun/advtaser{
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/obj/item/gun/energy/disabler{
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pixel_x = 3;
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pixel_y = -3
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},
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/obj/item/gun/energy/gun/advtaser,
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/obj/item/gun/energy/disabler,
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/turf/simulated/floor/mineral/plastitanium/red,
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/area/shuttle/administration)
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"WV" = (
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@@ -93,11 +93,11 @@
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/obj/effect/proc_holder/spell/targeted/mime/fingergun
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name = "Finger Gun"
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desc = "Shoot stunning, invisible bullets out of your fingers! 6 bullets available per cast. Use your fingers to holster them manually."
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desc = "Shoot stunning, invisible bullets out of your fingers! 3 bullets available per cast. Use your fingers to holster them manually."
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school = "mime"
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panel = "Mime"
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clothes_req = 0
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charge_max = 600
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charge_max = 300
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range = -1
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include_user = 1
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human_req = 1
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@@ -117,7 +117,7 @@
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revert_cast(user)
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/obj/effect/proc_holder/spell/targeted/mime/fingergun/fake
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desc = "Pretend you're shooting bullets out of your fingers! 6 bullets available per cast. Use your fingers to holster them manually."
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desc = "Pretend you're shooting bullets out of your fingers! 3 bullets available per cast. Use your fingers to holster them manually."
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gun = /obj/item/gun/projectile/revolver/fingergun/fake
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// Mime Spellbooks
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@@ -272,14 +272,6 @@ GLOBAL_LIST_INIT(all_supply_groups, list(SUPPLY_EMERGENCY,SUPPLY_SECURITY,SUPPLY
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cost = 15
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containername = "laser crate"
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/datum/supply_packs/security/taser
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name = "Stun Guns Crate"
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contains = list(/obj/item/gun/energy/gun/advtaser,
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/obj/item/gun/energy/gun/advtaser,
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/obj/item/gun/energy/gun/advtaser)
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cost = 15
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containername = "stun gun crate"
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/datum/supply_packs/security/disabler
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name = "Disabler Crate"
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contains = list(/obj/item/gun/energy/disabler,
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@@ -507,7 +499,7 @@ GLOBAL_LIST_INIT(all_supply_groups, list(SUPPLY_EMERGENCY,SUPPLY_SECURITY,SUPPLY
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/obj/item/reagent_containers/spray/pepper,
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/obj/item/flash,
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/obj/item/grenade/flashbang,
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/obj/item/storage/belt/security/sec,
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/obj/item/storage/belt/security,
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/obj/item/holosign_creator/security,
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/obj/item/clothing/mask/gas/sechailer,
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/obj/item/clothing/glasses/hud/security/sunglasses,
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@@ -561,13 +561,6 @@ GLOBAL_LIST_INIT(uplink_items, subtypesof(/datum/uplink_item))
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item = /obj/item/twohanded/chainsaw
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cost = 13
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/datum/uplink_item/dangerous/batterer
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name = "Mind Batterer"
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desc = "A device that has a chance of knocking down people around you for a long amount of time. 50% chance per person. The user is unaffected. Has 5 charges."
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reference = "BTR"
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item = /obj/item/batterer
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cost = 5
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// SUPPORT AND MECHAS
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/datum/uplink_item/support
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@@ -708,12 +701,12 @@ GLOBAL_LIST_INIT(uplink_items, subtypesof(/datum/uplink_item))
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cost = 2
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gamemodes = list(/datum/game_mode/nuclear)
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/datum/uplink_item/ammo/bullstun
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name = "Bulldog - 12g Stun Slug Magazine"
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desc = "An alternative 8-round stun slug magazine for use in the Bulldog shotgun. Saying that they're completely non-lethal would be lying."
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reference = "12SS"
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item = /obj/item/ammo_box/magazine/m12g/stun
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cost = 3
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/datum/uplink_item/ammo/bullmeteor
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name = "12g Meteorslug Shells"
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desc = "An alternative 8-round meteorslug magazine for use in the Bulldog shotgun. Great for blasting airlocks off their frames and knocking down enemies."
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reference = "12MS"
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item = /obj/item/ammo_box/magazine/m12g/meteor
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cost = 2
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gamemodes = list(/datum/game_mode/nuclear)
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/datum/uplink_item/ammo/bulldragon
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@@ -80,7 +80,7 @@
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glasses = /obj/item/clothing/glasses/hud/security/sunglasses
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id = /obj/item/card/id/security
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l_pocket = /obj/item/flash
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suit_store = /obj/item/gun/energy/gun/advtaser
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suit_store = /obj/item/gun/energy/disabler
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pda = /obj/item/pda/warden
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backpack_contents = list(
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/obj/item/restraints/handcuffs = 1
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@@ -180,7 +180,7 @@
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l_ear = /obj/item/radio/headset/headset_sec/alt
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id = /obj/item/card/id/security
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l_pocket = /obj/item/flash
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suit_store = /obj/item/gun/energy/gun/advtaser
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suit_store = /obj/item/gun/energy/disabler
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pda = /obj/item/pda/security
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backpack_contents = list(
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/obj/item/restraints/handcuffs = 1
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@@ -28,7 +28,7 @@
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/obj/mecha/combat/gygax/loaded/New()
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..()
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var/obj/item/mecha_parts/mecha_equipment/ME = new /obj/item/mecha_parts/mecha_equipment/weapon/energy/taser
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var/obj/item/mecha_parts/mecha_equipment/ME = new /obj/item/mecha_parts/mecha_equipment/weapon/energy/disabler
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ME.attach(src)
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ME = new /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/flashbang
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ME.attach(src)
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@@ -77,12 +77,14 @@
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fire_sound = 'sound/weapons/laser.ogg'
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harmful = TRUE
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/obj/item/mecha_parts/mecha_equipment/weapon/energy/laser/disabler
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name = "\improper CH-PD Disabler"
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origin_tech = "combat=3"
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/obj/item/mecha_parts/mecha_equipment/weapon/energy/disabler
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equip_cooldown = 8
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name = "\improper CH-DS \"Peacemaker\" disabler"
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desc = "A weapon for combat exosuits. Shoots basic disablers."
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icon_state = "mecha_disabler"
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energy_drain = 30
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projectile = /obj/item/projectile/beam/disabler
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projectiles_per_shot = 2
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projectile_delay = 1
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fire_sound = 'sound/weapons/taser2.ogg'
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harmful = FALSE
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/obj/item/mecha_parts/mecha_equipment/weapon/energy/laser/heavy
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@@ -267,7 +267,6 @@
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/obj/item/ammo_box/magazine/m10mm/hp = 1,
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/obj/item/rad_laser = 1,
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/obj/item/storage/box/syndie_kit/emp = 1,
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/obj/item/batterer = 1,
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/obj/item/toy/carpplushie/dehy_carp = 1,
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/obj/item/clothing/glasses/hud/security/chameleon = 1)
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@@ -1,65 +1,3 @@
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/*
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Miscellaneous traitor devices
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BATTERER
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*/
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/*
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The Batterer, like a flashbang but 50% chance to knock people over. Can be either very
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effective or pretty fucking useless.
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*/
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/obj/item/batterer
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name = "mind batterer"
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desc = "A strange device with twin antennas."
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icon = 'icons/obj/device.dmi'
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icon_state = "batterer"
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throwforce = 5
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w_class = WEIGHT_CLASS_TINY
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throw_speed = 4
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throw_range = 10
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flags = CONDUCT
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item_state = "electronic"
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origin_tech = "magnets=3;combat=3;syndicate=3"
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var/times_used = 0 //Number of times it's been used.
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var/max_uses = 5
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/obj/item/batterer/examine(mob/user)
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. = ..()
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if(times_used >= max_uses)
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. += "<span class='notice'>[src] is out of charge.</span>"
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if(times_used < max_uses)
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. += "<span class='notice'>[src] has [max_uses-times_used] charges left.</span>"
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/obj/item/batterer/attack_self(mob/living/carbon/user, flag = 0, emp = 0)
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if(!user)
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return
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if(times_used >= max_uses)
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to_chat(user, "<span class='danger'>The mind batterer has been burnt out!</span>")
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return
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for(var/mob/living/carbon/human/M in oview(7, user))
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if(prob(50))
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M.Weaken(rand(4,7))
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add_attack_logs(user, M, "Stunned with [src]")
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to_chat(M, "<span class='danger'>You feel a tremendous, paralyzing wave flood your mind.</span>")
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else
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to_chat(M, "<span class='danger'>You feel a sudden, electric jolt travel through your head.</span>")
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playsound(loc, 'sound/misc/interference.ogg', 50, 1)
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times_used++
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to_chat(user, "<span class='notice'>You trigger [src]. It has [max_uses-times_used] charges left.</span>")
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if(times_used >= max_uses)
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icon_state = "battererburnt"
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/*
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The radioactive microlaser, a device disguised as a health analyzer used to irradiate people.
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@@ -233,8 +233,12 @@
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/obj/item/restraints/legcuffs/bola,
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/obj/item/clothing/mask/gas/sechailer)
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/obj/item/storage/belt/security/sec/populate_contents()
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new /obj/item/flashlight/seclite(src)
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/obj/item/storage/belt/security/full/populate_contents()
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new /obj/item/reagent_containers/spray/pepper(src)
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new /obj/item/restraints/handcuffs(src)
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new /obj/item/grenade/flashbang(src)
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new /obj/item/flash(src)
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new /obj/item/melee/baton/loaded(src)
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update_icon()
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/obj/item/storage/belt/security/response_team/populate_contents()
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@@ -103,8 +103,7 @@
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new /obj/item/storage/box/flashbangs(src)
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new /obj/item/holosign_creator/security(src)
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new /obj/item/shield/riot/tele(src)
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new /obj/item/melee/baton/loaded(src)
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new /obj/item/storage/belt/security/sec(src)
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new /obj/item/storage/belt/security/full(src)
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new /obj/item/gun/energy/gun/hos(src)
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new /obj/item/door_remote/head_of_security(src)
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new /obj/item/reagent_containers/food/drinks/mug/hos(src)
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@@ -137,10 +136,8 @@
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new /obj/item/clothing/mask/gas/sechailer/warden(src)
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new /obj/item/storage/box/zipties(src)
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||||
new /obj/item/storage/box/flashbangs(src)
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||||
new /obj/item/reagent_containers/spray/pepper(src)
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||||
new /obj/item/melee/baton/loaded(src)
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||||
new /obj/item/gun/energy/gun/advtaser(src)
|
||||
new /obj/item/storage/belt/security/sec(src)
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||||
new /obj/item/storage/belt/security/full(src)
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||||
new /obj/item/flashlight/seclite(src)
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||||
new /obj/item/storage/box/holobadge(src)
|
||||
new /obj/item/clothing/gloves/color/black/krav_maga/sec(src)
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||||
|
||||
@@ -159,15 +156,11 @@
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||||
new /obj/item/clothing/suit/armor/vest/security(src)
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||||
new /obj/item/radio/headset/headset_sec/alt(src)
|
||||
new /obj/item/clothing/head/soft/sec(src)
|
||||
new /obj/item/reagent_containers/spray/pepper(src)
|
||||
new /obj/item/flash(src)
|
||||
new /obj/item/grenade/flashbang(src)
|
||||
new /obj/item/storage/belt/security/sec(src)
|
||||
new /obj/item/storage/belt/security/full(src)
|
||||
new /obj/item/holosign_creator/security(src)
|
||||
new /obj/item/clothing/mask/gas/sechailer(src)
|
||||
new /obj/item/clothing/glasses/hud/security/sunglasses(src)
|
||||
new /obj/item/clothing/head/helmet(src)
|
||||
new /obj/item/melee/baton/loaded(src)
|
||||
new /obj/item/clothing/suit/armor/secjacket(src)
|
||||
|
||||
|
||||
@@ -207,11 +200,7 @@
|
||||
new /obj/item/storage/briefcase(src)
|
||||
new /obj/item/storage/firstaid/adv(src)
|
||||
new /obj/item/pinpointer/crew(src)
|
||||
new /obj/item/storage/belt/security/sec(src)
|
||||
new /obj/item/grenade/flashbang(src)
|
||||
new /obj/item/flash(src)
|
||||
new /obj/item/restraints/handcuffs(src)
|
||||
new /obj/item/melee/baton/loaded(src)
|
||||
new /obj/item/storage/belt/security/full(src)
|
||||
new /obj/item/clothing/glasses/sunglasses(src)
|
||||
new /obj/item/clothing/glasses/hud/security/sunglasses/read_only(src)
|
||||
new /obj/item/clothing/glasses/hud/health/sunglasses(src)
|
||||
|
||||
@@ -76,7 +76,7 @@
|
||||
/obj/item/robot_parts/r_leg = 1,
|
||||
/obj/item/stack/sheet/metal = 1,
|
||||
/obj/item/stack/cable_coil = 1,
|
||||
/obj/item/gun/energy/gun/advtaser = 1,
|
||||
/obj/item/gun/energy/disabler = 1,
|
||||
/obj/item/stock_parts/cell = 1,
|
||||
/obj/item/assembly/prox_sensor = 1)
|
||||
tools = list(TOOL_WELDER, TOOL_SCREWDRIVER)
|
||||
|
||||
@@ -155,9 +155,9 @@
|
||||
return
|
||||
newname = "redtag ED-209 assembly"
|
||||
if("")
|
||||
if(!istype(W, /obj/item/gun/energy/gun/advtaser))
|
||||
if(!istype(W, /obj/item/gun/energy/disabler))
|
||||
return
|
||||
newname = "taser ED-209 assembly"
|
||||
newname = "disabler ED-209 assembly"
|
||||
else
|
||||
return
|
||||
if(!user.unEquip(W))
|
||||
|
||||
@@ -40,7 +40,7 @@
|
||||
var/weaponscheck = 1 //If true, arrest people for weapons if they don't have access
|
||||
var/check_records = 1 //Does it check security records?
|
||||
var/arrest_type = 0 //If true, don't handcuff
|
||||
var/projectile = /obj/item/projectile/energy/electrode //Holder for projectile type
|
||||
var/projectile = /obj/item/projectile/beam/disabler //Holder for projectile type
|
||||
var/shoot_sound = 'sound/weapons/taser.ogg'
|
||||
|
||||
|
||||
@@ -396,7 +396,7 @@
|
||||
new /obj/item/assembly/prox_sensor(Tsec)
|
||||
|
||||
if(!lasercolor)
|
||||
var/obj/item/gun/energy/gun/advtaser/G = new /obj/item/gun/energy/gun/advtaser(Tsec)
|
||||
var/obj/item/gun/energy/disabler/G = new /obj/item/gun/energy/disabler(Tsec)
|
||||
G.cell.charge = 0
|
||||
G.update_icon()
|
||||
else if(lasercolor == "b")
|
||||
@@ -437,8 +437,7 @@
|
||||
projectile = /obj/item/projectile/beam
|
||||
else
|
||||
if(!lasercolor)
|
||||
shoot_sound = 'sound/weapons/taser.ogg'
|
||||
projectile = /obj/item/projectile/energy/electrode
|
||||
projectile = /obj/item/projectile/beam/disabler
|
||||
else if(lasercolor == "b")
|
||||
projectile = /obj/item/projectile/beam/lasertag/bluetag
|
||||
else if(lasercolor == "r")
|
||||
|
||||
@@ -206,6 +206,10 @@
|
||||
charge = 0
|
||||
update_icon()
|
||||
|
||||
/obj/item/stock_parts/cell/hos_gun
|
||||
name = "\improper X-01 multiphase energy gun power cell"
|
||||
maxcharge = 1200
|
||||
|
||||
/obj/item/stock_parts/cell/pulse //200 pulse shots
|
||||
name = "pulse rifle power cell"
|
||||
maxcharge = 40000
|
||||
|
||||
@@ -33,16 +33,16 @@
|
||||
desc = "A .38 bullet casing."
|
||||
caliber = "38"
|
||||
icon_state = "r-casing"
|
||||
projectile_type = /obj/item/projectile/bullet/weakbullet2
|
||||
projectile_type = /obj/item/projectile/bullet/c38
|
||||
muzzle_flash_strength = MUZZLE_FLASH_STRENGTH_NORMAL
|
||||
muzzle_flash_range = MUZZLE_FLASH_RANGE_NORMAL
|
||||
|
||||
/obj/item/ammo_casing/c38/invisible
|
||||
projectile_type = /obj/item/projectile/bullet/weakbullet2/invisible
|
||||
projectile_type = /obj/item/projectile/bullet/mime
|
||||
muzzle_flash_effect = null // invisible eh
|
||||
|
||||
/obj/item/ammo_casing/c38/invisible/fake
|
||||
projectile_type = /obj/item/projectile/bullet/weakbullet2/invisible/fake
|
||||
projectile_type = /obj/item/projectile/bullet/mime/fake
|
||||
|
||||
/obj/item/ammo_casing/c10mm
|
||||
desc = "A 10mm bullet casing."
|
||||
@@ -206,18 +206,12 @@
|
||||
muzzle_flash_color = "#FFFF00"
|
||||
|
||||
|
||||
/obj/item/ammo_casing/shotgun/meteorshot
|
||||
name = "meteorshot shell"
|
||||
/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/meteorshot
|
||||
|
||||
/obj/item/ammo_casing/shotgun/breaching
|
||||
name = "breaching shell"
|
||||
desc = "An economic version of the meteorshot, utilizing similar technologies. Great for busting down doors."
|
||||
icon_state = "mshell"
|
||||
projectile_type = /obj/item/projectile/bullet/meteorshot/weak
|
||||
|
||||
/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 \
|
||||
|
||||
@@ -22,8 +22,8 @@
|
||||
e_cost = 83
|
||||
select_name = "kill"
|
||||
|
||||
/obj/item/ammo_casing/energy/laser/hos //allows balancing of HoS and blueshit guns seperately from other energy weapons
|
||||
e_cost = 100
|
||||
/obj/item/ammo_casing/energy/laser/hos
|
||||
e_cost = 120
|
||||
|
||||
/obj/item/ammo_casing/energy/laser/practice
|
||||
projectile_type = /obj/item/projectile/beam/practice
|
||||
@@ -102,22 +102,18 @@
|
||||
select_name = "stun"
|
||||
fire_sound = 'sound/weapons/taser.ogg'
|
||||
e_cost = 200
|
||||
delay = 15
|
||||
harmful = FALSE
|
||||
|
||||
/obj/item/ammo_casing/energy/electrode/gun
|
||||
fire_sound = 'sound/weapons/gunshots/gunshot.ogg'
|
||||
e_cost = 100
|
||||
|
||||
/obj/item/ammo_casing/energy/electrode/hos //allows balancing of HoS and blueshit guns seperately from other energy weapons
|
||||
e_cost = 200
|
||||
|
||||
/obj/item/ammo_casing/energy/ion
|
||||
projectile_type = /obj/item/projectile/ion
|
||||
muzzle_flash_color = LIGHT_COLOR_LIGHTBLUE
|
||||
select_name = "ion"
|
||||
fire_sound = 'sound/weapons/ionrifle.ogg'
|
||||
|
||||
/obj/item/ammo_casing/energy/ion/hos
|
||||
projectile_type = /obj/item/projectile/ion/weak
|
||||
e_cost = 300
|
||||
|
||||
/obj/item/ammo_casing/energy/declone
|
||||
projectile_type = /obj/item/projectile/energy/declone
|
||||
muzzle_flash_color = LIGHT_COLOR_GREEN
|
||||
@@ -172,6 +168,9 @@
|
||||
/obj/item/ammo_casing/energy/disabler/cyborg //seperate balancing for cyborg, again
|
||||
e_cost = 250
|
||||
|
||||
/obj/item/ammo_casing/energy/disabler/hos
|
||||
e_cost = 60
|
||||
|
||||
/obj/item/ammo_casing/energy/plasma
|
||||
projectile_type = /obj/item/projectile/plasma
|
||||
muzzle_flash_color = LIGHT_COLOR_PURPLE
|
||||
@@ -216,12 +215,6 @@
|
||||
projectile_type = /obj/item/projectile/energy/bolt/large
|
||||
select_name = "heavy bolt"
|
||||
|
||||
/obj/item/ammo_casing/energy/dart
|
||||
projectile_type = /obj/item/projectile/energy/dart
|
||||
fire_sound = 'sound/weapons/genhit.ogg'
|
||||
e_cost = 500
|
||||
select_name = "toxic dart"
|
||||
|
||||
/obj/item/ammo_casing/energy/instakill
|
||||
projectile_type = /obj/item/projectile/beam/instakill
|
||||
muzzle_flash_color = LIGHT_COLOR_PURPLE
|
||||
@@ -264,13 +257,6 @@
|
||||
fire_sound = 'sound/weapons/gunshots/gunshot_smg.ogg'
|
||||
select_name = "clown"
|
||||
|
||||
/obj/item/ammo_casing/energy/sniper
|
||||
projectile_type = /obj/item/projectile/beam/sniper
|
||||
muzzle_flash_color = LIGHT_COLOR_PINK
|
||||
fire_sound = 'sound/weapons/marauder.ogg'
|
||||
delay = 50
|
||||
select_name = "snipe"
|
||||
|
||||
/obj/item/ammo_casing/energy/emitter
|
||||
projectile_type = /obj/item/projectile/beam/emitter
|
||||
muzzle_flash_color = LIGHT_COLOR_GREEN
|
||||
|
||||
@@ -64,6 +64,7 @@
|
||||
/obj/item/ammo_box/magazine/internal/cylinder/rev38/invisible
|
||||
name = "finger gun cylinder"
|
||||
desc = "Wait, what?"
|
||||
max_ammo = 3
|
||||
ammo_type = /obj/item/ammo_casing/c38/invisible
|
||||
|
||||
/obj/item/ammo_box/magazine/internal/cylinder/rev38/invisible/fake
|
||||
@@ -407,10 +408,10 @@
|
||||
icon_state = "m12gt"
|
||||
ammo_type = /obj/item/ammo_casing/shotgun/dart/bioterror
|
||||
|
||||
/obj/item/ammo_box/magazine/m12g/breach
|
||||
name = "shotgun magazine (12g breacher slugs)"
|
||||
/obj/item/ammo_box/magazine/m12g/meteor
|
||||
name = "shotgun magazine (12g meteor slugs)"
|
||||
icon_state = "m12gbc"
|
||||
ammo_type = /obj/item/ammo_casing/shotgun/breaching
|
||||
ammo_type = /obj/item/ammo_casing/shotgun/meteorslug
|
||||
|
||||
/obj/item/ammo_box/magazine/m12g/XtrLrg
|
||||
name = "\improper XL shotgun magazine (12g slugs)"
|
||||
|
||||
@@ -51,22 +51,24 @@
|
||||
/obj/item/gun/energy/gun/hos
|
||||
name = "\improper X-01 MultiPhase Energy Gun"
|
||||
desc = "This is an expensive, modern recreation of an antique laser gun. This gun has several unique firemodes, but lacks the ability to recharge over time."
|
||||
cell_type = /obj/item/stock_parts/cell/hos_gun
|
||||
icon_state = "hoslaser"
|
||||
origin_tech = null
|
||||
force = 10
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/electrode/hos, /obj/item/ammo_casing/energy/laser/hos, /obj/item/ammo_casing/energy/disabler)
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/disabler/hos, /obj/item/ammo_casing/energy/laser/hos, /obj/item/ammo_casing/energy/ion/hos)
|
||||
ammo_x_offset = 4
|
||||
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
|
||||
shaded_charge = FALSE
|
||||
can_holster = TRUE
|
||||
|
||||
/obj/item/gun/energy/gun/blueshield
|
||||
name = "advanced stun revolver"
|
||||
desc = "An advanced stun revolver with the capacity to shoot both electrodes and lasers."
|
||||
name = "advanced energy revolver"
|
||||
desc = "An advanced energy revolver with the capacity to shoot both disablers and lasers."
|
||||
cell_type = /obj/item/stock_parts/cell/hos_gun
|
||||
icon_state = "bsgun"
|
||||
item_state = "gun"
|
||||
force = 7
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/electrode/hos, /obj/item/ammo_casing/energy/laser/hos)
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/disabler/hos, /obj/item/ammo_casing/energy/laser/hos)
|
||||
ammo_x_offset = 1
|
||||
shaded_charge = TRUE
|
||||
can_holster = TRUE
|
||||
@@ -100,7 +102,7 @@
|
||||
charge_delay = 5
|
||||
can_charge = 0
|
||||
ammo_x_offset = 1
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/electrode, /obj/item/ammo_casing/energy/laser, /obj/item/ammo_casing/energy/disabler)
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/laser, /obj/item/ammo_casing/energy/disabler)
|
||||
selfcharge = 1
|
||||
shaded_charge = FALSE
|
||||
|
||||
|
||||
@@ -315,26 +315,6 @@
|
||||
shaded_charge = 1
|
||||
can_holster = TRUE
|
||||
|
||||
// Energy Sniper //
|
||||
/obj/item/gun/energy/sniperrifle
|
||||
name = "\improper L.W.A.P. sniper rifle"
|
||||
desc = "A rifle constructed of lightweight materials, fitted with a SMART aiming-system scope."
|
||||
icon_state = "esniper"
|
||||
origin_tech = "combat=6;materials=5;powerstorage=4"
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/sniper)
|
||||
item_state = null
|
||||
weapon_weight = WEAPON_HEAVY
|
||||
slot_flags = SLOT_BACK
|
||||
w_class = WEIGHT_CLASS_BULKY
|
||||
can_holster = FALSE
|
||||
zoomable = TRUE
|
||||
zoom_amt = 7 //Long range, enough to see in front of you, but no tiles behind you.
|
||||
shaded_charge = 1
|
||||
|
||||
/obj/item/gun/energy/sniperrifle/detailed_examine()
|
||||
return "This is an energy weapon. Most energy weapons can fire through windows harmlessly. To recharge this weapon, use a weapon recharger. \
|
||||
To use the scope, use the appropriate verb in the object tab."
|
||||
|
||||
/obj/item/gun/energy/bsg
|
||||
name = "\improper B.S.G"
|
||||
desc = "The Blue Space Gun. Uses a flux anomaly core and a bluespace crystal to produce destructive bluespace energy blasts, inspired by Nanotrasen's BSA division."
|
||||
|
||||
@@ -52,7 +52,10 @@
|
||||
item_state = null
|
||||
origin_tech = "combat=3"
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/disabler)
|
||||
ammo_x_offset = 3
|
||||
ammo_x_offset = 2
|
||||
can_flashlight = TRUE
|
||||
flight_x_offset = 15
|
||||
flight_y_offset = 10
|
||||
can_holster = TRUE
|
||||
|
||||
/obj/item/gun/energy/disabler/cyborg
|
||||
|
||||
@@ -117,16 +117,6 @@
|
||||
suit_types = list(/obj/item/clothing/suit/redtag)
|
||||
light_color = LIGHT_COLOR_BLUE
|
||||
|
||||
/obj/item/projectile/beam/sniper
|
||||
name = "sniper beam"
|
||||
icon_state = "sniperlaser"
|
||||
damage = 60
|
||||
stun = 5
|
||||
weaken = 5
|
||||
stutter = 5
|
||||
impact_effect_type = /obj/effect/temp_visual/impact_effect/purple_laser
|
||||
light_color = LIGHT_COLOR_PINK
|
||||
|
||||
/obj/item/projectile/beam/immolator
|
||||
name = "immolation beam"
|
||||
|
||||
|
||||
@@ -12,6 +12,10 @@
|
||||
damage = 5
|
||||
stamina = 80
|
||||
|
||||
/obj/item/projectile/bullet/c38
|
||||
name = ".38 bullet"
|
||||
damage = 25
|
||||
|
||||
/obj/item/projectile/bullet/weakbullet/booze
|
||||
|
||||
/obj/item/projectile/bullet/weakbullet/booze/on_hit(atom/target, blocked = 0)
|
||||
@@ -31,26 +35,12 @@
|
||||
M.AdjustDrowsy(10)
|
||||
A.volume += 5 //Because we can
|
||||
|
||||
/obj/item/projectile/bullet/weakbullet2 //detective revolver
|
||||
/obj/item/projectile/bullet/weakbullet2
|
||||
name = "rubber bullet"
|
||||
damage = 5
|
||||
stamina = 35
|
||||
icon_state = "bullet-r"
|
||||
|
||||
/obj/item/projectile/bullet/weakbullet2/invisible //finger gun bullets
|
||||
name = "invisible bullet"
|
||||
damage = 0
|
||||
weaken = 3
|
||||
stamina = 60
|
||||
icon_state = null
|
||||
hitsound_wall = null
|
||||
|
||||
/obj/item/projectile/bullet/weakbullet2/invisible/fake
|
||||
weaken = 0
|
||||
stamina = 0
|
||||
nodamage = 1
|
||||
log_override = TRUE
|
||||
|
||||
/obj/item/projectile/bullet/weakbullet3
|
||||
damage = 20
|
||||
|
||||
@@ -165,7 +155,7 @@
|
||||
/obj/item/projectile/bullet/heavybullet
|
||||
damage = 35
|
||||
|
||||
/obj/item/projectile/bullet/stunshot//taser slugs for shotguns, nothing special
|
||||
/obj/item/projectile/bullet/stunshot //taser slugs for shotguns, nothing special
|
||||
name = "stunshot"
|
||||
damage = 5
|
||||
stun = 5
|
||||
@@ -196,13 +186,13 @@
|
||||
icon = 'icons/obj/meteor.dmi'
|
||||
icon_state = "dust"
|
||||
damage = 30
|
||||
weaken = 8
|
||||
stun = 8
|
||||
stun = 1
|
||||
weaken = 4
|
||||
hitsound = 'sound/effects/meteorimpact.ogg'
|
||||
|
||||
/obj/item/projectile/bullet/meteorshot/on_hit(atom/target, blocked = 0)
|
||||
..()
|
||||
if(istype(target, /atom/movable))
|
||||
if(ismovable(target))
|
||||
var/atom/movable/M = target
|
||||
var/atom/throw_target = get_edge_target_turf(M, get_dir(src, get_step_away(M, src)))
|
||||
M.throw_at(throw_target, 3, 2)
|
||||
@@ -211,29 +201,28 @@
|
||||
..()
|
||||
SpinAnimation()
|
||||
|
||||
/obj/item/projectile/bullet/meteorshot/weak
|
||||
damage = 10
|
||||
weaken = 4
|
||||
stun = 4
|
||||
|
||||
/obj/item/projectile/bullet/mime
|
||||
damage = 0
|
||||
stun = 5
|
||||
weaken = 5
|
||||
slur = 20
|
||||
stutter = 20
|
||||
damage = 40
|
||||
var/special_effects = TRUE
|
||||
|
||||
/obj/item/projectile/bullet/mime/on_hit(atom/target, blocked = 0)
|
||||
..(target, blocked)
|
||||
if(iscarbon(target))
|
||||
var/mob/living/carbon/M = target
|
||||
M.Silence(10)
|
||||
else if(istype(target, /obj/mecha/combat/honker))
|
||||
var/obj/mecha/chassis = target
|
||||
chassis.occupant_message("A mimetech anti-honk bullet has hit \the [chassis]!")
|
||||
chassis.use_power(chassis.get_charge() / 2)
|
||||
for(var/obj/item/mecha_parts/mecha_equipment/weapon/honker in chassis.equipment)
|
||||
honker.set_ready_state(0)
|
||||
if(special_effects)
|
||||
if(iscarbon(target))
|
||||
var/mob/living/carbon/M = target
|
||||
M.Silence(10)
|
||||
else if(istype(target, /obj/mecha/combat/honker))
|
||||
var/obj/mecha/chassis = target
|
||||
chassis.occupant_message("A mimetech anti-honk bullet has hit \the [chassis]!")
|
||||
chassis.use_power(chassis.get_charge() / 2)
|
||||
for(var/obj/item/mecha_parts/mecha_equipment/weapon/honker in chassis.equipment)
|
||||
honker.set_ready_state(0)
|
||||
|
||||
/obj/item/projectile/bullet/mime/fake
|
||||
damage = 0
|
||||
nodamage = TRUE
|
||||
special_effects = FALSE
|
||||
log_override = TRUE
|
||||
|
||||
/obj/item/projectile/bullet/dart
|
||||
name = "dart"
|
||||
|
||||
@@ -44,30 +44,16 @@
|
||||
irradiate = 10
|
||||
impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser
|
||||
|
||||
/obj/item/projectile/energy/dart
|
||||
name = "dart"
|
||||
icon_state = "toxin"
|
||||
damage = 5
|
||||
damage_type = TOX
|
||||
weaken = 5
|
||||
range = 7
|
||||
|
||||
/obj/item/projectile/energy/shuriken
|
||||
name = "shuriken"
|
||||
icon_state = "toxin"
|
||||
damage = 10
|
||||
damage_type = TOX
|
||||
weaken = 5
|
||||
stutter = 5
|
||||
|
||||
/obj/item/projectile/energy/bolt
|
||||
name = "bolt"
|
||||
icon_state = "cbbolt"
|
||||
damage = 15
|
||||
damage_type = TOX
|
||||
nodamage = 0
|
||||
weaken = 5
|
||||
stutter = 5
|
||||
nodamage = FALSE
|
||||
stamina = 60
|
||||
eyeblur = 10
|
||||
weaken = 1
|
||||
slur = 5
|
||||
|
||||
/obj/item/projectile/energy/bolt/large
|
||||
damage = 20
|
||||
|
||||
@@ -193,14 +193,14 @@
|
||||
|
||||
/obj/item/projectile/bullet/frag12
|
||||
name ="explosive slug"
|
||||
damage = 25
|
||||
weaken = 5
|
||||
damage = 15
|
||||
weaken = 1
|
||||
alwayslog = TRUE
|
||||
|
||||
/obj/item/projectile/bullet/frag12/on_hit(atom/target, blocked = 0)
|
||||
..()
|
||||
explosion(target, -1, 0, 1)
|
||||
return 1
|
||||
return TRUE
|
||||
|
||||
/obj/item/projectile/plasma
|
||||
name = "plasma blast"
|
||||
|
||||
@@ -672,12 +672,12 @@
|
||||
construction_time = 100
|
||||
category = list("Exosuit Equipment")
|
||||
|
||||
/datum/design/mech_taser
|
||||
name = "Exosuit Weapon (PBT \"Pacifier\" Mounted Taser)"
|
||||
id = "mech_taser"
|
||||
/datum/design/mech_disabler
|
||||
name = "Exosuit Weapon (CH-DS \"Peacemaker\" Disabler)"
|
||||
id = "mech_disabler"
|
||||
build_type = MECHFAB
|
||||
req_tech = list("combat" = 3)
|
||||
build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/taser
|
||||
build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/disabler
|
||||
materials = list(MAT_METAL=10000)
|
||||
construction_time = 100
|
||||
category = list("Exosuit Equipment")
|
||||
@@ -892,17 +892,6 @@
|
||||
construction_time = 100
|
||||
category = list("Exosuit Equipment")
|
||||
|
||||
/datum/design/mech_disabler
|
||||
name = "Exosuit Weapon (CH-PD Disabler)"
|
||||
desc = "Allows for the construction of CH-PD Disabler."
|
||||
id = "mech_disabler"
|
||||
build_type = MECHFAB
|
||||
req_tech = list("combat" = 3)
|
||||
build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/laser/disabler
|
||||
materials = list(MAT_METAL=10000)
|
||||
construction_time = 100
|
||||
category = list("Exosuit Equipment")
|
||||
|
||||
/datum/design/mech_carbine
|
||||
name = "Exosuit Weapon (FNX-99 \"Hades\" Carbine)"
|
||||
desc = "Allows for the construction of FNX-99 \"Hades\" Carbine."
|
||||
|
||||
@@ -134,7 +134,7 @@
|
||||
name = "RT Security (Amber)"
|
||||
shoes = /obj/item/clothing/shoes/combat
|
||||
suit = /obj/item/clothing/suit/armor/vest/ert/security
|
||||
suit_store = /obj/item/gun/energy/gun/advtaser
|
||||
suit_store = /obj/item/gun/energy/disabler
|
||||
glasses = /obj/item/clothing/glasses/hud/security/sunglasses
|
||||
mask = /obj/item/clothing/mask/gas/sechailer
|
||||
|
||||
@@ -425,7 +425,7 @@
|
||||
name = "RT Paranormal (Amber)"
|
||||
suit = /obj/item/clothing/suit/armor/vest/ert/security/paranormal
|
||||
head = /obj/item/clothing/head/helmet/ert/security/paranormal
|
||||
suit_store = /obj/item/gun/energy/gun/advtaser
|
||||
suit_store = /obj/item/gun/energy/disabler
|
||||
r_pocket = /obj/item/nullrod
|
||||
|
||||
/datum/outfit/job/centcom/response_team/paranormal/red
|
||||
|
||||
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Reference in New Issue
Block a user