massive burndown (#29894)

This commit is contained in:
Contrabang
2025-07-27 13:52:39 -07:00
committed by GitHub
parent a596fba80d
commit 1504ed98be
1043 changed files with 0 additions and 3598 deletions
@@ -3,7 +3,6 @@
desc = "A small device designed to quickly reload revolvers. Seven round capacity."
materials = list()
ammo_type = /obj/item/ammo_casing/a357
max_ammo = 7
multi_sprite_step = 1 // see: /obj/item/ammo_box/update_icon()
icon_state = "357"
@@ -12,7 +11,6 @@
desc = "An ammunition box filled with .357 magnum rounds, commonly used in high-caliber revolvers."
w_class = WEIGHT_CLASS_NORMAL
ammo_type = /obj/item/ammo_casing/a357
max_ammo = 7
multi_sprite_step = 1
icon_state = "357_box"
@@ -27,7 +25,6 @@
/obj/item/ammo_box/c10mm
name = "ammo box (10mm)"
desc = "An ammunition box filled with 10mm pistol cartridges, commonly used in Syndicate handguns."
icon_state = "10mmbox"
origin_tech = "combat=2"
ammo_type = /obj/item/ammo_casing/c10mm
max_ammo = 20
@@ -114,7 +111,6 @@
icon_state = "slugloader"
origin_tech = "combat=2"
ammo_type = /obj/item/ammo_casing/shotgun
max_ammo = 7
materials = list(MAT_METAL=28000)
multi_sprite_step = 1
@@ -129,7 +125,6 @@
desc = "A specialized speedloader for swiftly reloading shotguns. This one is meant for Confetti shot."
icon_state = "partyloader"
ammo_type = /obj/item/ammo_casing/shotgun/confetti
multi_sprite_step = 1
/obj/item/ammo_box/shotgun/dragonsbreath
name = "shotgun speedloader (Dragonsbreath)"
@@ -184,10 +179,8 @@
/obj/item/ammo_box/foambox/sniper
name = "ammo box (Foam Sniper Darts)"
desc = "An ammunition box full of sniper darts for toy weapons."
icon = 'icons/obj/guns/toy.dmi'
icon_state = "foambox_sniper"
ammo_type = /obj/item/ammo_casing/caseless/foam_dart/sniper
max_ammo = 40
materials = list(MAT_METAL = 900)
/obj/item/ammo_box/foambox/sniper/riot
@@ -201,5 +194,4 @@
desc = "A revolver speedloader for a cap gun. Cannot chamber live ammunition."
icon_state = "357"
ammo_type = /obj/item/ammo_casing/cap
max_ammo = 7
multi_sprite_step = 1
@@ -77,7 +77,6 @@
desc = "A 9mm pistol cartridge, commonly used in handguns and submachine guns."
caliber = "9mm"
projectile_type = /obj/item/projectile/bullet/weakbullet3
muzzle_flash_strength = MUZZLE_FLASH_STRENGTH_WEAK
muzzle_flash_range = MUZZLE_FLASH_RANGE_NORMAL
/obj/item/ammo_casing/c9mm/ap
@@ -101,7 +100,6 @@
desc = "A 4.6x30mm PDW cartridge, commonly used in submachine guns and small-caliber rifles."
caliber = "4.6x30mm"
projectile_type = /obj/item/projectile/bullet/weakbullet3
muzzle_flash_strength = MUZZLE_FLASH_STRENGTH_WEAK
muzzle_flash_range = MUZZLE_FLASH_RANGE_NORMAL
/obj/item/ammo_casing/c46x30mm/ap
@@ -239,7 +237,6 @@
projectile_type = /obj/item/projectile/bullet/incendiary/shell/dragonsbreath
pellets = 4
variance = 35
muzzle_flash_color = LIGHT_COLOR_FIRE
/obj/item/ammo_casing/shotgun/ion
name = "ion shell"
@@ -490,7 +487,6 @@
/obj/item/ammo_casing/caseless/foam_dart/sniper/riot
name = "riot foam sniper dart"
desc = "For the bigger brother of the crowd control toy. Ages 18 and up."
caliber = "foam_force_sniper"
projectile_type = /obj/item/projectile/bullet/reusable/foam_dart/sniper/riot
icon_state = "foamdartsniper_riot"
@@ -518,7 +514,6 @@
caliber = "laser"
projectile_type = /obj/item/projectile/beam/laser/ik //Subtype that breaks on firing if emp'd
muzzle_flash_effect = /obj/effect/temp_visual/target_angled/muzzle_flash/energy
muzzle_flash_strength = MUZZLE_FLASH_STRENGTH_WEAK
muzzle_flash_range = MUZZLE_FLASH_RANGE_NORMAL
muzzle_flash_color = LIGHT_COLOR_DARKRED
icon_state = "lasercasing"
@@ -528,6 +523,4 @@
desc = "You shouldn't see this! Make an issue report on Github!"
caliber = "c_foam"
projectile_type = /obj/item/projectile/c_foam
muzzle_flash_strength = MUZZLE_FLASH_RANGE_WEAK
muzzle_flash_range = MUZZLE_FLASH_RANGE_WEAK
muzzle_flash_color = LIGHT_COLOR_DARKRED
@@ -48,7 +48,6 @@
projectile_type = /obj/item/projectile/beam/scatter/eshotgun
pellets = 6
variance = 25
select_name = "kill"
delay = 1 SECONDS
/obj/item/ammo_casing/energy/laser/eshotgun/cyborg
@@ -91,7 +90,6 @@
/obj/item/ammo_casing/energy/xray
projectile_type = /obj/item/projectile/beam/xray
muzzle_flash_color = LIGHT_COLOR_GREEN
e_cost = 100
fire_sound = 'sound/weapons/laser3.ogg'
/obj/item/ammo_casing/energy/immolator
@@ -101,7 +99,6 @@
/obj/item/ammo_casing/energy/immolator/strong
projectile_type = /obj/item/projectile/beam/immolator/strong
e_cost = 125
select_name = "precise"
/obj/item/ammo_casing/energy/immolator/strong/cyborg
@@ -110,7 +107,6 @@
/obj/item/ammo_casing/energy/immolator/scatter
projectile_type = /obj/item/projectile/beam/immolator/weak
e_cost = 125
pellets = 6
variance = 25
select_name = "scatter"
@@ -204,11 +200,7 @@
/obj/item/ammo_casing/energy/disabler/eshotgun
projectile_type = /obj/item/projectile/beam/disabler/pellet
muzzle_flash_color = LIGHT_COLOR_LIGHTBLUE
select_name = "disable"
e_cost = 75
fire_sound = 'sound/weapons/taser2.ogg'
harmful = FALSE
delay = 1 SECONDS
pellets = 6
variance = 25
@@ -237,7 +229,6 @@
projectile_type = /obj/item/projectile/beam/wormhole
muzzle_flash_color = "#33CCFF"
delay = 10
e_cost = 100
fire_sound = 'sound/weapons/pulse3.ogg'
var/obj/item/gun/energy/wormhole_projector/gun = null
select_name = "blue"
@@ -327,7 +318,6 @@
projectile_type = /obj/item/projectile/beam/emitter
muzzle_flash_color = LIGHT_COLOR_GREEN
fire_sound = 'sound/weapons/emitter.ogg'
e_cost = 100
delay = 2 SECONDS // Lasers fire twice every second for 40 dps, this fires every 2 seconds for 15 dps. Seems fair, since every cyborg will have this with more shots?
select_name = "emitter"
@@ -14,7 +14,6 @@
name = "revolver cylinder"
ammo_type = /obj/item/ammo_casing/a357
caliber = "357"
max_ammo = 7
/obj/item/ammo_box/magazine/internal/cylinder/ammo_count(countempties = 1)
@@ -71,18 +70,14 @@
name = "nagant revolver cylinder"
ammo_type = /obj/item/ammo_casing/n762
caliber = "n762"
max_ammo = 7
/obj/item/ammo_box/magazine/internal/cylinder/cap
name = "cap gun revolver cylinder"
desc = "Oh god, this shouldn't be here!"
ammo_type = /obj/item/ammo_casing/cap
caliber = "cap"
max_ammo = 7
/obj/item/ammo_box/magazine/internal/overgrown
name = "overgrown pistol magazine"
desc = "Oh god, this shouldn't be here!"
ammo_type = /obj/item/ammo_casing/overgrown
max_ammo = 8
@@ -107,14 +102,12 @@
/obj/item/ammo_box/magazine/internal/shot/tube
name = "dual feed shotgun internal tube"
ammo_type = /obj/item/ammo_casing/shotgun/rubbershot
max_ammo = 4
/obj/item/ammo_box/magazine/internal/shot/lethal
ammo_type = /obj/item/ammo_casing/shotgun/buckshot
/obj/item/ammo_box/magazine/internal/shot/com
name = "combat shotgun internal magazine"
ammo_type = /obj/item/ammo_casing/shotgun/beanbag
max_ammo = 6
/obj/item/ammo_box/magazine/internal/shot/malf
@@ -153,7 +146,6 @@
max_ammo = 6
/obj/item/ammo_box/magazine/internal/cylinder/grenadelauncher/multi/fifteen
ammo_type = /obj/item/ammo_casing/a40mm
max_ammo = 15
/obj/item/ammo_box/magazine/internal/speargun
@@ -176,11 +168,9 @@
/obj/item/ammo_box/magazine/internal/boltaction
name = "bolt action rifle internal magazine"
desc = "Oh god, this shouldn't be here!"
ammo_type = /obj/item/ammo_casing/a762
caliber = "a762"
max_ammo = 5
multiload = 1
/obj/item/ammo_box/magazine/internal/boltaction/enchanted
max_ammo =1
@@ -189,7 +179,6 @@
/obj/item/ammo_box/magazine/internal/shot/toy
ammo_type = /obj/item/ammo_casing/caseless/foam_dart
caliber = "foam_force"
max_ammo = 4
/obj/item/ammo_box/magazine/internal/shot/toy/crossbow
max_ammo = 5
@@ -237,7 +226,6 @@
/obj/item/ammo_box/magazine/enforcer
name = "handgun magazine (9mm rubber)"
icon_state = "enforcer"
ammo_type = /obj/item/ammo_casing/rubber9mm
max_ammo = 8
multi_sprite_step = 1
@@ -320,9 +308,6 @@
ammo_type = /obj/item/ammo_casing/c46x30mm/inc
/obj/item/ammo_box/magazine/wt550m9/empty
name = "wt550 magazine (4.6x30mm)"
icon_state = "46x30mmt"
ammo_type = /obj/item/ammo_casing/c46x30mm
/obj/item/ammo_box/magazine/wt550m9/empty/Initialize(mapload)
. = ..()
@@ -373,25 +358,16 @@
name = "stechkin aps magazine (10mm incendiary)"
icon_state = "10mmapsI"
ammo_type = /obj/item/ammo_casing/c10mm/fire
caliber = "10mm"
max_ammo = 20
multi_sprite_step = 5
/obj/item/ammo_box/magazine/apsm10mm/hp
name = "stechkin aps magazine (10mm HP)"
icon_state = "10mmapsH"
ammo_type = /obj/item/ammo_casing/c10mm/hp
caliber = "10mm"
max_ammo = 20
multi_sprite_step = 5
/obj/item/ammo_box/magazine/apsm10mm/ap
name = "stechkin aps magazine (10mm AP)"
icon_state = "10mmapsA"
ammo_type = /obj/item/ammo_casing/c10mm/ap
caliber = "10mm"
max_ammo = 20
multi_sprite_step = 5
/obj/item/ammo_box/magazine/smgm45
name = "\improper SMG magazine (.45)"
@@ -415,7 +391,6 @@
origin_tech = "combat=2"
ammo_type = /obj/item/ammo_casing/a50
caliber = ".50"
max_ammo = 7
multi_sprite_step = 1
/obj/item/ammo_box/magazine/m75
@@ -501,7 +476,6 @@
desc = "An extra large drum magazine."
icon_state = "m12gXlSl"
w_class = WEIGHT_CLASS_NORMAL
ammo_type = /obj/item/ammo_casing/shotgun
max_ammo = 16
/obj/item/ammo_box/magazine/m12g/xtr_lrg/buckshot
@@ -544,7 +518,6 @@
/obj/item/ammo_box/magazine/toy/enforcer
name = "\improper Enforcer foam magazine"
icon_state = "enforcer"
max_ammo = 8
multi_sprite_step = 1
ammo_type = /obj/item/ammo_casing/caseless/foam_dart/riot
@@ -573,7 +546,6 @@
multi_sprite_step = 10
/obj/item/ammo_box/magazine/toy/m762/riot
ammo_type = /obj/item/ammo_casing/caseless/foam_dart/riot
/obj/item/ammo_box/magazine/laser
name = "laser carbine projector magazine"
@@ -604,7 +576,6 @@
multi_sprite_step = 2
/obj/item/ammo_box/magazine/toy/smgm45/riot
ammo_type = /obj/item/ammo_casing/caseless/foam_dart/riot
// yes this doesn't really belong here but nowhere else works
/obj/item/ammo_box/magazine/detective/speedcharger
-1
View File
@@ -7,7 +7,6 @@
flags = CONDUCT
slot_flags = ITEM_SLOT_BELT
materials = list(MAT_METAL=2000)
w_class = WEIGHT_CLASS_NORMAL
throwforce = 5
throw_speed = 3
throw_range = 5
@@ -15,5 +15,3 @@
/obj/item/suppressor/specialoffer
name = "cheap suppressor"
desc = "A foreign knock-off suppressor, it feels flimsy, cheap, and brittle. Still fits all weapons."
icon = 'icons/obj/guns/projectile.dmi'
icon_state = "suppressor"
@@ -14,7 +14,6 @@
/obj/item/gun/energy/gun
name = "\improper EG-7 energy gun"
desc = "A hybrid fire energy gun manufactured by Shellguard Munitions Co. It has a mounting point for a flashlight. The fire selector has two settings: 'disable', and 'kill'."
icon_state = "energy"
item_state = null //so the human update icon uses the icon_state instead.
ammo_type = list(/obj/item/ammo_casing/energy/disabler, /obj/item/ammo_casing/energy/laser)
origin_tech = "combat=4;magnets=3"
@@ -58,7 +57,6 @@
desc = "A pistol-sized energy gun with a built-in flashlight. The power cell is smaller too. Issued for self-defence purposes. The fire selector has two settings: 'disable', and 'kill'."
icon_state = "mini"
w_class = WEIGHT_CLASS_SMALL
ammo_x_offset = 2
charge_sections = 3
inhand_charge_sections = 3
can_flashlight = FALSE // Can't attach or detach the flashlight, and override it's icon update
@@ -134,9 +132,7 @@
force = 7
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
execution_speed = 5 SECONDS
/obj/item/gun/energy/gun/blueshield/examine_more(mob/user)
..()
@@ -180,7 +176,6 @@
weapon_weight = WEAPON_HEAVY
can_flashlight = FALSE
trigger_guard = TRIGGER_GUARD_NONE
ammo_x_offset = 2
shaded_charge = FALSE
execution_speed = 8 SECONDS
@@ -268,7 +263,6 @@
/obj/item/gun/energy/gun/shotgun/cyborg
name = "Energy Scatterbeam"
desc = "An energy emitter that fires spread-fire laser shells."
icon_state = "eshotgun"
ammo_type = list(/obj/item/ammo_casing/energy/laser/eshotgun/cyborg)
/obj/item/gun/energy/gun/shotgun/newshot()
@@ -7,7 +7,6 @@
cell_type = /obj/item/stock_parts/cell/emproof
needs_permit = FALSE
origin_tech = "combat=3;powerstorage=3;engineering=3"
weapon_weight = WEAPON_LIGHT
can_flashlight = TRUE
can_be_lensed = FALSE
flight_x_offset = 15
@@ -204,7 +203,6 @@
name = "kinetic force"
icon_state = null
damage = 40
damage_type = BRUTE
flag = BOMB
range = 3
@@ -385,7 +383,6 @@
/obj/item/borg/upgrade/modkit/range
name = "range increase"
desc = "Increases the range of a kinetic accelerator when installed."
modifier = 1
cost = 24 //so you can fit four plus a tracer cosmetic
/obj/item/borg/upgrade/modkit/range/modify_projectile(obj/item/projectile/kinetic/K)
@@ -531,7 +528,6 @@
name = "resonator blast"
desc = "Causes kinetic accelerator shots to leave and detonate resonator blasts."
denied_type = /obj/item/borg/upgrade/modkit/resonator_blasts
cost = 30
modifier = 0.25 //A bonus 15 damage if you burst the field on a target, 60 if you lure them into it.
/obj/item/borg/upgrade/modkit/resonator_blasts/projectile_strike(obj/item/projectile/kinetic/K, turf/target_turf, atom/target, obj/item/gun/energy/kinetic_accelerator/KA)
@@ -548,7 +544,6 @@
desc = "Killing or assisting in killing a creature permanently increases your damage against that type of creature."
denied_type = /obj/item/borg/upgrade/modkit/bounty
modifier = 1.25
cost = 30
var/maximum_bounty = 25
var/list/bounties_reaped = list()
@@ -18,7 +18,6 @@
desc = "A compact and lightweight laser carbine manufactured by Shellguard Munitions Co. Considered the most widely used laserarm in the Orion sector, it only fires lethal rounds and requires a recharger to reload."
icon_state = "laser"
item_state = "laser"
w_class = WEIGHT_CLASS_NORMAL
materials = list(MAT_METAL=2000)
origin_tech = "combat=4;magnets=2"
ammo_type = list(/obj/item/ammo_casing/energy/lasergun)
@@ -165,9 +164,7 @@
item_state = null
w_class = WEIGHT_CLASS_BULKY
force = 10
flags = CONDUCT
slot_flags = ITEM_SLOT_BACK
can_holster = FALSE
origin_tech = "combat=4;magnets=4;powerstorage=3"
ammo_type = list(/obj/item/ammo_casing/energy/laser/accelerator)
ammo_x_offset = 3
@@ -217,9 +214,7 @@
item_state = null
w_class = WEIGHT_CLASS_BULKY
force = 12
flags = CONDUCT
slot_flags = ITEM_SLOT_BACK
can_holster = FALSE
weapon_weight = WEAPON_HEAVY
origin_tech = "combat=6;magnets=6;powerstorage=4"
ammo_type = list(/obj/item/ammo_casing/energy/laser/sniper, /obj/item/ammo_casing/energy/laser/sniper/pierce)
@@ -392,7 +387,6 @@
item_state = "laser"
w_class = WEIGHT_CLASS_BULKY
shaded_charge = TRUE
can_holster = FALSE
origin_tech = "combat=4;magnets=4;powerstorage=3"
ammo_type = list(/obj/item/ammo_casing/energy/emitter)
ammo_x_offset = 3
@@ -16,10 +16,8 @@
icon_state = "pulse"
item_state = null
w_class = WEIGHT_CLASS_BULKY
can_holster = FALSE
force = 10
modifystate = TRUE
flags = CONDUCT
slot_flags = ITEM_SLOT_BACK
ammo_type = list(/obj/item/ammo_casing/energy/laser/pulse, /obj/item/ammo_casing/energy/electrode, /obj/item/ammo_casing/energy/laser)
cell_type = /obj/item/stock_parts/cell/pulse
@@ -137,7 +135,6 @@
desc = "A compact pulse core in a classic handgun frame for Nanotrasen officers. It's not the size of the gun that matters, it's the size of the hole it puts through people."
icon_state = "m1911"
item_state = "gun"
can_holster = TRUE
cell_type = /obj/item/stock_parts/cell/infinite
/obj/item/gun/energy/pulse/pistol/m1911/examine(mob/user)
@@ -170,9 +167,7 @@
w_class = WEIGHT_CLASS_HUGE
ammo_type = list(/obj/item/ammo_casing/energy/electrode, /obj/item/ammo_casing/energy/laser/pulse)
weapon_weight = WEAPON_MEDIUM
can_flashlight = FALSE
trigger_guard = TRIGGER_GUARD_NONE
ammo_x_offset = 2
/obj/item/gun/energy/pulse/turret/examine(mob/user)
. = ..()
@@ -31,8 +31,6 @@
fire_sound = 'sound/weapons/ionrifle.ogg'
origin_tech = "combat=4;magnets=4"
w_class = WEIGHT_CLASS_HUGE
can_holster = FALSE
flags = CONDUCT
slot_flags = ITEM_SLOT_BACK
shaded_charge = TRUE
ammo_type = list(/obj/item/ammo_casing/energy/ion)
@@ -128,7 +126,6 @@
name = "floral somatoray"
desc = "A tool that discharges controlled radiation which induces mutation in plant cells."
icon_state = "flora"
item_state = "gun"
fire_sound = 'sound/effects/stealthoff.ogg'
ammo_type = list(/obj/item/ammo_casing/energy/flora/yield, /obj/item/ammo_casing/energy/flora/mut)
origin_tech = "materials=2;biotech=4"
@@ -194,7 +191,6 @@
origin_tech = "combat=4;magnets=4;syndicate=5"
suppressed = TRUE
ammo_type = list(/obj/item/ammo_casing/energy/bolt)
weapon_weight = WEAPON_LIGHT
unique_rename = FALSE
overheat_time = 20
holds_charge = TRUE
@@ -222,7 +218,6 @@
/obj/item/gun/energy/kinetic_accelerator/crossbow/large/cyborg
desc = "One and done!"
icon_state = "crossbowlarge"
origin_tech = null
materials = list()
@@ -247,9 +242,7 @@
ammo_type = list(/obj/item/ammo_casing/energy/plasma)
fire_sound = 'sound/weapons/laser.ogg'
usesound = 'sound/items/welder.ogg'
toolspeed = 1
container_type = OPENCONTAINER
flags = CONDUCT
attack_verb = list("attacked", "slashed", "cut", "sliced")
force = 12
sharp = TRUE
@@ -475,7 +468,6 @@
icon_state = "toxgun"
item_state = "toxgun"
sprite_sheets_inhand = list("Vox" = 'icons/mob/clothing/species/vox/held.dmi', "Drask" = 'icons/mob/clothing/species/drask/held.dmi') //This apperently exists, and I have the sprites so sure.
w_class = WEIGHT_CLASS_NORMAL
origin_tech = "combat=4;magnets=4;powerstorage=3"
ammo_type = list(/obj/item/ammo_casing/energy/weak_plasma, /obj/item/ammo_casing/energy/charged_plasma)
shaded_charge = TRUE
@@ -632,7 +624,6 @@
ammo_type = list(/obj/item/ammo_casing/energy/bsg)
weapon_weight = WEAPON_HEAVY
w_class = WEIGHT_CLASS_BULKY
can_holster = FALSE
slot_flags = ITEM_SLOT_BACK
cell_type = /obj/item/stock_parts/cell/bsg
shaded_charge = TRUE
@@ -1082,9 +1073,7 @@
icon = 'icons/obj/guns/projectile.dmi'
icon_state = "spikethrower"
item_state = "toxgun"
w_class = WEIGHT_CLASS_NORMAL
fire_sound_text = "a strange noise"
can_suppress = 0
selfcharge = TRUE
charge_delay = 10
restricted_species = list(/datum/species/vox)
@@ -1098,7 +1087,6 @@
desc = "A broadhead spike made out of a weird silvery metal."
projectile_type = /obj/item/projectile/bullet/spike
muzzle_flash_effect = null
e_cost = 100
select_name = "spike"
fire_sound = 'sound/weapons/bladeslice.ogg'
@@ -1137,7 +1125,6 @@
muzzle_flash_effect = /obj/effect/temp_visual/target_angled/muzzle_flash/vortex_blast
variance = 70
pellets = 8
e_cost = 100
delay = 1.2 SECONDS //and delay has to be stored here on energy guns
select_name = "vortex blast"
fire_sound = 'sound/weapons/wave.ogg'
@@ -1227,8 +1214,6 @@
item_state = "lever_action"
fire_sound = 'sound/weapons/gunshots/gunshot_lascarbine.ogg'
origin_tech = "combat=5;magnets=4"
w_class = WEIGHT_CLASS_NORMAL
flags = CONDUCT
slot_flags = ITEM_SLOT_BACK
can_charge = FALSE
ammo_type = list(/obj/item/ammo_casing/energy/lasergun/lever_action)
@@ -39,7 +39,6 @@
icon_state = "advtaser"
ammo_type = list(/obj/item/ammo_casing/energy/electrode, /obj/item/ammo_casing/energy/disabler)
origin_tech = "combat=4"
ammo_x_offset = 2
flight_x_offset = 15
shaded_charge = FALSE
can_holster = TRUE
@@ -73,7 +72,6 @@
item_state = null
origin_tech = "combat=3"
ammo_type = list(/obj/item/ammo_casing/energy/disabler)
ammo_x_offset = 2
can_flashlight = TRUE
flight_x_offset = 15
flight_y_offset = 10
@@ -133,7 +131,6 @@
ammo_type = list(/obj/item/ammo_casing/energy/disabler/smg)
shaded_charge = TRUE
can_holster = FALSE
fire_delay = 0
/obj/item/gun/energy/disabler/smg/examine_more(mob/user)
..()
@@ -192,11 +189,8 @@
desc = "A high-tech revolver that fires internal, 3D printed shock cartridges in a revolving cylinder. \
The cartridges can be recharged using conventional rechargers. These shots charge whatever they hit, causing arcs of electricity to form between them."
icon_state = "stunrevolver"
item_state = "gun"
origin_tech = "combat=4;materials=4;powerstorage=4"
ammo_type = list(/obj/item/ammo_casing/energy/arc_revolver)
can_flashlight = FALSE
shaded_charge = FALSE
can_holster = TRUE
/obj/item/gun/energy/arc_revolver/examine_more(mob/user)
@@ -1,13 +1,11 @@
/obj/item/gun/grenadelauncher
name = "grenade launcher"
desc = "a terrible, terrible thing. it's really awful!"
icon = 'icons/obj/guns/projectile.dmi'
icon_state = "riotgun"
item_state = "riotgun"
w_class = WEIGHT_CLASS_BULKY
throw_speed = 2
throw_range = 10
force = 5
var/list/grenades = list()
var/max_grenades = 3
-2
View File
@@ -6,7 +6,6 @@
item_state = "staff"
fire_sound = 'sound/weapons/emitter.ogg'
fire_sound_text = "energy blast"
flags = CONDUCT
w_class = WEIGHT_CLASS_HUGE
var/max_charges = 6
var/charges = 0
@@ -19,7 +18,6 @@
origin_tech = null
clumsy_check = FALSE
trigger_guard = TRIGGER_GUARD_ALLOW_ALL // Has no trigger at all, uses magic instead
can_holster = FALSE // Nothing here is a gun, and therefore shouldn't really fit into a holster
lefthand_file = 'icons/mob/inhands/items_lefthand.dmi' //not really a gun and some toys use these inhands
righthand_file = 'icons/mob/inhands/items_righthand.dmi'
-2
View File
@@ -4,7 +4,6 @@
icon = 'icons/obj/chronos.dmi'
icon_state = "chronogun"
item_state = "chronogun"
w_class = WEIGHT_CLASS_NORMAL
var/mob/living/current_target
var/last_check = 0
@@ -145,7 +144,6 @@
/obj/item/gun/medbeam/damaged
name = "damaged beamgun"
desc = "Delivers volatile medical nanites in a focused beam. Don't cross the beams!"
///How hot the beamgun is, if it hits max heat it will break
var/current_heat = 0
///How much heat the beamgun needs to break
@@ -4,7 +4,6 @@
icon_state = "empty_blastcannon"
var/icon_state_loaded = "loaded_blastcannon"
item_state = "blastcannon_empty"
w_class = WEIGHT_CLASS_NORMAL
force = 10
fire_sound = 'sound/weapons/blastcannon.ogg'
needs_permit = FALSE
@@ -99,7 +98,6 @@
name = "blast wave"
icon_state = "blastwave"
damage = 0
nodamage = FALSE
forcedodge = -1
range = 150
var/heavyr = 0
-3
View File
@@ -4,7 +4,6 @@
icon = 'icons/obj/items_cyborg.dmi'
icon_state = "taser"
item_state = "armcannonstun4"
force = 5
selfcharge = TRUE
can_flashlight = FALSE
trigger_guard = TRIGGER_GUARD_ALLOW_ALL // Has no trigger at all, uses neural signals instead
@@ -13,8 +12,6 @@
name = "mounted laser"
desc = "An arm mounted cannon that fires lethal lasers."
icon = 'icons/obj/items_cyborg.dmi'
icon_state = "laser"
item_state = "armcannonlase"
force = 5
selfcharge = TRUE
trigger_guard = TRIGGER_GUARD_ALLOW_ALL
@@ -13,7 +13,6 @@
*/
/obj/item/gun/projectile/automatic
w_class = WEIGHT_CLASS_NORMAL
var/alarmed = 0
var/select = 1
can_tactical = TRUE
@@ -109,7 +108,6 @@
origin_tech = "combat=5;materials=2;syndicate=6"
mag_type = /obj/item/ammo_box/magazine/smgm45
fire_sound = 'sound/weapons/gunshots/gunshot_smg.ogg'
fire_delay = 2
burst_size = 2
can_bayonet = TRUE
knife_x_offset = 26
@@ -139,7 +137,6 @@
fire_sound = 'sound/weapons/gunshots/gunshot_rifle.ogg'
magin_sound = 'sound/weapons/gun_interactions/batrifle_magin.ogg'
magout_sound = 'sound/weapons/gun_interactions/batrifle_magout.ogg'
fire_delay = 2
can_suppress = FALSE
burst_size = 1
actions_types = list()
@@ -179,8 +176,6 @@
magout_sound = 'sound/weapons/gun_interactions/batrifle_magout.ogg'
can_suppress = FALSE
var/obj/item/gun/projectile/revolver/grenadelauncher/underbarrel
burst_size = 3
fire_delay = 2
/obj/item/gun/projectile/automatic/m90/Initialize(mapload)
. = ..()
@@ -276,7 +271,6 @@
magin_sound = 'sound/weapons/gun_interactions/batrifle_magin.ogg'
magout_sound = 'sound/weapons/gun_interactions/batrifle_magout.ogg'
can_suppress = FALSE
burst_size = 3
fire_delay = 1
//////////////////////////////
@@ -307,7 +301,6 @@
desc = "A compact semi-automatic shotgun for combat in narrow corridors, nicknamed 'Bulldog' by boarding parties. Compatible only with specialized 8-round drum magazines."
icon_state = "bulldog"
item_state = "bulldog"
w_class = WEIGHT_CLASS_NORMAL
origin_tech = "combat=6;materials=4;syndicate=6"
mag_type = /obj/item/ammo_box/magazine/m12g
fire_sound = 'sound/weapons/gunshots/gunshot_shotgun.ogg'
@@ -362,7 +355,6 @@
desc = "A compact Warp-Tac Industries fully automatic laser carbine that uses disposable laser cartridges rather than an internal power cell. Utilized by Nanotrasen's response teams for combat operations."
icon_state = "lasercarbine"
item_state = "lasercarbine"
w_class = WEIGHT_CLASS_NORMAL
origin_tech = "combat=4;materials=2"
mag_type = /obj/item/ammo_box/magazine/laser
fire_sound = 'sound/weapons/gunshots/gunshot_lascarbine.ogg'
@@ -71,7 +71,6 @@
ammo_type = /obj/item/ammo_casing/caseless/arrow
range = 10
damage = 25
damage_type = BRUTE
/obj/item/ammo_casing/caseless/arrow
name = "arrow"
@@ -2,15 +2,12 @@
/obj/item/gun/projectile/automatic/pistol
name = "stechkin pistol"
desc = "A small, easily concealable 10mm handgun. Has a threaded barrel for suppressors."
icon_state = "pistol"
w_class = WEIGHT_CLASS_SMALL
origin_tech = "combat=3;materials=2;syndicate=3"
can_holster = TRUE
mag_type = /obj/item/ammo_box/magazine/m10mm
fire_sound = 'sound/weapons/gunshots/gunshot_pistol.ogg'
magin_sound = 'sound/weapons/gun_interactions/pistol_magin.ogg'
magout_sound = 'sound/weapons/gun_interactions/pistol_magout.ogg'
can_suppress = TRUE
burst_size = 1
fire_delay = 0
execution_speed = 4 SECONDS
@@ -35,7 +32,6 @@
icon_state = "enforcer_grey"
force = 10
mag_type = /obj/item/ammo_box/magazine/enforcer
can_suppress = TRUE
unique_reskin = TRUE
can_flashlight = TRUE
@@ -100,7 +96,6 @@
desc = "A deadly automatic pistol produced by the USSP's State Armory. Uses 10mm ammo."
icon_state = "aps"
w_class = WEIGHT_CLASS_NORMAL
origin_tech = "combat=3;materials=2;syndicate=3"
mag_type = /obj/item/ammo_box/magazine/apsm10mm
can_suppress = FALSE
burst_size = 3
@@ -191,8 +191,6 @@
desc = "A bulky revolver that seems to be made out of a plant."
icon_state = "pea_shooter"
item_state = "peashooter"
lefthand_file = 'icons/mob/inhands/guns_lefthand.dmi'
righthand_file = 'icons/mob/inhands/guns_righthand.dmi'
w_class = WEIGHT_CLASS_BULKY
origin_tech = "combat=3;biotech=5"
mag_type = /obj/item/ammo_box/magazine/internal/overgrown
@@ -227,7 +225,6 @@
w_class = WEIGHT_CLASS_BULKY
weapon_weight = WEAPON_HEAVY
force = 10
flags = CONDUCT
slot_flags = ITEM_SLOT_BACK
mag_type = /obj/item/ammo_box/magazine/internal/shot/dual
fire_sound = 'sound/weapons/gunshots/gunshot_shotgun.ogg'
@@ -317,15 +314,8 @@
desc = "Essentially a tube that aims shotgun shells."
icon_state = "ishotgun"
item_state = "ishotgun"
lefthand_file = 'icons/mob/inhands/64x64_guns_lefthand.dmi'
righthand_file = 'icons/mob/inhands/64x64_guns_righthand.dmi'
inhand_x_dimension = 64
inhand_y_dimension = 64
w_class = WEIGHT_CLASS_BULKY
force = 10
slot_flags = null
mag_type = /obj/item/ammo_box/magazine/internal/shot/improvised
fire_sound = 'sound/weapons/gunshots/gunshot_shotgun.ogg'
sawn_desc = "I'm just here for the gasoline."
unique_reskin = FALSE
var/sling = FALSE
@@ -369,7 +359,6 @@
item_state = "stick"
sawn_state = SAWN_OFF
w_class = WEIGHT_CLASS_SMALL
force = 10
can_unsuppress = FALSE
slot_flags = null
origin_tech = "" // NO GIVAWAYS
@@ -148,7 +148,6 @@
/obj/item/ammo_casing/mm762x51/bleeding
name = "7.62x51mm 'Shredder' round"
desc = "A 7.62x51mm 'Shredder' cartridge, with a heavily serrated tip intended to cause massive bleeding."
icon_state = "762-casing"
projectile_type = /obj/item/projectile/bullet/saw/bleeding
/obj/item/ammo_casing/mm762x51/hollow
@@ -9,8 +9,6 @@
inhand_y_dimension = 64
w_class = WEIGHT_CLASS_BULKY
force = 10
flags = CONDUCT
can_holster = FALSE
slot_flags = ITEM_SLOT_BACK
origin_tech = "combat=4;materials=2"
mag_type = /obj/item/ammo_box/magazine/internal/shot
@@ -89,7 +87,6 @@
item_state = "riotshotgun"
mag_type = /obj/item/ammo_box/magazine/internal/shot/riot
sawn_desc = "Come with me if you want to live."
sawn_state = SAWN_INTACT
/obj/item/gun/projectile/shotgun/riot/attackby__legacy__attackchain(obj/item/A, mob/user, params)
if(istype(A, /obj/item/circular_saw) || istype(A, /obj/item/gun/energy/plasmacutter))
@@ -316,7 +313,6 @@
item_state = "shotgun_combat"
origin_tech = "combat=6"
mag_type = /obj/item/ammo_box/magazine/internal/shot/com
w_class = WEIGHT_CLASS_BULKY
execution_speed = 5 SECONDS
/// Service Malfunction Borg Combat Shotgun Variant
@@ -340,7 +336,6 @@
lefthand_file = 'icons/mob/inhands/guns_lefthand.dmi'
righthand_file = 'icons/mob/inhands/guns_righthand.dmi'
item_state = "bulldog"
origin_tech = "combat=4;materials=2"
mag_type = /obj/item/ammo_box/magazine/internal/shot/tube
w_class = WEIGHT_CLASS_HUGE
var/toggled = 0
@@ -12,9 +12,6 @@
fire_delay = 40
burst_size = 1
origin_tech = "combat=7"
can_unsuppress = TRUE
can_suppress = TRUE
w_class = WEIGHT_CLASS_NORMAL
slot_flags = ITEM_SLOT_BACK
actions_types = list()
execution_speed = 4 SECONDS
@@ -9,7 +9,6 @@
suppressed_sound = 'sound/weapons/gunshots/gunshot_smg.ogg'
force = 0
throwforce = 0
burst_size = 3
clumsy_check = FALSE
needs_permit = FALSE
@@ -111,7 +110,6 @@
name = "donksoft LMG"
desc = "A heavily modified toy light machine gun, designated 'L6 SAW'. Ages 8 and up."
icon = 'icons/obj/guns/toy.dmi'
can_suppress = FALSE
needs_permit = FALSE
mag_type = /obj/item/ammo_box/magazine/toy/m762
origin_tech = "combat=5;engineering=3;syndicate=3"
@@ -125,9 +123,7 @@
/obj/item/gun/projectile/shotgun/toy/tommygun
name = "tommy gun"
desc = "Looks almost like the real thing! Great for practicing Drive-bys. Ages 8 and up."
icon = 'icons/obj/guns/toy.dmi'
icon_state = "tommygun"
item_state = "shotgun"
lefthand_file = 'icons/mob/inhands/guns_lefthand.dmi'
righthand_file = 'icons/mob/inhands/guns_righthand.dmi'
inhand_x_dimension = 32
@@ -3,7 +3,6 @@
name = "projectile gun"
icon_state = "pistol"
origin_tech = "combat=2;materials=2"
w_class = WEIGHT_CLASS_NORMAL
materials = list(MAT_METAL=1000)
var/mag_type = /obj/item/ammo_box/magazine/m10mm //Removes the need for max_ammo and caliber info
-1
View File
@@ -8,7 +8,6 @@
throw_speed = 2
throw_range = 3
force = 15
flags = CONDUCT
origin_tech = "combat=6;syndicate=7"
fire_sound = 'sound/weapons/blastcannon.ogg'
fire_delay = 40
@@ -3,9 +3,7 @@
desc = "A spring loaded rifle designed to fit syringes, used to incapacitate unruly patients from a distance. Not compatible with DNA-Injectors."
icon_state = "syringegun"
item_state = "syringegun"
w_class = WEIGHT_CLASS_NORMAL
origin_tech = "combat=2;biotech=3"
throw_speed = 3
throw_range = 7
force = 4
materials = list(MAT_METAL=2000)
@@ -168,7 +168,6 @@
icon_state = "bolt"
item_state = "bolt"
throwforce = 20
w_class = WEIGHT_CLASS_NORMAL
sharp = TRUE
/obj/item/arrow/proc/removed() //Helper for metal rods falling apart.
@@ -5,7 +5,6 @@
w_class = WEIGHT_CLASS_HUGE
throw_speed = 2
throw_range = 3
force = 5
clumsy_check = FALSE
valid_projectile_type = /obj/item/food/pie
@@ -42,7 +42,6 @@
impact_type = /obj/effect/projectile/impact/laser
impact_effect_type = null
hitscan_light_intensity = 3
hitscan_light_range = 0.75
hitscan_light_color_override = LIGHT_COLOR_DARKRED
muzzle_flash_intensity = 6
muzzle_flash_range = 2
@@ -140,7 +139,6 @@
tracer_type = /obj/effect/projectile/tracer/pulse
impact_type = /obj/effect/projectile/impact/pulse
hitscan_light_intensity = 3
hitscan_light_range = 0.75
hitscan_light_color_override = LIGHT_COLOR_DARKBLUE
muzzle_flash_intensity = 6
muzzle_flash_range = 2
@@ -175,7 +173,6 @@
impact_type = /obj/effect/projectile/impact/laser/emitter
impact_effect_type = null
hitscan_light_intensity = 3
hitscan_light_range = 0.75
hitscan_light_color_override = LIGHT_COLOR_GREEN
muzzle_flash_intensity = 6
muzzle_flash_range = 2
@@ -194,7 +191,6 @@
nodamage = 1
damage = 0
damage_type = STAMINA
flag = "laser"
var/suit_types = list(/obj/item/clothing/suit/redtag, /obj/item/clothing/suit/bluetag)
log_override = TRUE
impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
@@ -210,8 +206,6 @@
return 1
/obj/item/projectile/beam/lasertag/omni
name = "laser tag beam"
icon_state = "omnilaser"
/obj/item/projectile/beam/lasertag/redtag
icon_state = "laser"
@@ -246,7 +240,6 @@
impact_type = /obj/effect/projectile/impact/laser
impact_effect_type = null
hitscan_light_intensity = 3
hitscan_light_range = 0.75
hitscan_light_color_override = LIGHT_COLOR_FIRE
muzzle_flash_intensity = 6
muzzle_flash_range = 2
@@ -260,7 +253,6 @@
icon_state = "purple_laser"
damage = 200
armour_penetration_percentage = 100
damage_type = BURN
impact_effect_type = /obj/effect/temp_visual/impact_effect/purple_laser
light_color = LIGHT_COLOR_PURPLE
@@ -1,9 +1,6 @@
/obj/item/projectile/bullet
name = "bullet"
icon_state = "bullet"
damage = 60
damage_type = BRUTE
flag = "bullet"
hitsound_wall = "ricochet"
impact_effect_type = /obj/effect/temp_visual/impact_effect
@@ -102,9 +99,6 @@
/obj/item/projectile/bullet/pellet/rubber/stinger
name = "stingball"
damage = 1
stamina = 12.5
icon_state = "bullet-r"
armour_penetration_flat = -10
/obj/item/projectile/bullet/pellet/assassination
damage = 12
@@ -8,7 +8,6 @@
/obj/item/projectile/energy/electrode
name = "electrode"
icon_state = "spark"
color = "#FFFF00"
nodamage = 1
weaken = 10 SECONDS
@@ -48,7 +47,6 @@
icon_state = "cbbolt"
damage = 15
damage_type = TOX
nodamage = FALSE
stamina = 60
eyeblur = 20 SECONDS
knockdown = 2 SECONDS
@@ -64,7 +62,6 @@
icon_state = "bluespace"
impact_effect_type = /obj/effect/temp_visual/bsg_kaboom
damage = BSG_BASE_DAMAGE
damage_type = BURN
armour_penetration_flat = 50
range = 9
knockdown = 4 SECONDS //This is going to knock you off your feet
@@ -129,7 +126,6 @@
name = "plasma bolt"
icon_state = "plasma_light"
damage = 12.5
damage_type = BURN
/obj/item/projectile/homing/charged_plasma
name = "charged plasma bolt"
@@ -139,7 +135,6 @@
flag = "energy"
armour_penetration_flat = 10 // It can have a little armor pen, as a treat. Bigger than it looks, energy armor is often low.
shield_buster = TRUE
reflectability = REFLECTABILITY_PHYSICAL //I will let eswords block it like a normal projectile, but it's not getting reflected, and eshields will take the hit hard. Carp still can reflect though, screw you.
var/reached_target = FALSE
/obj/item/projectile/homing/charged_plasma/pixel_move(trajectory_multiplier)
@@ -164,7 +159,6 @@
name = "arc emitter"
icon_state = "plasma_light"
damage = ARC_REVOLVER_BASE_DAMAGE
damage_type = BURN
var/charge_number = null
/obj/item/projectile/energy/arc_revolver/on_hit(atom/target)
@@ -1,12 +1,10 @@
/obj/item/projectile/forcebolt
name = "force bolt"
icon = 'icons/obj/projectiles.dmi'
icon_state = "ice_1"
damage = 20
flag = "energy"
/obj/item/projectile/forcebolt/strong
name = "force bolt"
/obj/item/projectile/forcebolt/on_hit(atom/movable/target, blocked = 0)
. = ..()
@@ -1,6 +1,5 @@
/obj/item/projectile/homing
name = "smart bullet"
icon_state = "bullet"
var/homing_active = TRUE
/obj/item/projectile/homing/pixel_move(trajectory_multiplier)
@@ -17,7 +17,6 @@
tracer_type = /obj/effect/projectile/tracer/death
impact_type = /obj/effect/projectile/impact/death
hitscan_light_intensity = 3
hitscan_light_range = 0.75
hitscan_light_color_override = LIGHT_COLOR_PURPLE
muzzle_flash_intensity = 6
muzzle_flash_range = 2
@@ -145,7 +144,6 @@
/obj/item/projectile/magic/door
name = "bolt of door creation"
icon_state = "energy"
var/list/door_types = list(/obj/structure/mineral_door/wood,/obj/structure/mineral_door/iron,/obj/structure/mineral_door/silver,\
/obj/structure/mineral_door/gold,/obj/structure/mineral_door/uranium,/obj/structure/mineral_door/sandstone,/obj/structure/mineral_door/transparent/plasma,\
/obj/structure/mineral_door/transparent/diamond)
@@ -416,6 +414,4 @@ GLOBAL_LIST_INIT(wabbajack_docile_animals, list(
damage = 20
damage_type = BURN
nodamage = FALSE
armour_penetration_flat = 0
flag = MAGIC
hitsound = 'sound/weapons/barragespellhit.ogg'
@@ -24,7 +24,6 @@
icon_state= "bolter"
damage = 50
alwayslog = TRUE
flag = "bullet"
/obj/item/projectile/bullet/gyro/on_hit(atom/target, blocked = 0)
..()
@@ -36,8 +35,6 @@
desc = "USE A WEEL GUN."
icon_state= "bolter"
alwayslog = TRUE
damage = 60
flag = "bullet"
/obj/item/projectile/bullet/a40mm/on_hit(atom/target, blocked = 0)
..()
@@ -107,9 +104,7 @@
icon = 'icons/obj/meteor.dmi'
icon_state = "small"
damage = 0
damage_type = BRUTE
nodamage = 1
flag = "bullet"
/obj/item/projectile/meteor/Bump(atom/A)
if(A == firer)
@@ -143,20 +138,16 @@
/obj/item/projectile/energy/floramut
name = "alpha somatoray"
icon_state = "energy"
damage = 0
damage_type = TOX
nodamage = TRUE
impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser
flag = "energy"
/obj/item/projectile/energy/florayield
name = "beta somatoray"
icon_state = "energy2"
damage = 0
damage_type = TOX
nodamage = TRUE
impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser
flag = "energy"
/obj/item/projectile/energy/mindflayer
name = "flayer ray"
@@ -234,7 +225,6 @@
/obj/item/projectile/plasma
name = "plasma blast"
icon_state = "plasmacutter"
damage_type = BRUTE
damage = 5
range = 3
dismemberment = 20
@@ -245,7 +235,6 @@
impact_type = /obj/effect/projectile/impact/plasma_cutter
impact_effect_type = null
hitscan_light_intensity = 3
hitscan_light_range = 0.75
hitscan_light_color_override = LIGHT_COLOR_CYAN
muzzle_flash_intensity = 6
muzzle_flash_range = 2
@@ -285,7 +274,6 @@
/obj/item/projectile/energy/teleport
name = "teleportation burst"
icon_state = "bluespace"
damage = 0
nodamage = 1
alwayslog = TRUE
var/obj/item/beacon/teleport_target
@@ -308,10 +296,7 @@
/obj/item/projectile/energy/demonic_grappler
name = "demonic grappler"
icon_state = "bluespace"
damage = 0
damage_type = BURN
nodamage = 1
flag = "energy"
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
/obj/item/projectile/energy/demonic_grappler/on_hit(atom/target, blocked = 0)
@@ -342,7 +327,6 @@
icon_state = "ornament-1"
hitsound = 'sound/effects/glasshit.ogg'
damage = 7
damage_type = BRUTE
/obj/item/projectile/ornament/New()
icon_state = pick("ornament-1", "ornament-2")
@@ -7,11 +7,9 @@
name = "projectile"
icon = 'icons/obj/projectiles.dmi'
icon_state = "bullet"
density = FALSE
resistance_flags = LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
anchored = TRUE //There's a reason this is here, Mport. God fucking damn it -Agouri. Find&Fix by Pete. The reason this is here is to stop the curving of emitter shots.
flags = ABSTRACT
pass_flags = PASSTABLE
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
hitsound = 'sound/weapons/pierce.ogg'
var/hitsound_wall = ""