massive burndown (#29894)

This commit is contained in:
Contrabang
2025-07-27 20:52:39 +00:00
committed by GitHub
parent a596fba80d
commit 1504ed98be
1043 changed files with 0 additions and 3598 deletions
@@ -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")