diff --git a/_maps/map_files/generic/centcomm.dmm b/_maps/map_files/generic/centcomm.dmm
index a99946cca18..267bfd5bbc3 100644
--- a/_maps/map_files/generic/centcomm.dmm
+++ b/_maps/map_files/generic/centcomm.dmm
@@ -13201,12 +13201,12 @@
/area/holodeck/source_beach)
"Zw" = (
/obj/structure/closet/secure_closet/guncabinet,
-/obj/item/gun/energy/toxgun{
+/obj/item/gun/energy/plasma_pistol{
pixel_x = -3;
pixel_y = 3
},
-/obj/item/gun/energy/toxgun,
-/obj/item/gun/energy/toxgun{
+/obj/item/gun/energy/plasma_pistol,
+/obj/item/gun/energy/plasma_pistol{
pixel_x = 3;
pixel_y = -3
},
diff --git a/code/__DEFINES/dcs/signals.dm b/code/__DEFINES/dcs/signals.dm
index 9bb6b459fab..1b52ee4cd9e 100644
--- a/code/__DEFINES/dcs/signals.dm
+++ b/code/__DEFINES/dcs/signals.dm
@@ -408,6 +408,8 @@
#define COMSIG_CARBON_EMBED_RIP "item_embed_start_rip"
///called when removing a given item from a mob, from mob/living/carbon/remove_embedded_object(mob/living/carbon/target, /obj/item)
#define COMSIG_CARBON_EMBED_REMOVAL "item_embed_remove_safe"
+/// From /mob/living/carbon/swap_hand(): Called when the user swaps their active hand
+#define COMSIG_CARBON_SWAP_HANDS "carbon_swap_hands"
// /mob/living/simple_animal/hostile signals
#define COMSIG_HOSTILE_ATTACKINGTARGET "hostile_attackingtarget"
diff --git a/code/datums/uplink_item.dm b/code/datums/uplink_item.dm
index d33a5083572..6f649460561 100644
--- a/code/datums/uplink_item.dm
+++ b/code/datums/uplink_item.dm
@@ -1530,6 +1530,14 @@ GLOBAL_LIST_INIT(uplink_items, subtypesof(/datum/uplink_item))
gamemodes = list(/datum/game_mode/nuclear)
surplus = 20
+/datum/uplink_item/device_tools/dropwall
+ name = "Dropwall generator box"
+ desc = "A box of 5 dropwall shield generators, which can be used to make temporary directional shields that block projectiles, thrown objects, and reduce explosions. Configure the direction before throwing."
+ item = /obj/item/storage/box/syndie_kit/dropwall
+ reference = "ESD"
+ cost = 10
+ gamemodes = list(/datum/game_mode/nuclear)
+
/datum/uplink_item/device_tools/medgun
name = "Medbeam Gun"
desc = "Medical Beam Gun, useful in prolonged firefights. DO NOT CROSS THE BEAMS. Crossing beams with another medbeam or attaching two beams to one target will have explosive consequences."
diff --git a/code/game/gamemodes/cult/cult_items.dm b/code/game/gamemodes/cult/cult_items.dm
index 429c947a9a6..68566d732bf 100644
--- a/code/game/gamemodes/cult/cult_items.dm
+++ b/code/game/gamemodes/cult/cult_items.dm
@@ -168,6 +168,10 @@
current_charges--
playsound(loc, "sparks", 100, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
new /obj/effect/temp_visual/cult/sparks(get_turf(owner))
+ if(istype(hitby, /obj/item/projectile))
+ var/obj/item/projectile/P = hitby
+ if(P.shield_buster)
+ current_charges = 0 //Change it to remove 3 charges if it ever has its max shield limit increased above 3.
if(!current_charges)
owner.visible_message("The runed shield around [owner] suddenly disappears!")
shield_state = "broken"
@@ -467,7 +471,7 @@
// 10 * 3 gives it a 30% chance to shatter per hit.
shatter_chance = min((P.damage - threshold) * 3, 75) // Maximum of 75% chance
- if(prob(shatter_chance))
+ if(prob(shatter_chance) || P.shield_buster)
var/turf/T = get_turf(owner)
T.visible_message("The sheer force from [P] shatters the mirror shield!")
new /obj/effect/temp_visual/cult/sparks(T)
diff --git a/code/game/machinery/deployable.dm b/code/game/machinery/deployable.dm
index faa249c8035..89994adc473 100644
--- a/code/game/machinery/deployable.dm
+++ b/code/game/machinery/deployable.dm
@@ -6,6 +6,8 @@
#define WOOD 2
#define SAND 3
+#define DROPWALL_UPTIME 12
+
//Barricades/cover
/obj/structure/barricade
@@ -18,13 +20,16 @@
var/bar_material = METAL
var/drop_amount = 3
var/stacktype = /obj/item/stack/sheet/metal
+ /// This variable is used to allow projectiles to always shoot through a barrier from a certain direction
+ var/directional_blockage = FALSE
+ //The list of directions to block a projectile from
+ var/list/directional_list = list()
/obj/structure/barricade/deconstruct(disassembled = TRUE)
if(!(flags & NODECONSTRUCT))
make_debris()
qdel(src)
-
/obj/structure/barricade/proc/make_debris()
if(stacktype)
new stacktype(get_turf(src), drop_amount)
@@ -53,15 +58,22 @@
if(!anchored)
return TRUE
var/obj/item/projectile/proj = mover
+ if(directional_blockage)
+ if(one_eighty_check(mover))
+ return FALSE
if(proj.firer && Adjacent(proj.firer))
return TRUE
if(prob(proj_pass_rate))
return TRUE
return FALSE
- else
- return !density
-
+ if(isitem(mover)) //thrown items with the dropwall
+ if(directional_blockage)
+ if(one_eighty_check(mover))
+ return FALSE
+ return !density
+/obj/structure/barricade/proc/one_eighty_check(atom/movable/mover)
+ return turn(mover.dir, 180) in directional_list
/////BARRICADE TYPES///////
@@ -210,6 +222,168 @@
/obj/structure/barricade/mime/mrcd
stacktype = null
+/obj/structure/barricade/dropwall
+ name = "dropwall"
+ desc = "A temporary deployable energy shield powered by a generator. Breaking the generator will destroy all the shields connected to it."
+ icon = 'icons/obj/dropwall.dmi'
+ icon_state = "dropwall_dead" //sprite chosen in init
+ density = FALSE
+ directional_blockage = TRUE
+ proj_pass_rate = 100 //don't worry about it, covered by directional blockage.
+ stacktype = null
+ /// This variable is used to tell the shield to ping it's owner when it is broke.
+ var/core_shield = FALSE
+ /// This variable is to tell the shield what it's source is.
+ var/obj/structure/dropwall_generator/source = null
+ explosion_block = 8 //should be enough for a potasium water nade that isn't a maxcap. If you stand next to a maxcap with this however, it will end poorly
+
+/obj/structure/barricade/dropwall/Initialize(mapload, owner, core, dir_1, dir_2)
+ . = ..()
+ source = owner
+ core_shield = core
+ directional_list += dir_1
+ directional_list += dir_2
+ if(dir_2)
+ icon_state = "[dir2text(dir_1 + dir_2)]"
+ else
+ icon_state = "[dir2text(dir_1)]"
+
+/obj/structure/barricade/dropwall/Destroy()
+ if(core_shield)
+ source.protected = FALSE
+ source = null
+ return ..()
+
+/obj/structure/barricade/dropwall/emp_act(severity)
+ ..()
+ take_damage(40 / severity, BRUTE) //chances are the EMP will also hit the generator, we don't want it to double up too heavily
+
+/obj/structure/barricade/dropwall/bullet_act(obj/item/projectile/P)
+ if(P.shield_buster)
+ qdel(src)
+ else
+ return ..()
+
+/obj/item/grenade/barrier/dropwall
+ name = "dropwall shield generator"
+ desc = "This generator designed by Shellguard Munitions's spartan division is used to deploy a temporary cover that blocks projectiles and explosions from a direction, while allowing projectiles to pass freely from behind."
+ actions_types = list(/datum/action/item_action/toggle_barrier_spread)
+ icon = 'icons/obj/dropwall.dmi'
+ icon_state = "dropwall"
+ mode = NORTH
+ var/uptime = DROPWALL_UPTIME SECONDS
+
+/obj/item/grenade/barrier/dropwall/toggle_mode(mob/user)
+ switch(mode)
+ if(NORTH)
+ mode = EAST
+ if(EAST)
+ mode = SOUTH
+ if(SOUTH)
+ mode = WEST
+ if(WEST)
+ mode = NORTH
+
+ to_chat(user, "[src] is now in [dir2text(mode)] mode.")
+
+/obj/item/grenade/barrier/dropwall/prime()
+ new /obj/structure/dropwall_generator(get_turf(loc), mode, uptime)
+ qdel(src)
+
+/obj/structure/dropwall_generator
+ name = "deployed dropwall shield generator"
+ desc = "This generator designed by Shellguard Munitions's spartan division is used to deploy a temporary cover that blocks projectiles and explosions from a direction, while allowing projectiles to pass freely from behind."
+ icon = 'icons/obj/dropwall.dmi'
+ icon_state = "dropwall_deployed"
+ max_integrity = 25 // 2 shots
+ var/list/connected_shields = list()
+ /// This variable is used to prevent damage to it's core shield when it is up.
+ var/protected = FALSE
+ ///The core shield that protects the generator
+ var/obj/structure/barricade/dropwall/core_shield = null
+
+/obj/structure/dropwall_generator/Initialize(mapload, direction, uptime)
+ . = ..()
+ if(direction)
+ deploy(direction, uptime)
+
+/obj/structure/dropwall_generator/Destroy()
+ QDEL_LIST(connected_shields)
+ core_shield = null
+ return ..()
+
+/obj/structure/dropwall_generator/proc/deploy(direction, uptime)
+ anchored = TRUE
+ protected = TRUE
+ addtimer(CALLBACK(src, .proc/power_out), uptime)
+ timer_overlay_proc(uptime/10)
+
+ connected_shields += new /obj/structure/barricade/dropwall(get_turf(loc), src, TRUE, direction)
+ core_shield = connected_shields[1]
+
+ var/dir_left = turn(direction, -90)
+ var/dir_right = turn(direction, 90)
+ var/target_turf = get_step(src, dir_left)
+ if(!is_blocked_turf(target_turf))
+ connected_shields += new /obj/structure/barricade/dropwall(target_turf, src, FALSE, direction, dir_left)
+
+ var/target_turf2 = get_step(src, dir_right)
+ if(!is_blocked_turf(target_turf2))
+ connected_shields += new /obj/structure/barricade/dropwall(target_turf2, src, FALSE, direction, dir_right)
+
+
+/obj/structure/dropwall_generator/attacked_by(obj/item/I, mob/living/user) //No, you can not just go up to the generator and whack it. Central shield needs to go down first.
+ if(protected)
+ visible_message("[src]'s shield absorbs the blow!")
+ core_shield.take_damage(I.force, I.damtype, MELEE, TRUE)
+ else
+ return ..()
+
+/obj/structure/dropwall_generator/bullet_act(obj/item/projectile/P)
+ if(!protected)
+ return ..()
+ else
+ visible_message("[src]'s shield absorbs the blow!")
+ core_shield.take_damage(P.damage, P.damage_type, P.flag)
+
+/obj/structure/dropwall_generator/emp_act(severity)
+ ..()
+ if(protected)
+ for(var/obj/structure/barricade/dropwall/O in connected_shields)
+ O.emp_act(severity)
+ else
+ qdel(src)
+
+/obj/structure/dropwall_generator/proc/power_out()
+ visible_message("[src] runs out of power, causing its shields to fail!")
+ new /obj/item/used_dropwall(get_turf(src))
+ qdel(src)
+
+/obj/structure/dropwall_generator/proc/timer_overlay_proc(uptime) // This proc will make the timer on the generator tick down like a clock, over 12 equally sized portions (12 times over 12 seconds, every second by default)
+ var/cycle = DROPWALL_UPTIME + 1 - uptime
+ add_overlay("[cycle]")
+ if(cycle != 1)
+ cut_overlay("[(cycle - 1)]")
+ if(cycle < 12)
+ addtimer(CALLBACK(src, .proc/timer_overlay_proc, uptime - 1), DROPWALL_UPTIME / 12 SECONDS)
+
+
+/obj/item/used_dropwall
+ name = "broken dropwall generator"
+ desc = "This dropwall has ran out of charge, but some materials could possibly be reclamed."
+ icon = 'icons/obj/dropwall.dmi'
+ icon_state = "dropwall_dead"
+ item_state = "flashbang"
+ materials = list(MAT_METAL = 4000, MAT_GLASS = 2500) //plasma burned up for power or something, plus not that much to reclaim
+
+
+/obj/item/storage/box/syndie_kit/dropwall
+ name = "dropwall generator box"
+
+/obj/item/storage/box/syndie_kit/dropwall/populate_contents()
+ for(var/I in 1 to 5)
+ new /obj/item/grenade/barrier/dropwall(src)
+
#undef SINGLE
#undef VERTICAL
#undef HORIZONTAL
@@ -217,3 +391,6 @@
#undef METAL
#undef WOOD
#undef SAND
+
+
+#undef DROPWALL_UPTIME
diff --git a/code/game/objects/effects/effect_system/effects_sparks.dm b/code/game/objects/effects/effect_system/effects_sparks.dm
index 6d00e3c4efb..b6301351566 100644
--- a/code/game/objects/effects/effect_system/effects_sparks.dm
+++ b/code/game/objects/effects/effect_system/effects_sparks.dm
@@ -13,7 +13,7 @@
var/datum/effect_system/spark_spread/sparks = new
sparks.set_up(n, c, source)
sparks.autocleanup = TRUE
- sparks.start()
+ INVOKE_ASYNC(sparks, /datum/effect_system/.proc/start)
/obj/effect/particle_effect/sparks
name = "sparks"
diff --git a/code/game/objects/items/weapons/shields.dm b/code/game/objects/items/weapons/shields.dm
index 0053054ac85..14b25615a52 100644
--- a/code/game/objects/items/weapons/shields.dm
+++ b/code/game/objects/items/weapons/shields.dm
@@ -70,13 +70,21 @@
var/active = 0
/obj/item/shield/energy/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
+ if(istype(hitby, /obj/item/projectile))
+ var/obj/item/projectile/P = hitby
+ if(P.shield_buster && active)
+ toggle(owner, TRUE)
+ to_chat(owner, "[hitby] overloaded your [src]!")
return 0
/obj/item/shield/energy/IsReflect()
return (active)
/obj/item/shield/energy/attack_self(mob/living/carbon/human/user)
- if(HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50))
+ toggle(user, FALSE)
+
+/obj/item/shield/energy/proc/toggle(mob/living/carbon/human/user, forced)
+ if(HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50) && !forced)
to_chat(user, "You beat yourself in the head with [src].")
user.take_organ_damage(5)
active = !active
@@ -100,9 +108,9 @@
var/mob/living/carbon/human/H = user
H.update_inv_l_hand()
H.update_inv_r_hand()
- add_fingerprint(user)
+ if(!forced)
+ add_fingerprint(user)
return
-
/obj/item/shield/riot/tele
name = "telescopic shield"
desc = "An advanced riot shield made of lightweight materials that collapses for easy storage."
diff --git a/code/modules/clothing/spacesuits/hardsuit.dm b/code/modules/clothing/spacesuits/hardsuit.dm
index 3e851544b65..dc12b2e9f68 100644
--- a/code/modules/clothing/spacesuits/hardsuit.dm
+++ b/code/modules/clothing/spacesuits/hardsuit.dm
@@ -633,6 +633,10 @@
current_charges--
if(recharge_rate)
START_PROCESSING(SSobj, src)
+ if(istype(hitby, /obj/item/projectile))
+ var/obj/item/projectile/P = hitby
+ if(P.shield_buster)
+ current_charges = max(0, current_charges - 3)
if(current_charges <= 0)
owner.visible_message("[owner]'s shield overloads!")
shield_state = "broken"
diff --git a/code/modules/mob/living/carbon/carbon.dm b/code/modules/mob/living/carbon/carbon.dm
index 107a8862405..abcbfa8db1d 100644
--- a/code/modules/mob/living/carbon/carbon.dm
+++ b/code/modules/mob/living/carbon/carbon.dm
@@ -196,6 +196,7 @@
H.update_icon()
H = hud_used.inv_slots[slot_r_hand]
H.update_icon()
+ SEND_SIGNAL(src, COMSIG_CARBON_SWAP_HANDS)
/mob/living/carbon/activate_hand(selhand) //0 or "r" or "right" for right hand; 1 or "l" or "left" for left hand.
diff --git a/code/modules/projectiles/ammunition/energy.dm b/code/modules/projectiles/ammunition/energy.dm
index d52a74b7877..f3caf3f9340 100644
--- a/code/modules/projectiles/ammunition/energy.dm
+++ b/code/modules/projectiles/ammunition/energy.dm
@@ -245,11 +245,19 @@
muzzle_flash_color = LIGHT_COLOR_FADEDPURPLE
projectile_type = /obj/item/projectile/energy/shock_revolver
-/obj/item/ammo_casing/energy/toxplasma
- projectile_type = /obj/item/projectile/energy/toxplasma
+/obj/item/ammo_casing/energy/weak_plasma
+ projectile_type = /obj/item/projectile/energy/weak_plasma
+ e_cost = 75 // With no charging, 162.5 damage from 13 shots.
muzzle_flash_color = LIGHT_COLOR_FADEDPURPLE
fire_sound = 'sound/weapons/taser2.ogg'
- select_name = "plasma dart"
+ select_name = null //If the select name is null, it does not send a message of switching modes to the user, important on the pistol.
+
+/obj/item/ammo_casing/energy/charged_plasma
+ projectile_type = /obj/item/projectile/energy/charged_plasma
+ e_cost = 0 //Charge is used when you charge the gun. Prevents issues.
+ muzzle_flash_color = LIGHT_COLOR_FADEDPURPLE
+ fire_sound = 'sound/weapons/marauder.ogg' //Should be different enough to get attention
+ select_name = null
/obj/item/ammo_casing/energy/clown
projectile_type = /obj/item/projectile/clown
diff --git a/code/modules/projectiles/guns/energy/special.dm b/code/modules/projectiles/guns/energy/special.dm
index 9f6ec48f831..80a528ea490 100644
--- a/code/modules/projectiles/guns/energy/special.dm
+++ b/code/modules/projectiles/guns/energy/special.dm
@@ -1,3 +1,6 @@
+#define PLASMA_CHARGE_USE_PER_SECOND 2.5
+#define PLASMA_DISCHARGE_LIMIT 5
+
// Ion Rifles //
/obj/item/gun/energy/ionrifle
name = "ion rifle"
@@ -303,17 +306,142 @@
ammo_x_offset = 3
can_holster = TRUE // you'll never see it coming
-/obj/item/gun/energy/toxgun
+/obj/item/gun/energy/plasma_pistol
name = "plasma pistol"
- desc = "A specialized firearm designed to fire lethal bolts of toxins."
+ desc = "A specialized firearm designed to fire heated bolts of plasma. Can be overloaded for a high damage shield breaking shot."
icon_state = "toxgun"
- fire_sound = 'sound/effects/stealthoff.ogg'
-
+ 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/toxplasma)
+ ammo_type = list(/obj/item/ammo_casing/energy/weak_plasma, /obj/item/ammo_casing/energy/charged_plasma)
shaded_charge = 1
can_holster = TRUE
+ atom_say_verb = "beeps"
+ bubble_icon = "swarmer"
+ light_color = "#89078E"
+ light_power = 4
+ var/overloaded = FALSE
+ var/warned = FALSE
+ var/charging = FALSE
+ var/mob/living/carbon/holder = null
+
+/obj/item/gun/energy/plasma_pistol/Initialize(mapload)
+ . = ..()
+ START_PROCESSING(SSfastprocess, src)
+
+/obj/item/gun/energy/plasma_pistol/Destroy()
+ STOP_PROCESSING(SSfastprocess, src)
+ holder = null
+ return ..()
+
+/obj/item/gun/energy/plasma_pistol/process()
+ ..()
+ if(overloaded)
+ cell.charge -= PLASMA_CHARGE_USE_PER_SECOND / 5 //2.5 per second, 25 every 10 seconds
+ if(cell.charge <= PLASMA_CHARGE_USE_PER_SECOND * 10 && !warned)
+ warned = TRUE
+ playsound(loc, 'sound/weapons/smg_empty_alarm.ogg', 75, 1)
+ atom_say("Caution, charge low. Forced discharge in under 10 seconds.")
+ if(cell.charge <= PLASMA_DISCHARGE_LIMIT)
+ discharge()
+
+/obj/item/gun/energy/plasma_pistol/attack_self(mob/living/user)
+ if(overloaded)
+ to_chat(user, "[src] is already overloaded!")
+ return
+ if(cell.charge <= 140) //at least 6 seconds of charge time
+ to_chat(user, "[src] does not have enough charge to be overloaded.")
+ return
+ to_chat(user, "You begin to overload [src].")
+ charging = TRUE
+ if(do_after(user, 2.5 SECONDS, target = src))
+ select_fire(user)
+ overloaded = TRUE
+ cell.charge -= 125
+ playsound(loc, 'sound/machines/terminal_prompt_confirm.ogg', 75, 1)
+ atom_say("Overloading successful.")
+ set_light(3) //extra visual effect to make it more noticable to user and victims alike
+ holder = user
+ RegisterSignal(holder, COMSIG_CARBON_SWAP_HANDS, .proc/discharge)
+ charging = FALSE
+
+/obj/item/gun/energy/plasma_pistol/proc/reset_overloaded()
+ select_fire()
+ set_light(0)
+ overloaded = FALSE
+ warned = FALSE
+ UnregisterSignal(holder, COMSIG_CARBON_SWAP_HANDS)
+ holder = null
+
+/obj/item/gun/energy/plasma_pistol/process_fire(atom/target, mob/living/user, message = TRUE, params, zone_override, bonus_spread = 0)
+ if(charging)
+ return
+ return ..()
+
+/obj/item/gun/energy/plasma_pistol/process_chamber()
+ if(overloaded)
+ do_sparks(2, 1, src)
+ reset_overloaded()
+ ..()
+ update_icon()
+
+/obj/item/gun/energy/plasma_pistol/emp_act(severity)
+ ..()
+ if(prob(100 / severity) && overloaded)
+ discharge()
+
+/obj/item/gun/energy/plasma_pistol/dropped(mob/user)
+ . = ..()
+ if(overloaded)
+ discharge()
+
+/obj/item/gun/energy/plasma_pistol/equipped(mob/user, slot, initial)
+ . = ..()
+ if(overloaded)
+ discharge()
+
+/obj/item/gun/energy/plasma_pistol/proc/discharge() //25% of the time, plasma leak. Otherwise, shoot at a random mob / turf nearby. If no proper mob is found when mob is picked, fire at a turf instead
+ SIGNAL_HANDLER
+ reset_overloaded()
+ do_sparks(2, 1, src)
+ update_icon()
+ if(prob(25))
+ visible_message("[src] vents heated plasma!")
+ var/turf/simulated/T = get_turf(src)
+ if(istype(T))
+ T.atmos_spawn_air(LINDA_SPAWN_TOXINS|LINDA_SPAWN_20C,15)
+ return
+ if(prob(50))
+ var/list/mob_targets = list()
+ for(var/mob/living/M in oview(get_turf(src), 7))
+ mob_targets += M
+ if(length(mob_targets))
+ var/mob/living/target = pick(mob_targets)
+ shootAt(target)
+ visible_message("[src] discharges a plasma bolt!")
+ return
+
+ visible_message("[src] discharges a plasma bolt!")
+ var/list/turf_targets = list()
+ for(var/turf/T in orange(get_turf(src), 7))
+ turf_targets += T
+ if(length(turf_targets))
+ var/turf/target = pick(turf_targets)
+ shootAt(target)
+
+
+/obj/item/gun/energy/plasma_pistol/proc/shootAt(atom/movable/target)
+ var/turf/T = get_turf(src)
+ var/turf/U = get_turf(target)
+ if(!T || !U)
+ return
+ var/obj/item/projectile/energy/charged_plasma/O = new /obj/item/projectile/energy/charged_plasma(T)
+ playsound(get_turf(src), 'sound/weapons/marauder.ogg', 75, 1)
+ O.current = T
+ O.yo = U.y - T.y
+ O.xo = U.x - T.x
+ O.fire()
/obj/item/gun/energy/bsg
name = "\improper B.S.G"
@@ -628,3 +756,6 @@
var/obj/item/ammo_casing/energy/mimic/M = ammo_type[select]
M.mimic_type = mimic_type
..()
+
+#undef PLASMA_CHARGE_USE_PER_SECOND
+#undef PLASMA_DISCHARGE_LIMIT
diff --git a/code/modules/projectiles/projectile.dm b/code/modules/projectiles/projectile.dm
index 755fe12cc7c..c266269413c 100644
--- a/code/modules/projectiles/projectile.dm
+++ b/code/modules/projectiles/projectile.dm
@@ -72,6 +72,9 @@
/// Instructs forceMove to NOT reset our trajectory to the new location!
var/trajectory_ignore_forcemove = FALSE
+ /// Does this projectile do extra damage to / break shields?
+ var/shield_buster = FALSE
+
/obj/item/projectile/New()
return ..()
diff --git a/code/modules/projectiles/projectile/energy.dm b/code/modules/projectiles/projectile/energy.dm
index 638c6449d16..0c2bdd74393 100644
--- a/code/modules/projectiles/projectile/energy.dm
+++ b/code/modules/projectiles/projectile/energy.dm
@@ -134,9 +134,17 @@
add_attack_logs(src, M, "Hit lightly by [src]")
M.apply_damage(rand(1, 5), BURN)
-/obj/item/projectile/energy/toxplasma
+/obj/item/projectile/energy/weak_plasma
name = "plasma bolt"
- icon_state = "energy"
- damage = 20
- damage_type = TOX
- irradiate = 20
+ icon_state = "plasma_light"
+ damage = 12.5
+ damage_type = BURN
+
+/obj/item/projectile/energy/charged_plasma
+ name = "charged plasma bolt"
+ icon_state = "plasma_heavy"
+ damage = 45
+ damage_type = BURN
+ armour_penetration = 10 // It can have a little armor pen, as a treat. Bigger than it looks, energy armor is often low.
+ shield_buster = TRUE
+ is_reflectable = FALSE //I will let eswords block it like a normal projectile, but it's not getting reflected, and eshields will take the hit hard.
diff --git a/code/modules/research/designs/weapon_designs.dm b/code/modules/research/designs/weapon_designs.dm
index 471087e19ad..4ad9a03f193 100644
--- a/code/modules/research/designs/weapon_designs.dm
+++ b/code/modules/research/designs/weapon_designs.dm
@@ -133,12 +133,12 @@
/datum/design/plasmapistol
name = "Plasma Pistol"
- desc = "A specialized firearm designed to fire lethal bolts of toxins."
+ desc = "A specialized firearm designed to fire heated bolts of plasma. Can be charged up for a shield breaking shot."
id = "ppistol"
- req_tech = list("combat" = 5, "magnets" = 5, "powerstorage" = 5)
+ req_tech = list("combat" = 5, "magnets" = 5, "powerstorage" = 5, "plasmatech" = 5)
build_type = PROTOLATHE
materials = list(MAT_METAL = 5000, MAT_GLASS = 1000, MAT_PLASMA = 3000)
- build_path = /obj/item/gun/energy/toxgun
+ build_path = /obj/item/gun/energy/plasma_pistol
locked = 1
category = list("Weapons")
@@ -280,3 +280,13 @@
build_path = /obj/item/gun/energy/bsg
locked = TRUE
category = list("Weapons")
+
+/datum/design/dropwall
+ name = "Dropwall Generator"
+ desc = "A prototype shield generator design that was inspired by shellguard munitions spartan division. Generates a directional shield to block projectiles and explosions."
+ id = "drop_wall"
+ req_tech = list("combat" = 5, "materials" = 5, "engineering" = 5, "magnets" = 5)
+ build_type = PROTOLATHE
+ materials = list(MAT_METAL = 8000, MAT_GLASS = 5000, MAT_SILVER = 500, MAT_TITANIUM = 500, MAT_PLASMA = 500)
+ build_path = /obj/item/grenade/barrier/dropwall
+ category = list("Weapons")
diff --git a/icons/mob/clothing/species/drask/held.dmi b/icons/mob/clothing/species/drask/held.dmi
index 67949d0b201..51e93e98469 100644
Binary files a/icons/mob/clothing/species/drask/held.dmi and b/icons/mob/clothing/species/drask/held.dmi differ
diff --git a/icons/mob/clothing/species/vox/held.dmi b/icons/mob/clothing/species/vox/held.dmi
index feca9c955c9..853076c23ae 100644
Binary files a/icons/mob/clothing/species/vox/held.dmi and b/icons/mob/clothing/species/vox/held.dmi differ
diff --git a/icons/mob/inhands/guns_lefthand.dmi b/icons/mob/inhands/guns_lefthand.dmi
index 13a4dfc1ab5..f8ddd06a343 100644
Binary files a/icons/mob/inhands/guns_lefthand.dmi and b/icons/mob/inhands/guns_lefthand.dmi differ
diff --git a/icons/mob/inhands/guns_righthand.dmi b/icons/mob/inhands/guns_righthand.dmi
index 2b3d38589da..59b6dda0093 100644
Binary files a/icons/mob/inhands/guns_righthand.dmi and b/icons/mob/inhands/guns_righthand.dmi differ
diff --git a/icons/obj/dropwall.dmi b/icons/obj/dropwall.dmi
new file mode 100644
index 00000000000..e8f93cb03bd
Binary files /dev/null and b/icons/obj/dropwall.dmi differ
diff --git a/icons/obj/guns/energy.dmi b/icons/obj/guns/energy.dmi
index c283711c2d0..3ffb45eb549 100644
Binary files a/icons/obj/guns/energy.dmi and b/icons/obj/guns/energy.dmi differ
diff --git a/icons/obj/projectiles.dmi b/icons/obj/projectiles.dmi
index f8f147de5ed..ac5945b67ea 100644
Binary files a/icons/obj/projectiles.dmi and b/icons/obj/projectiles.dmi differ