This commit is contained in:
KalevTait
2022-07-08 08:18:54 +01:00
committed by GitHub
parent 3067e4eb0f
commit 3bd7952ffb
25 changed files with 96 additions and 96 deletions
+6 -6
View File
@@ -13,18 +13,18 @@
throw_range = 5
force = 5
origin_tech = "combat=1"
needs_permit = 1
needs_permit = TRUE
attack_verb = list("struck", "hit", "bashed")
var/fire_sound = "gunshot"
var/magin_sound = 'sound/weapons/gun_interactions/smg_magin.ogg'
var/magout_sound = 'sound/weapons/gun_interactions/smg_magout.ogg'
var/fire_sound_text = "gunshot" //the fire sound that shows in chat messages: laser blast, gunshot, etc.
var/suppressed = 0 //whether or not a message is displayed when fired
var/can_suppress = 0
var/can_unsuppress = 1
var/suppressed = FALSE //whether or not a message is displayed when fired
var/can_suppress = FALSE
var/can_unsuppress = TRUE
var/recoil = 0 //boom boom shake the room
var/clumsy_check = 1
var/clumsy_check = TRUE
var/obj/item/ammo_casing/chambered = null
var/trigger_guard = TRIGGER_GUARD_NORMAL //trigger guard on the weapon, hulks can't fire them with their big meaty fingers
var/sawn_desc = null //description change if weapon is sawn-off
@@ -47,7 +47,7 @@
righthand_file = 'icons/mob/inhands/guns_righthand.dmi'
var/obj/item/flashlight/gun_light = null
var/can_flashlight = 0
var/can_flashlight = FALSE
var/can_bayonet = FALSE //if a bayonet can be added or removed if it already has one.
var/obj/item/kitchen/knife/bayonet
+3 -3
View File
@@ -10,12 +10,12 @@
var/modifystate = 0
var/list/ammo_type = list(/obj/item/ammo_casing/energy)
var/select = 1 //The state of the select fire switch. Determines from the ammo_type list what kind of shot is fired next.
var/can_charge = 1
var/can_charge = TRUE
var/charge_sections = 4
var/inhand_charge_sections = 4
ammo_x_offset = 2
var/shaded_charge = 0 //if this gun uses a stateful charge bar for more detail
var/selfcharge = 0
var/shaded_charge = FALSE //if this gun uses a stateful charge bar for more detail
var/selfcharge = FALSE
var/charge_tick = 0
var/charge_delay = 4
/// Do you want the gun to fit into a turret, defaults to true, used for if a energy gun is too strong to be in a turret, or does not make sense to be in one.
@@ -5,10 +5,10 @@
item_state = "kineticgun"
ammo_type = list(/obj/item/ammo_casing/energy/kinetic)
cell_type = /obj/item/stock_parts/cell/emproof
needs_permit = 0
needs_permit = FALSE
origin_tech = "combat=3;powerstorage=3;engineering=3"
weapon_weight = WEAPON_LIGHT
can_flashlight = 1
can_flashlight = TRUE
flight_x_offset = 15
flight_y_offset = 9
var/overheat_time = 16
@@ -15,8 +15,8 @@
desc = "A modified version of the basic laser gun, this one fires less concentrated energy bolts designed for target practice."
origin_tech = "combat=2;magnets=2"
ammo_type = list(/obj/item/ammo_casing/energy/laser/practice)
clumsy_check = 0
needs_permit = 0
clumsy_check = FALSE
needs_permit = FALSE
/obj/item/gun/energy/laser/retro
name ="retro laser gun"
@@ -32,7 +32,7 @@
force = 10
origin_tech = null
ammo_x_offset = 3
selfcharge = 1
selfcharge = TRUE
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
/obj/item/gun/energy/laser/captain/detailed_examine()
@@ -45,10 +45,10 @@
desc = "An industrial-grade heavy-duty laser rifle with a modified laser lense to scatter its shot into multiple smaller lasers. The inner-core can self-charge for theorically infinite use."
origin_tech = "combat=5;materials=4;powerstorage=4"
ammo_type = list(/obj/item/ammo_casing/energy/laser/scatter, /obj/item/ammo_casing/energy/laser)
shaded_charge = 0
shaded_charge = FALSE
/obj/item/gun/energy/laser/cyborg
can_charge = 0
can_charge = FALSE
desc = "An energy-based laser gun that draws power from the cyborg's internal energy cell directly. So this is what freedom looks like?"
ammo_type = list(/obj/item/ammo_casing/energy/laser/cyborg)
origin_tech = null
@@ -121,7 +121,7 @@
item_state = "laser"
ammo_type = list(/obj/item/ammo_casing/energy/immolator)
origin_tech = "combat=4;magnets=4;powerstorage=3"
shaded_charge = 1
shaded_charge = TRUE
/obj/item/gun/energy/immolator/multi
name = "multi lens immolator cannon"
@@ -171,10 +171,10 @@
name = "laser tag gun"
desc = "Standard issue weapon of the Imperial Guard"
origin_tech = "combat=2;magnets=2"
clumsy_check = 0
needs_permit = 0
clumsy_check = FALSE
needs_permit = FALSE
ammo_x_offset = 2
selfcharge = 1
selfcharge = TRUE
/obj/item/gun/energy/laser/tag/blue
icon_state = "bluetag"
@@ -6,7 +6,7 @@
ammo_type = list(/obj/item/ammo_casing/energy/disabler, /obj/item/ammo_casing/energy/laser)
origin_tech = "combat=4;magnets=3"
modifystate = 2
can_flashlight = 1
can_flashlight = TRUE
flight_x_offset = 20
flight_y_offset = 10
shaded_charge = TRUE
@@ -33,7 +33,7 @@
ammo_x_offset = 2
charge_sections = 3
inhand_charge_sections = 3
can_flashlight = 0 // Can't attach or detach the flashlight, and override it's icon update
can_flashlight = FALSE // Can't attach or detach the flashlight, and override it's icon update
actions_types = list(/datum/action/item_action/toggle_gunlight)
shaded_charge = FALSE
can_holster = TRUE // Pistol sized, so it should fit into a holster
@@ -89,7 +89,7 @@
w_class = WEIGHT_CLASS_HUGE
ammo_type = list(/obj/item/ammo_casing/energy/electrode, /obj/item/ammo_casing/energy/laser)
weapon_weight = WEAPON_HEAVY
can_flashlight = 0
can_flashlight = FALSE
trigger_guard = TRIGGER_GUARD_NONE
ammo_x_offset = 2
shaded_charge = FALSE
@@ -102,10 +102,10 @@
origin_tech = "combat=4;magnets=4;powerstorage=4"
var/fail_tick = 0
charge_delay = 5
can_charge = 0
can_charge = FALSE
ammo_x_offset = 1
ammo_type = list(/obj/item/ammo_casing/energy/laser, /obj/item/ammo_casing/energy/disabler)
selfcharge = 1
selfcharge = TRUE
shaded_charge = FALSE
/obj/item/gun/energy/gun/nuclear/detailed_examine()
@@ -29,7 +29,7 @@
icon_state = "pulse_carbine"
item_state = null
cell_type = /obj/item/stock_parts/cell/pulse/carbine
can_flashlight = 1
can_flashlight = TRUE
flight_x_offset = 18
flight_y_offset = 12
@@ -74,6 +74,6 @@
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 = 0
can_flashlight = FALSE
trigger_guard = TRIGGER_GUARD_NONE
ammo_x_offset = 2
+15 -15
View File
@@ -60,7 +60,7 @@
origin_tech = "materials=2;biotech=4"
modifystate = 1
ammo_x_offset = 1
selfcharge = 1
selfcharge = TRUE
can_holster = TRUE
// Meteor Gun //
@@ -74,8 +74,8 @@
w_class = WEIGHT_CLASS_BULKY
ammo_type = list(/obj/item/ammo_casing/energy/meteor)
cell_type = /obj/item/stock_parts/cell/potato
clumsy_check = 0 //Admin spawn only, might as well let clowns use it.
selfcharge = 1
clumsy_check = FALSE //Admin spawn only, might as well let clowns use it.
selfcharge = TRUE
/obj/item/gun/energy/meteorgun/pen
name = "meteor pen"
@@ -105,14 +105,14 @@
w_class = WEIGHT_CLASS_SMALL
materials = list(MAT_METAL=2000)
origin_tech = "combat=4;magnets=4;syndicate=5"
suppressed = 1
suppressed = TRUE
ammo_type = list(/obj/item/ammo_casing/energy/bolt)
weapon_weight = WEAPON_LIGHT
unique_rename = FALSE
overheat_time = 20
holds_charge = TRUE
unique_frequency = TRUE
can_flashlight = 0
can_flashlight = FALSE
max_mod_capacity = 0
empty_state = "crossbow_empty"
can_holster = TRUE
@@ -132,7 +132,7 @@
w_class = WEIGHT_CLASS_NORMAL
materials = list(MAT_METAL=4000)
origin_tech = "combat=4;magnets=4;syndicate=2"
suppressed = 0
suppressed = FALSE
ammo_type = list(/obj/item/ammo_casing/energy/bolt/large)
empty_state = "crossbowlarge_empty"
@@ -165,8 +165,8 @@
flags = CONDUCT
attack_verb = list("attacked", "slashed", "cut", "sliced")
force = 12
sharp = 1
can_charge = 0
sharp = TRUE
can_charge = FALSE
can_holster = TRUE
/obj/item/gun/energy/plasmacutter/attackby(obj/item/A, mob/user)
@@ -260,7 +260,7 @@
icon = 'icons/obj/guns/projectile.dmi'
cell_type = /obj/item/stock_parts/cell/secborg
ammo_type = list(/obj/item/ammo_casing/energy/c3dbullet)
can_charge = 0
can_charge = FALSE
/obj/item/gun/energy/printer/update_icon()
return
@@ -299,8 +299,8 @@
desc = "Clown Planet's finest."
icon_state = "disabler"
ammo_type = list(/obj/item/ammo_casing/energy/clown)
clumsy_check = 0
selfcharge = 1
clumsy_check = FALSE
selfcharge = TRUE
ammo_x_offset = 3
can_holster = TRUE // you'll never see it coming
@@ -313,7 +313,7 @@
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 = 1
shaded_charge = TRUE
can_holster = TRUE
atom_say_verb = "beeps"
bubble_icon = "swarmer"
@@ -573,7 +573,7 @@
origin_tech = "combat=4;materials=4;powerstorage=3;magnets=2"
ammo_type = list(/obj/item/ammo_casing/energy/temp)
selfcharge = 1
selfcharge = TRUE
var/powercost = ""
var/powercostcolor = ""
@@ -746,8 +746,8 @@
desc = "A self-defense weapon that exhausts organic targets, weakening them until they collapse. Why does this one have teeth?"
icon_state = "disabler"
ammo_type = list(/obj/item/ammo_casing/energy/mimic)
clumsy_check = 0 //Admin spawn only, might as well let clowns use it.
selfcharge = 1
clumsy_check = FALSE //Admin spawn only, might as well let clowns use it.
selfcharge = TRUE
ammo_x_offset = 3
var/mimic_type = /obj/item/gun/projectile/automatic/pistol //Setting this to the mimicgun type does exactly what you think it will.
can_holster = TRUE
+4 -4
View File
@@ -15,7 +15,7 @@
item_state = "gun"
origin_tech = "combat=4;materials=4;powerstorage=4"
ammo_type = list(/obj/item/ammo_casing/energy/shock_revolver)
can_flashlight = 0
can_flashlight = FALSE
shaded_charge = FALSE
can_holster = TRUE
@@ -38,8 +38,8 @@
/obj/item/gun/energy/gun/advtaser/cyborg
name = "cyborg taser"
desc = "An integrated hybrid taser that draws directly from a cyborg's power cell. The weapon contains a limiter to prevent the cyborg's power cell from overheating."
can_flashlight = 0
can_charge = 0
can_flashlight = FALSE
can_charge = FALSE
/obj/item/gun/energy/gun/advtaser/cyborg/newshot()
..()
@@ -62,7 +62,7 @@
name = "cyborg disabler"
desc = "An integrated disabler that draws from a cyborg's power cell. This weapon contains a limiter to prevent the cyborg's power cell from overheating."
ammo_type = list(/obj/item/ammo_casing/energy/disabler/cyborg)
can_charge = 0
can_charge = FALSE
/obj/item/gun/energy/disabler/cyborg/newshot()
..()
@@ -7,7 +7,7 @@
item_state = "ionrifle"
origin_tech = "combat=6;materials=7;powerstorage=5;bluespace=5;syndicate=4"
ammo_type = list(/obj/item/ammo_casing/energy/teleport)
shaded_charge = 1
shaded_charge = TRUE
var/teleport_target = null
/obj/item/gun/energy/telegun/Destroy()
@@ -24,7 +24,7 @@
continue
if(!is_teleport_allowed(T.z))
continue
if(R.syndicate == 1)
if(R.syndicate)
continue
var/tmpname = T.loc.name
if(areaindex[tmpname])
@@ -50,7 +50,7 @@
F.throw_at(target, 30, 2, user)
message_admins("[key_name_admin(user)] fired a grenade ([F.name]) from a grenade launcher ([name]).")
log_game("[key_name(user)] fired a grenade ([F.name]) from a grenade launcher ([name]).")
F.active = 1
F.active = TRUE
F.icon_state = initial(icon_state) + "_active"
playsound(user.loc, 'sound/weapons/armbomb.ogg', 75, 1, -3)
spawn(15)
+2 -2
View File
@@ -12,11 +12,11 @@
var/charges = 0
var/recharge_rate = 4
var/charge_tick = 0
var/can_charge = 1
var/can_charge = TRUE
var/ammo_type
var/no_den_usage
origin_tech = null
clumsy_check = 0
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
+1 -1
View File
@@ -6,7 +6,7 @@
item_state = "wand"
belt_icon = "wand_nothing"
w_class = WEIGHT_CLASS_SMALL
can_charge = 0
can_charge = FALSE
max_charges = 100 //100, 50, 50, 34 (max charge distribution by 25%ths)
var/variable_charges = 1
+3 -3
View File
@@ -5,8 +5,8 @@
icon_state = "taser"
item_state = "armcannonstun4"
force = 5
selfcharge = 1
can_flashlight = 0
selfcharge = TRUE
can_flashlight = FALSE
trigger_guard = TRIGGER_GUARD_ALLOW_ALL // Has no trigger at all, uses neural signals instead
/obj/item/gun/energy/laser/mounted
@@ -16,5 +16,5 @@
icon_state = "laser"
item_state = "armcannonlase"
force = 5
selfcharge = 1
selfcharge = TRUE
trigger_guard = TRIGGER_GUARD_ALLOW_ALL
+1 -1
View File
@@ -129,7 +129,7 @@
user.put_in_hands(suppressed)
fire_sound = S.oldsound
w_class = S.initial_w_class
suppressed = 0
suppressed = FALSE
update_icon()
return
..()
@@ -3,7 +3,7 @@
var/alarmed = 0
var/select = 1
can_tactical = TRUE
can_suppress = 1
can_suppress = TRUE
burst_size = 3
fire_delay = 2
actions_types = list(/datum/action/item_action/toggle_firemode)
@@ -123,7 +123,7 @@
magin_sound = 'sound/weapons/gun_interactions/batrifle_magin.ogg'
magout_sound = 'sound/weapons/gun_interactions/batrifle_magout.ogg'
fire_delay = 2
can_suppress = 0
can_suppress = FALSE
burst_size = 1
actions_types = list()
can_bayonet = TRUE
@@ -156,7 +156,7 @@
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'
can_suppress = 0
can_suppress = FALSE
var/obj/item/gun/projectile/revolver/grenadelauncher/underbarrel
burst_size = 3
fire_delay = 2
@@ -229,7 +229,7 @@
origin_tech = "combat=5;materials=1;syndicate=3"
mag_type = /obj/item/ammo_box/magazine/tommygunm45
fire_sound = 'sound/weapons/gunshots/gunshot_smg.ogg'
can_suppress = 0
can_suppress = FALSE
burst_size = 4
fire_delay = 1
@@ -245,7 +245,7 @@
fire_sound = 'sound/weapons/gunshots/gunshot_mg.ogg'
magin_sound = 'sound/weapons/gun_interactions/batrifle_magin.ogg'
magout_sound = 'sound/weapons/gun_interactions/batrifle_magout.ogg'
can_suppress = 0
can_suppress = FALSE
burst_size = 3
fire_delay = 1
@@ -261,7 +261,7 @@
fire_sound = 'sound/weapons/gunshots/gunshot_shotgun.ogg'
magin_sound = 'sound/weapons/gun_interactions/batrifle_magin.ogg'
magout_sound = 'sound/weapons/gun_interactions/batrifle_magout.ogg'
can_suppress = 0
can_suppress = FALSE
burst_size = 1
fire_delay = 0
actions_types = list()
@@ -311,7 +311,7 @@
fire_sound = 'sound/weapons/gunshots/gunshot_lascarbine.ogg'
magin_sound = 'sound/weapons/gun_interactions/batrifle_magin.ogg'
magout_sound = 'sound/weapons/gun_interactions/batrifle_magout.ogg'
can_suppress = 0
can_suppress = FALSE
burst_size = 2
/obj/item/gun/projectile/automatic/lasercarbine/update_icon()
@@ -61,7 +61,7 @@
slot_flags = SLOT_BACK
origin_tech = "combat=4;engineering=4"
force = 10
can_suppress = 0
can_suppress = FALSE
mag_type = /obj/item/ammo_box/magazine/internal/speargun
fire_sound = 'sound/weapons/grenadelaunch.ogg'
burst_size = 1
@@ -10,7 +10,7 @@
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 = 1
can_suppress = TRUE
burst_size = 1
fire_delay = 0
actions_types = list()
@@ -27,7 +27,7 @@
icon_state = "m1911"
w_class = WEIGHT_CLASS_NORMAL
mag_type = /obj/item/ammo_box/magazine/m45
can_suppress = 0
can_suppress = FALSE
//Enforcer//
/obj/item/gun/projectile/automatic/pistol/enforcer
@@ -86,7 +86,7 @@
fire_sound = 'sound/weapons/gunshots/gunshot_pistolH.ogg'
magin_sound = 'sound/weapons/gun_interactions/hpistol_magin.ogg'
magout_sound = 'sound/weapons/gun_interactions/hpistol_magout.ogg'
can_suppress = 0
can_suppress = FALSE
/obj/item/gun/projectile/automatic/pistol/deagle/gold
desc = "A gold plated Desert Eagle folded over a million times by superior martian gunsmiths. Uses .50 AE ammo."
@@ -106,7 +106,7 @@
w_class = WEIGHT_CLASS_NORMAL
origin_tech = "combat=3;materials=2;syndicate=3"
mag_type = /obj/item/ammo_box/magazine/apsm9mm
can_suppress = 0
can_suppress = FALSE
burst_size = 3
fire_delay = 2
actions_types = list(/datum/action/item_action/toggle_firemode)
@@ -103,8 +103,8 @@
righthand_file = null
can_holster = FALSE // Get your fingers out of there!
trigger_guard = TRIGGER_GUARD_ALLOW_ALL
clumsy_check = 0 //Stole your uplink! Honk!
needs_permit = 0 //go away beepsky
clumsy_check = FALSE //Stole your uplink! Honk!
needs_permit = FALSE //go away beepsky
/obj/item/gun/projectile/revolver/fingergun/fake
desc = "Pew pew pew!"
@@ -150,7 +150,7 @@
desc = "An old model of revolver that originated in Russia. Able to be suppressed. Uses 7.62x38mmR ammo."
icon_state = "nagant"
origin_tech = "combat=3"
can_suppress = 1
can_suppress = TRUE
mag_type = /obj/item/ammo_box/magazine/internal/cylinder/rev762
// A gun to play Russian Roulette!
@@ -395,15 +395,15 @@
sawn_state = SAWN_OFF
w_class = WEIGHT_CLASS_SMALL
force = 10
can_unsuppress = 0
can_unsuppress = FALSE
slot_flags = null
origin_tech = "" // NO GIVAWAYS
mag_type = /obj/item/ammo_box/magazine/internal/shot/improvised/cane
sawn_desc = "I'm sorry, but why did you saw your cane in the first place?"
attack_verb = list("bludgeoned", "whacked", "disciplined", "thrashed")
fire_sound = 'sound/weapons/gunshots/gunshot_silenced.ogg'
suppressed = 1
needs_permit = 0 //its just a cane beepsky.....
suppressed = TRUE
needs_permit = FALSE //its just a cane beepsky.....
/obj/item/gun/projectile/revolver/doublebarrel/improvised/cane/is_crutch()
return 1
@@ -11,8 +11,8 @@
fire_sound = 'sound/weapons/gunshots/gunshot_mg.ogg'
magin_sound = 'sound/weapons/gun_interactions/lmg_magin.ogg'
magout_sound = 'sound/weapons/gun_interactions/lmg_magout.ogg'
var/cover_open = 0
can_suppress = 0
var/cover_open = FALSE
can_suppress = FALSE
burst_size = 3
fire_delay = 1
@@ -12,8 +12,8 @@
fire_delay = 40
burst_size = 1
origin_tech = "combat=7"
can_unsuppress = 1
can_suppress = 1
can_unsuppress = TRUE
can_suppress = TRUE
w_class = WEIGHT_CLASS_NORMAL
zoomable = TRUE
zoom_amt = 7 //Long range, enough to see in front of you, but no tiles behind you.
+10 -10
View File
@@ -9,9 +9,9 @@
force = 0
throwforce = 0
burst_size = 3
can_suppress = 0
clumsy_check = 0
needs_permit = 0
can_suppress = FALSE
clumsy_check = FALSE
needs_permit = FALSE
/obj/item/gun/projectile/automatic/toy/process_chamber(eject_casing = 0, empty_chamber = 1)
..()
@@ -24,7 +24,7 @@
w_class = WEIGHT_CLASS_SMALL
mag_type = /obj/item/ammo_box/magazine/toy/pistol
fire_sound = 'sound/weapons/gunshots/gunshot.ogg'
can_suppress = 0
can_suppress = FALSE
burst_size = 1
fire_delay = 0
can_holster = TRUE
@@ -74,8 +74,8 @@
throwforce = 0
origin_tech = null
mag_type = /obj/item/ammo_box/magazine/internal/shot/toy
clumsy_check = 0
needs_permit = 0
clumsy_check = FALSE
needs_permit = FALSE
/obj/item/gun/projectile/shotgun/toy/process_chamber()
..()
@@ -100,8 +100,8 @@
name = "donksoft SMG"
desc = "A bullpup two-round burst toy SMG, designated 'C-20r'. Ages 8 and up."
icon = 'icons/obj/guns/toy.dmi'
can_suppress = 0
needs_permit = 0
can_suppress = FALSE
needs_permit = FALSE
mag_type = /obj/item/ammo_box/magazine/toy/smgm45
/obj/item/gun/projectile/automatic/c20r/toy/riot
@@ -114,8 +114,8 @@
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 = 0
needs_permit = 0
can_suppress = FALSE
needs_permit = FALSE
mag_type = /obj/item/ammo_box/magazine/toy/m762
/obj/item/gun/projectile/automatic/l6_saw/toy/riot
+3 -3
View File
@@ -9,7 +9,7 @@
throw_range = 7
force = 4
materials = list(MAT_METAL=2000)
clumsy_check = 0
clumsy_check = FALSE
fire_sound = 'sound/items/syringeproj.ogg'
var/list/syringes = list()
var/max_syringes = 1
@@ -93,8 +93,8 @@
w_class = WEIGHT_CLASS_SMALL
origin_tech = "combat=2;syndicate=2;biotech=3"
force = 2 //Also very weak because it's smaller
suppressed = 1 //Softer fire sound
can_unsuppress = 0 //Permanently silenced
suppressed = TRUE //Softer fire sound
can_unsuppress = FALSE //Permanently silenced
// Not quite a syringe gun, but also not completely unlike one either.
// Uses an internal reservoir instead of separately filled syringes, and can unload them
@@ -161,7 +161,7 @@
item_state = "bolt"
throwforce = 20
w_class = WEIGHT_CLASS_NORMAL
sharp = 1
sharp = TRUE
/obj/item/arrow/proc/removed() //Helper for metal rods falling apart.
return
@@ -7,7 +7,7 @@
throw_range = 3
force = 5
clumsy_check = 0
clumsy_check = FALSE
valid_projectile_type = /obj/item/reagent_containers/food/snacks/pie
max_capacity = 5
projectile_speed = 2
+3 -3
View File
@@ -2,9 +2,9 @@
name = "projectile"
icon = 'icons/obj/projectiles.dmi'
icon_state = "bullet"
density = 0
density = FALSE
resistance_flags = LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
anchored = 1 //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.
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
@@ -14,7 +14,7 @@
var/mob/firer = null//Who shot it
var/atom/firer_source_atom = null //the gun or object this came from
var/obj/item/ammo_casing/ammo_casing = null
var/suppressed = 0 //Attack message
var/suppressed = FALSE //Attack message
var/yo = null
var/xo = null
var/current = null