mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-13 16:13:19 +01:00
guns (#18237)
This commit is contained in:
@@ -13,18 +13,18 @@
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throw_range = 5
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force = 5
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origin_tech = "combat=1"
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needs_permit = 1
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needs_permit = TRUE
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attack_verb = list("struck", "hit", "bashed")
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var/fire_sound = "gunshot"
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var/magin_sound = 'sound/weapons/gun_interactions/smg_magin.ogg'
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var/magout_sound = 'sound/weapons/gun_interactions/smg_magout.ogg'
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var/fire_sound_text = "gunshot" //the fire sound that shows in chat messages: laser blast, gunshot, etc.
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var/suppressed = 0 //whether or not a message is displayed when fired
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var/can_suppress = 0
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var/can_unsuppress = 1
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var/suppressed = FALSE //whether or not a message is displayed when fired
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var/can_suppress = FALSE
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var/can_unsuppress = TRUE
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var/recoil = 0 //boom boom shake the room
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var/clumsy_check = 1
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var/clumsy_check = TRUE
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var/obj/item/ammo_casing/chambered = null
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var/trigger_guard = TRIGGER_GUARD_NORMAL //trigger guard on the weapon, hulks can't fire them with their big meaty fingers
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var/sawn_desc = null //description change if weapon is sawn-off
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@@ -47,7 +47,7 @@
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righthand_file = 'icons/mob/inhands/guns_righthand.dmi'
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var/obj/item/flashlight/gun_light = null
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var/can_flashlight = 0
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var/can_flashlight = FALSE
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var/can_bayonet = FALSE //if a bayonet can be added or removed if it already has one.
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var/obj/item/kitchen/knife/bayonet
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@@ -10,12 +10,12 @@
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var/modifystate = 0
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var/list/ammo_type = list(/obj/item/ammo_casing/energy)
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var/select = 1 //The state of the select fire switch. Determines from the ammo_type list what kind of shot is fired next.
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var/can_charge = 1
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var/can_charge = TRUE
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var/charge_sections = 4
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var/inhand_charge_sections = 4
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ammo_x_offset = 2
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var/shaded_charge = 0 //if this gun uses a stateful charge bar for more detail
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var/selfcharge = 0
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var/shaded_charge = FALSE //if this gun uses a stateful charge bar for more detail
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var/selfcharge = FALSE
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var/charge_tick = 0
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var/charge_delay = 4
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/// 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.
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@@ -5,10 +5,10 @@
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item_state = "kineticgun"
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ammo_type = list(/obj/item/ammo_casing/energy/kinetic)
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cell_type = /obj/item/stock_parts/cell/emproof
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needs_permit = 0
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needs_permit = FALSE
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origin_tech = "combat=3;powerstorage=3;engineering=3"
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weapon_weight = WEAPON_LIGHT
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can_flashlight = 1
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can_flashlight = TRUE
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flight_x_offset = 15
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flight_y_offset = 9
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var/overheat_time = 16
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@@ -15,8 +15,8 @@
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desc = "A modified version of the basic laser gun, this one fires less concentrated energy bolts designed for target practice."
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origin_tech = "combat=2;magnets=2"
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ammo_type = list(/obj/item/ammo_casing/energy/laser/practice)
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clumsy_check = 0
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needs_permit = 0
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clumsy_check = FALSE
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needs_permit = FALSE
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/obj/item/gun/energy/laser/retro
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name ="retro laser gun"
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@@ -32,7 +32,7 @@
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force = 10
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origin_tech = null
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ammo_x_offset = 3
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selfcharge = 1
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selfcharge = TRUE
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
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/obj/item/gun/energy/laser/captain/detailed_examine()
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@@ -45,10 +45,10 @@
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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."
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origin_tech = "combat=5;materials=4;powerstorage=4"
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ammo_type = list(/obj/item/ammo_casing/energy/laser/scatter, /obj/item/ammo_casing/energy/laser)
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shaded_charge = 0
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shaded_charge = FALSE
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/obj/item/gun/energy/laser/cyborg
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can_charge = 0
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can_charge = FALSE
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desc = "An energy-based laser gun that draws power from the cyborg's internal energy cell directly. So this is what freedom looks like?"
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ammo_type = list(/obj/item/ammo_casing/energy/laser/cyborg)
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origin_tech = null
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@@ -121,7 +121,7 @@
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item_state = "laser"
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ammo_type = list(/obj/item/ammo_casing/energy/immolator)
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origin_tech = "combat=4;magnets=4;powerstorage=3"
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shaded_charge = 1
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shaded_charge = TRUE
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/obj/item/gun/energy/immolator/multi
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name = "multi lens immolator cannon"
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@@ -171,10 +171,10 @@
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name = "laser tag gun"
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desc = "Standard issue weapon of the Imperial Guard"
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origin_tech = "combat=2;magnets=2"
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clumsy_check = 0
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needs_permit = 0
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clumsy_check = FALSE
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needs_permit = FALSE
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ammo_x_offset = 2
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selfcharge = 1
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selfcharge = TRUE
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/obj/item/gun/energy/laser/tag/blue
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icon_state = "bluetag"
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@@ -6,7 +6,7 @@
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ammo_type = list(/obj/item/ammo_casing/energy/disabler, /obj/item/ammo_casing/energy/laser)
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origin_tech = "combat=4;magnets=3"
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modifystate = 2
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can_flashlight = 1
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can_flashlight = TRUE
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flight_x_offset = 20
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flight_y_offset = 10
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shaded_charge = TRUE
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@@ -33,7 +33,7 @@
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ammo_x_offset = 2
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charge_sections = 3
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inhand_charge_sections = 3
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can_flashlight = 0 // Can't attach or detach the flashlight, and override it's icon update
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can_flashlight = FALSE // Can't attach or detach the flashlight, and override it's icon update
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actions_types = list(/datum/action/item_action/toggle_gunlight)
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shaded_charge = FALSE
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can_holster = TRUE // Pistol sized, so it should fit into a holster
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@@ -89,7 +89,7 @@
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w_class = WEIGHT_CLASS_HUGE
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ammo_type = list(/obj/item/ammo_casing/energy/electrode, /obj/item/ammo_casing/energy/laser)
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weapon_weight = WEAPON_HEAVY
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can_flashlight = 0
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can_flashlight = FALSE
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trigger_guard = TRIGGER_GUARD_NONE
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ammo_x_offset = 2
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shaded_charge = FALSE
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@@ -102,10 +102,10 @@
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origin_tech = "combat=4;magnets=4;powerstorage=4"
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var/fail_tick = 0
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charge_delay = 5
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can_charge = 0
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can_charge = FALSE
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ammo_x_offset = 1
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ammo_type = list(/obj/item/ammo_casing/energy/laser, /obj/item/ammo_casing/energy/disabler)
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selfcharge = 1
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selfcharge = TRUE
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shaded_charge = FALSE
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/obj/item/gun/energy/gun/nuclear/detailed_examine()
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@@ -29,7 +29,7 @@
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icon_state = "pulse_carbine"
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item_state = null
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cell_type = /obj/item/stock_parts/cell/pulse/carbine
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can_flashlight = 1
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can_flashlight = TRUE
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flight_x_offset = 18
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flight_y_offset = 12
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@@ -74,6 +74,6 @@
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w_class = WEIGHT_CLASS_HUGE
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ammo_type = list(/obj/item/ammo_casing/energy/electrode, /obj/item/ammo_casing/energy/laser/pulse)
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weapon_weight = WEAPON_MEDIUM
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can_flashlight = 0
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can_flashlight = FALSE
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trigger_guard = TRIGGER_GUARD_NONE
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ammo_x_offset = 2
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@@ -60,7 +60,7 @@
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origin_tech = "materials=2;biotech=4"
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modifystate = 1
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ammo_x_offset = 1
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selfcharge = 1
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selfcharge = TRUE
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can_holster = TRUE
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// Meteor Gun //
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@@ -74,8 +74,8 @@
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w_class = WEIGHT_CLASS_BULKY
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ammo_type = list(/obj/item/ammo_casing/energy/meteor)
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cell_type = /obj/item/stock_parts/cell/potato
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clumsy_check = 0 //Admin spawn only, might as well let clowns use it.
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selfcharge = 1
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clumsy_check = FALSE //Admin spawn only, might as well let clowns use it.
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selfcharge = TRUE
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/obj/item/gun/energy/meteorgun/pen
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name = "meteor pen"
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@@ -105,14 +105,14 @@
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w_class = WEIGHT_CLASS_SMALL
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materials = list(MAT_METAL=2000)
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origin_tech = "combat=4;magnets=4;syndicate=5"
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suppressed = 1
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suppressed = TRUE
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ammo_type = list(/obj/item/ammo_casing/energy/bolt)
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weapon_weight = WEAPON_LIGHT
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unique_rename = FALSE
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overheat_time = 20
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holds_charge = TRUE
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unique_frequency = TRUE
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can_flashlight = 0
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can_flashlight = FALSE
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max_mod_capacity = 0
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empty_state = "crossbow_empty"
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can_holster = TRUE
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@@ -132,7 +132,7 @@
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w_class = WEIGHT_CLASS_NORMAL
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materials = list(MAT_METAL=4000)
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origin_tech = "combat=4;magnets=4;syndicate=2"
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suppressed = 0
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suppressed = FALSE
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ammo_type = list(/obj/item/ammo_casing/energy/bolt/large)
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empty_state = "crossbowlarge_empty"
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@@ -165,8 +165,8 @@
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flags = CONDUCT
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attack_verb = list("attacked", "slashed", "cut", "sliced")
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force = 12
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sharp = 1
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can_charge = 0
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sharp = TRUE
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can_charge = FALSE
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can_holster = TRUE
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/obj/item/gun/energy/plasmacutter/attackby(obj/item/A, mob/user)
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@@ -260,7 +260,7 @@
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icon = 'icons/obj/guns/projectile.dmi'
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cell_type = /obj/item/stock_parts/cell/secborg
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ammo_type = list(/obj/item/ammo_casing/energy/c3dbullet)
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can_charge = 0
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can_charge = FALSE
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/obj/item/gun/energy/printer/update_icon()
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return
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@@ -299,8 +299,8 @@
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desc = "Clown Planet's finest."
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icon_state = "disabler"
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ammo_type = list(/obj/item/ammo_casing/energy/clown)
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clumsy_check = 0
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selfcharge = 1
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clumsy_check = FALSE
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selfcharge = TRUE
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ammo_x_offset = 3
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can_holster = TRUE // you'll never see it coming
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@@ -313,7 +313,7 @@
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w_class = WEIGHT_CLASS_NORMAL
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origin_tech = "combat=4;magnets=4;powerstorage=3"
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ammo_type = list(/obj/item/ammo_casing/energy/weak_plasma, /obj/item/ammo_casing/energy/charged_plasma)
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shaded_charge = 1
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shaded_charge = TRUE
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can_holster = TRUE
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atom_say_verb = "beeps"
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bubble_icon = "swarmer"
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@@ -573,7 +573,7 @@
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origin_tech = "combat=4;materials=4;powerstorage=3;magnets=2"
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ammo_type = list(/obj/item/ammo_casing/energy/temp)
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selfcharge = 1
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selfcharge = TRUE
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var/powercost = ""
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var/powercostcolor = ""
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@@ -746,8 +746,8 @@
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desc = "A self-defense weapon that exhausts organic targets, weakening them until they collapse. Why does this one have teeth?"
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icon_state = "disabler"
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ammo_type = list(/obj/item/ammo_casing/energy/mimic)
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clumsy_check = 0 //Admin spawn only, might as well let clowns use it.
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selfcharge = 1
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clumsy_check = FALSE //Admin spawn only, might as well let clowns use it.
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selfcharge = TRUE
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ammo_x_offset = 3
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var/mimic_type = /obj/item/gun/projectile/automatic/pistol //Setting this to the mimicgun type does exactly what you think it will.
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can_holster = TRUE
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@@ -15,7 +15,7 @@
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item_state = "gun"
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origin_tech = "combat=4;materials=4;powerstorage=4"
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ammo_type = list(/obj/item/ammo_casing/energy/shock_revolver)
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can_flashlight = 0
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can_flashlight = FALSE
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shaded_charge = FALSE
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can_holster = TRUE
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@@ -38,8 +38,8 @@
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/obj/item/gun/energy/gun/advtaser/cyborg
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name = "cyborg taser"
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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."
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can_flashlight = 0
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can_charge = 0
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can_flashlight = FALSE
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can_charge = FALSE
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/obj/item/gun/energy/gun/advtaser/cyborg/newshot()
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..()
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@@ -62,7 +62,7 @@
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name = "cyborg disabler"
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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."
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ammo_type = list(/obj/item/ammo_casing/energy/disabler/cyborg)
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can_charge = 0
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can_charge = FALSE
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/obj/item/gun/energy/disabler/cyborg/newshot()
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..()
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@@ -7,7 +7,7 @@
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item_state = "ionrifle"
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origin_tech = "combat=6;materials=7;powerstorage=5;bluespace=5;syndicate=4"
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ammo_type = list(/obj/item/ammo_casing/energy/teleport)
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shaded_charge = 1
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shaded_charge = TRUE
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var/teleport_target = null
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/obj/item/gun/energy/telegun/Destroy()
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@@ -24,7 +24,7 @@
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continue
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if(!is_teleport_allowed(T.z))
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continue
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if(R.syndicate == 1)
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if(R.syndicate)
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continue
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var/tmpname = T.loc.name
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if(areaindex[tmpname])
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@@ -50,7 +50,7 @@
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F.throw_at(target, 30, 2, user)
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message_admins("[key_name_admin(user)] fired a grenade ([F.name]) from a grenade launcher ([name]).")
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log_game("[key_name(user)] fired a grenade ([F.name]) from a grenade launcher ([name]).")
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F.active = 1
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F.active = TRUE
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F.icon_state = initial(icon_state) + "_active"
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playsound(user.loc, 'sound/weapons/armbomb.ogg', 75, 1, -3)
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spawn(15)
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@@ -12,11 +12,11 @@
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var/charges = 0
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var/recharge_rate = 4
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var/charge_tick = 0
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var/can_charge = 1
|
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var/can_charge = TRUE
|
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var/ammo_type
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var/no_den_usage
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origin_tech = null
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||||
clumsy_check = 0
|
||||
clumsy_check = FALSE
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trigger_guard = TRIGGER_GUARD_ALLOW_ALL // Has no trigger at all, uses magic instead
|
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can_holster = FALSE // Nothing here is a gun, and therefore shouldn't really fit into a holster
|
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@@ -6,7 +6,7 @@
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item_state = "wand"
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belt_icon = "wand_nothing"
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w_class = WEIGHT_CLASS_SMALL
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can_charge = 0
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can_charge = FALSE
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max_charges = 100 //100, 50, 50, 34 (max charge distribution by 25%ths)
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var/variable_charges = 1
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||||
|
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@@ -5,8 +5,8 @@
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icon_state = "taser"
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item_state = "armcannonstun4"
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force = 5
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||||
selfcharge = 1
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can_flashlight = 0
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||||
selfcharge = TRUE
|
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can_flashlight = FALSE
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trigger_guard = TRIGGER_GUARD_ALLOW_ALL // Has no trigger at all, uses neural signals instead
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/obj/item/gun/energy/laser/mounted
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@@ -16,5 +16,5 @@
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icon_state = "laser"
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||||
item_state = "armcannonlase"
|
||||
force = 5
|
||||
selfcharge = 1
|
||||
selfcharge = TRUE
|
||||
trigger_guard = TRIGGER_GUARD_ALLOW_ALL
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||||
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@@ -129,7 +129,7 @@
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user.put_in_hands(suppressed)
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fire_sound = S.oldsound
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w_class = S.initial_w_class
|
||||
suppressed = 0
|
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suppressed = FALSE
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update_icon()
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return
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..()
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@@ -3,7 +3,7 @@
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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.
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
Reference in New Issue
Block a user