mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-20 19:44:09 +01:00
R&D can now make an Energy Crossbow and a Heavy Laser Cannon. Syndies can now also spawn cyanide rounds.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1915 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -50,8 +50,12 @@
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mobdamage = list(BRUTE = 15, BURN = 0, TOX = 0, OXY = 0, CLONE = 0)
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suffocationbullet
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damage = 75
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mobdamage = list(BRUTE = 50, BURN = 0, TOX = 0, OXY = 25, CLONE = 0)
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damage = 65
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mobdamage = list(BRUTE = 50, BURN = 0, TOX = 0, OXY = 15, CLONE = 0)
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cyanideround
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damage = 100
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mobdamage = list(BRUTE = 50, BURN = 0, TOX = 100, OXY = 15, CLONE = 0)
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beam
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name = "laser"
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@@ -77,12 +81,24 @@
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pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
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damage = 40
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mobdamage = list(BRUTE = 0, BURN = 40, TOX = 0, OXY = 0, CLONE = 0)
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flag = "heavylaser"
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flag = "laser"
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New()
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..()
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effects["eyeblur"] = 10
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effectprob["eyeblur"] = 100
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deathlaser
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name = "death laser"
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icon_state = "heavylaser"
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pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
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damage = 60
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mobdamage = list(BRUTE = 0, BURN = 60, TOX = 0, OXY = 0, CLONE = 0)
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flag = "laser"
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New()
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..()
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effects["eyeblur"] = 20
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effectprob["eyeblur"] = 100
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fireball
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name = "shock"
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icon_state = "fireball"
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@@ -155,6 +171,19 @@
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effectmod["radiation"] = ADD
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effectmod["drowsyness"] = ADD
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largebolt
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name = "largebolt"
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icon_state = "cbbolt"
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flag = "rad"
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damage = 20
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mobdamage = list(BRUTE = 10, BURN = 0, TOX = 10, OXY = 0, CLONE = 0)
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New()
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..()
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effects["radiation"] = 200
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effects["drowsyness"] = 15
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effectmod["radiation"] = ADD
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effectmod["drowsyness"] = ADD
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freeze
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name = "freeze beam"
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icon_state = "ice_2"
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@@ -290,6 +319,17 @@
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pixel_y = rand(-10.0, 10)
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dir = pick(cardinal)
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a666
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name = "bullet casing (.666)"
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desc = "A .666 bullet casing."
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caliber = "357"
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New()
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BB = new /obj/item/projectile/cyanideround(src)
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pixel_x = rand(-10.0, 10)
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pixel_y = rand(-10.0, 10)
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dir = pick(cardinal)
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c38
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name = "bullet casing (.38)"
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desc = "A .38 bullet casing."
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@@ -418,6 +458,14 @@
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stored_ammo += new /obj/item/ammo_casing/a418(src)
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update_icon()
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a666
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name = "ammo box (.666)"
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icon_state = "666"
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New()
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for(var/i = 1, i <= 2, i++)
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stored_ammo += new /obj/item/ammo_casing/a666(src)
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update_icon()
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c9mm
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name = "Ammunition Box (9mm)"
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icon_state = "9mm"
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@@ -988,6 +1036,48 @@
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power_supply.give(power_supply.maxcharge)
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update_icon()
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heavylasercannon
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name = "heavy laser cannon"
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desc = "A deathly heavy-duty laser cannon."
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icon_state = "laser"
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force = 20
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fire_sound = 'pulse.ogg'
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load_into_chamber()
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if(in_chamber)
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return 1
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if(power_supply.charge < charge_cost)
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return 0
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switch (mode)
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if(1)
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in_chamber = new /obj/item/projectile/beam(src)
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if(4)
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in_chamber = new /obj/item/projectile/heavylaser(src)
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if(5)
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in_chamber = new /obj/item/projectile/deathlaser(src)
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power_supply.use(charge_cost)
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return 1
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attack_self(mob/living/user as mob)
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mode++
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switch(mode)
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if(1)
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user << "\red [src.name] is now set to kill."
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fire_sound = 'Laser.ogg'
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charge_cost = 50
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if(4)
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user << "\red [src.name] is now set to slaughter."
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fire_sound = 'pulse.ogg'
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charge_cost = 100
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else
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mode = 5
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user << "\red [src.name] is now set to masacre."
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fire_sound = 'pulse.ogg'
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charge_cost = 150
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New()
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power_supply = new /obj/item/weapon/cell(src)
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power_supply.give(power_supply.maxcharge)
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update_icon()
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shockgun
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name = "shock gun"
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desc = "A high tech energy weapon that stuns and burns a target."
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@@ -1283,6 +1373,56 @@
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return 1
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return 0
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largecrossbow
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name = "Energy Crossbow"
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desc = "A weapon favored by syndicate infiltration teams."
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icon_state = "crossbow"
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w_class = 2.0
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item_state = "crossbow"
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force = 9.0
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throw_speed = 4
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throw_range = 12
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m_amt = 2000
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origin_tech = "combat=2;magnets=2;syndicate=5"
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silenced = 1
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fire_sound = 'Genhit.ogg'
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New()
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power_supply = new /obj/item/weapon/cell/crap(src)
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power_supply.give(power_supply.maxcharge)
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charge()
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proc/charge()
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if(power_supply)
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if(power_supply.charge < power_supply.maxcharge) power_supply.give(200)
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spawn(20) charge()
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update_icon()
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return
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attack_self(mob/living/user as mob)
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return
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load_into_chamber()
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if(in_chamber)
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return 1
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if(power_supply.charge <= charge_cost)
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return 0
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in_chamber = new /obj/item/projectile/largebolt(src)
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power_supply.use(charge_cost)
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return 1
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cyborg
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load_into_chamber()
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if(in_chamber)
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return 1
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if(isrobot(src.loc))
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var/mob/living/silicon/robot/R = src.loc
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R.cell.use(20)
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in_chamber = new /obj/item/projectile/electrode(src)
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return 1
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return 0
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proc
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load_into_chamber()
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in_chamber = new /obj/item/projectile/weakbullet(src)
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