Deconflict

This commit is contained in:
Arkatos1
2019-08-26 18:53:55 +02:00
476 changed files with 11894 additions and 7105 deletions
@@ -8,6 +8,7 @@
hitsound_wall = 'sound/weapons/effects/searwall.ogg'
flag = "laser"
eyeblur = 2
impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser
is_reflectable = TRUE
light_range = 2
light_color = LIGHT_COLOR_RED
@@ -38,6 +39,7 @@
irradiate = 30
forcedodge = 1
range = 15
impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser
light_color = LIGHT_COLOR_GREEN
/obj/item/projectile/beam/disabler
@@ -48,12 +50,14 @@
flag = "energy"
hitsound = 'sound/weapons/tap.ogg'
eyeblur = 0
impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
light_color = LIGHT_COLOR_CYAN
/obj/item/projectile/beam/pulse
name = "pulse"
icon_state = "u_laser"
damage = 50
impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
light_color = LIGHT_COLOR_DARKBLUE
/obj/item/projectile/beam/pulse/on_hit(var/atom/target, var/blocked = 0)
@@ -70,6 +74,7 @@
damage = 30
legacy = 1
animate_movement = SLIDE_STEPS
impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser
light_color = LIGHT_COLOR_GREEN
/obj/item/projectile/beam/emitter/singularity_pull()
@@ -84,6 +89,7 @@
flag = "laser"
var/suit_types = list(/obj/item/clothing/suit/redtag, /obj/item/clothing/suit/bluetag)
log_override = TRUE
impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
light_color = LIGHT_COLOR_DARKBLUE
/obj/item/projectile/beam/lasertag/on_hit(atom/target, blocked = 0)
@@ -102,6 +108,7 @@
/obj/item/projectile/beam/lasertag/redtag
icon_state = "laser"
suit_types = list(/obj/item/clothing/suit/bluetag)
impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser
light_color = LIGHT_COLOR_RED
/obj/item/projectile/beam/lasertag/bluetag
@@ -115,6 +122,7 @@
stun = 5
weaken = 5
stutter = 5
impact_effect_type = /obj/effect/temp_visual/impact_effect/purple_laser
light_color = LIGHT_COLOR_PINK
/obj/item/projectile/beam/immolator
@@ -142,14 +150,17 @@
icon_state = "purple_laser"
damage = 200
damage_type = BURN
impact_effect_type = /obj/effect/temp_visual/impact_effect/purple_laser
light_color = LIGHT_COLOR_PURPLE
/obj/item/projectile/beam/instakill/blue
icon_state = "blue_laser"
impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
light_color = LIGHT_COLOR_DARKBLUE
/obj/item/projectile/beam/instakill/red
icon_state = "red_laser"
impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser
light_color = LIGHT_COLOR_RED
/obj/item/projectile/beam/instakill/on_hit(atom/target)
@@ -5,6 +5,7 @@
damage_type = BRUTE
flag = "bullet"
hitsound_wall = "ricochet"
impact_effect_type = /obj/effect/temp_visual/impact_effect
/obj/item/projectile/bullet/weakbullet //beanbag, heavy stamina damage
name = "beanbag slug"
@@ -41,6 +41,7 @@
damage = 20
damage_type = CLONE
irradiate = 10
impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser
/obj/item/projectile/energy/dart
name = "dart"
@@ -73,6 +74,7 @@
/obj/item/projectile/energy/shock_revolver
name = "shock bolt"
icon_state = "purple_laser"
impact_effect_type = /obj/effect/temp_visual/impact_effect/purple_laser
var/chain
/obj/item/ammo_casing/energy/shock_revolver/ready_proj(atom/target, mob/living/user, quiet, zone_override = "")
@@ -3,6 +3,7 @@
desc = "How do you even reuse a bullet?"
var/ammo_type = /obj/item/ammo_casing/caseless/
var/dropped = 0
impact_effect_type = null
/obj/item/projectile/bullet/reusable/on_hit(atom/target, blocked = 0)
. = ..()
+5 -13
View File
@@ -5,6 +5,7 @@
alwayslog = TRUE
damage_type = BURN
nodamage = 1
impact_effect_type = /obj/effect/temp_visual/impact_effect/ion
flag = "energy"
/obj/item/projectile/ion/on_hit(var/atom/target, var/blocked = 0)
@@ -129,6 +130,7 @@
damage = 0
damage_type = TOX
nodamage = 1
impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser
flag = "energy"
/obj/item/projectile/energy/floramut/on_hit(var/atom/target, var/blocked = 0)
@@ -244,18 +246,7 @@
damage = 5
range = 3
dismemberment = 20
/obj/item/projectile/plasma/New()
var/turf/proj_turf = get_turf(src)
if(!istype(proj_turf, /turf))
return
var/datum/gas_mixture/environment = proj_turf.return_air()
if(environment)
var/pressure = environment.return_pressure()
if(pressure < 30)
name = "full strength plasma blast"
damage *= 3
..()
impact_effect_type = /obj/effect/temp_visual/impact_effect/purple_laser
/obj/item/projectile/plasma/on_hit(atom/target)
. = ..()
@@ -267,7 +258,8 @@
forcedodge = 0
/obj/item/projectile/plasma/adv
range = 6
damage = 7
range = 5
/obj/item/projectile/plasma/adv/mech
damage = 10