Defib update, cell path update

This commit is contained in:
Markolie
2015-02-09 16:12:01 +01:00
parent 1af0b33393
commit 7285f39fc1
82 changed files with 362 additions and 284 deletions
+1 -1
View File
@@ -77,7 +77,7 @@
force = 10
projectile_type = "/obj/item/projectile/energy/sonic"
cell_type = "/obj/item/weapon/cell/super"
cell_type = "/obj/item/weapon/stock_parts/cell/super"
fire_delay = 40
fire_sound = 'sound/effects/basscannon.ogg'
+3 -3
View File
@@ -4,9 +4,9 @@
desc = "A basic energy-based gun."
fire_sound = 'sound/weapons/Taser.ogg'
var/obj/item/weapon/cell/power_supply //What type of power cell this uses
var/obj/item/weapon/stock_parts/cell/power_supply //What type of power cell this uses
var/charge_cost = 1000 //How much energy is needed to fire.
var/cell_type = "/obj/item/weapon/cell"
var/cell_type = "/obj/item/weapon/stock_parts/cell"
var/projectile_type = "/obj/item/projectile/beam"
var/modifystate
@@ -55,7 +55,7 @@
/*
attackby(obj/item/weapon/W, mob/user)
if(istype(W, /obj/item/weapon/cell))
if(istype(W, /obj/item/weapon/stock_parts/cell))
if(!power_supply)
user.drop_item()
W.loc = src
@@ -4,7 +4,7 @@
icon_state = "advtaser"
item_state = null //so the human update icon uses the icon_state instead.
icon_override = 'icons/mob/in-hand/guns.dmi'
cell_type = "/obj/item/weapon/cell"
cell_type = "/obj/item/weapon/stock_parts/cell"
origin_tech = null
fire_sound = 'sound/weapons/Taser.ogg'
projectile_type = "/obj/item/projectile/energy/electrode"
@@ -7,7 +7,7 @@
fire_sound = 'sound/weapons/pulse.ogg'
charge_cost = 200
projectile_type = "/obj/item/projectile/beam/pulse"
cell_type = "/obj/item/weapon/cell/super"
cell_type = "/obj/item/weapon/stock_parts/cell/super"
var/mode = 2
slot_flags = SLOT_BACK
w_class = 4.0
@@ -52,7 +52,7 @@
/obj/item/weapon/gun/energy/pulse_rifle/destroyer
name = "pulse destroyer"
desc = "A heavy-duty, pulse-based energy weapon."
cell_type = "/obj/item/weapon/cell/infinite"
cell_type = "/obj/item/weapon/stock_parts/cell/infinite"
attack_self(mob/living/user as mob)
user << "\red [src.name] has three settings, and they are all DESTROY."
@@ -63,7 +63,7 @@
name = "m1911-P"
desc = "It's not the size of the gun, it's the size of the hole it puts through people."
icon_state = "m1911-p"
cell_type = "/obj/item/weapon/cell/infinite"
cell_type = "/obj/item/weapon/stock_parts/cell/infinite"
w_class = 3.0
slot_flags = SLOT_BELT
isHandgun()
@@ -92,7 +92,7 @@
item_state = "c20r"
w_class = 4
projectile_type = "/obj/item/projectile/meteor"
cell_type = "/obj/item/weapon/cell/potato"
cell_type = "/obj/item/weapon/stock_parts/cell/potato"
clumsy_check = 0 //Admin spawn only, might as well let clowns use it.
var/charge_tick = 0
var/recharge_time = 5 //Time it takes for shots to recharge (in ticks)
@@ -229,7 +229,7 @@ modules/mob/living/carbon/human/life.dm if you die, you will be zoomed out.
projectile_type = "/obj/item/projectile/kinetic"
fire_sound = 'sound/weapons/Kenetic_accel.ogg'
charge_cost = 5000
cell_type = "/obj/item/weapon/cell/crap"
cell_type = "/obj/item/weapon/stock_parts/cell/crap"
var/overheat = 0
var/recent_reload = 1
@@ -255,7 +255,7 @@ modules/mob/living/carbon/human/life.dm if you die, you will be zoomed out.
icon_state = "disabler"
item_state = null
projectile_type = "/obj/item/projectile/beam/disabler"
cell_type = "/obj/item/weapon/cell"
cell_type = "/obj/item/weapon/stock_parts/cell"
charge_cost = 500
@@ -268,7 +268,7 @@ modules/mob/living/carbon/human/life.dm if you die, you will be zoomed out.
icon_state = "l6closed0"
icon = 'icons/obj/gun.dmi'
fire_sound = 'sound/weapons/Gunshot_smg.ogg'
cell_type = "/obj/item/weapon/cell/secborg"
cell_type = "/obj/item/weapon/stock_parts/cell/secborg"
projectile_type = "/obj/item/projectile/bullet/midbullet3"
charge_cost = 300 //Yeah, let's NOT give them a 300 round clip that recharges, 20 is more reasonable and will actually hurt the borg's battery for overuse.
var/charge_tick = 0
+4 -4
View File
@@ -6,7 +6,7 @@
item_state = null //so the human update icon uses the icon_state instead.
fire_sound = 'sound/weapons/Taser.ogg'
projectile_type = "/obj/item/projectile/energy/electrode"
cell_type = "/obj/item/weapon/cell/crap"
cell_type = "/obj/item/weapon/stock_parts/cell/crap"
/obj/item/weapon/gun/energy/taser/cyborg
name = "taser gun"
@@ -14,7 +14,7 @@
icon_state = "taser"
fire_sound = 'sound/weapons/Taser.ogg'
projectile_type = "/obj/item/projectile/energy/electrode"
cell_type = "/obj/item/weapon/cell/secborg"
cell_type = "/obj/item/weapon/stock_parts/cell/secborg"
var/charge_tick = 0
var/recharge_time = 10 //Time it takes for shots to recharge (in ticks)
@@ -49,7 +49,7 @@
fire_sound = "sound/weapons/gunshot.ogg"
origin_tech = "combat=3;materials=3;powerstorage=2"
projectile_type = "/obj/item/projectile/energy/electrode"
cell_type = "/obj/item/weapon/cell"
cell_type = "/obj/item/weapon/stock_parts/cell"
@@ -64,7 +64,7 @@
silenced = 1
fire_sound = 'sound/weapons/Genhit.ogg'
projectile_type = "/obj/item/projectile/energy/bolt"
cell_type = "/obj/item/weapon/cell/crap"
cell_type = "/obj/item/weapon/stock_parts/cell/crap"
var/charge_tick = 0
/obj/item/weapon/gun/energy/crossbow/New()
@@ -9,7 +9,7 @@
origin_tech = "combat=3;materials=4;powerstorage=3;magnets=2"
projectile_type = "/obj/item/projectile/temp"
cell_type = "/obj/item/weapon/cell/crap"
cell_type = "/obj/item/weapon/stock_parts/cell/crap"
New()
@@ -72,7 +72,7 @@
var/tension = 0 // Current draw on the bow.
var/max_tension = 5 // Highest possible tension.
var/release_speed = 5 // Speed per unit of tension.
var/obj/item/weapon/cell/cell = null // Used for firing superheated rods.
var/obj/item/weapon/stock_parts/cell/cell = null // Used for firing superheated rods.
var/current_user // Used to check if the crossbow has changed hands since being drawn.
/obj/item/weapon/gun/launcher/crossbow/emp_act(severity)
@@ -158,7 +158,7 @@
superheat_rod(user)
return
if(istype(W, /obj/item/weapon/cell))
if(istype(W, /obj/item/weapon/stock_parts/cell))
if(!cell)
user.drop_item()
W.loc = src
@@ -213,7 +213,7 @@
user.visible_message("\The [src] only takes baguettes.")
return
if(istype(W, /obj/item/weapon/cell))
if(istype(W, /obj/item/weapon/stock_parts/cell))
user.visible_message("The [src] is too simple be adapted with a cell.")
return