mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-23 03:57:13 +01:00
Gun Code Overhaul Phase 1: (Now with 50% less wasted code!)
- Gun code condensed to make future modifications easier. Functionality should (mostly) remain the same. - Taser guns shoot ONE WHOLE SHOT more then they do now. Yippy! - Energy Crossbow has a slightly higher shot capacity (still automatically recharges). - Guns that shoot projectiles (such as revolvers) now eject the ammo casings when they fire (this will be adjusted somewhat in phase 2). - Revolvers can either be loaded one shell at a time or all at once with an ammo box. - All guns now have a badmin var. Have fun (think shotguns). - A few admin-only guns have been removed (for now). They'll get re-added in a future update. - Shotguns no longer need to be pumped before firing (will change back in phase 2). - All gunshots fired by players are now logged in both the firer's and the target's attack_log. So if someone gets shot and it doesn't show up, it's because a turret or something shot them. Hopefully I didn't miss anything. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1659 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -72,18 +72,6 @@
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unacidable = 1//Just to be sure.
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var/def_zone
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/obj/beam/a_laser
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name = "a laser"
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icon = 'projectiles.dmi'
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icon_state = "laser"
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density = 1
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var/yo = null
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var/xo = null
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var/current = null
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var/life = 50.0
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anchored = 1.0
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flags = TABLEPASS
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/obj/beam/i_beam
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name = "i beam"
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icon = 'projectiles.dmi'
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@@ -112,40 +100,6 @@
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anchored = 1.0
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unacidable = 1
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/obj/bullet
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name = "bullet"
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icon = 'projectiles.dmi'
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icon_state = "bullet"
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density = 1
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throwforce = 0.1 //an attempt to make it possible to shoot your way through space
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unacidable = 1//Just to be sure.
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var/yo = null
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var/xo = null
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var/current = null
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anchored = 1.0
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flags = TABLEPASS
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var/def_zone
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/obj/bullet/weakbullet
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/obj/bullet/electrode
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name = "electrode"
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icon_state = "spark"
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/obj/bullet/teleshot
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name = "teleshot"
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icon_state = "spark"
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var/failchance = 5
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var/obj/item/target = null
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/obj/bullet/cbbolt
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name = "crossbow bolt"
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icon_state = "cbbolt"
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/obj/bullet/neurodart
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name = "acid"
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icon_state = "toxin"
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/obj/datacore
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name = "datacore"
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var/medical[] = list()
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@@ -71,7 +71,7 @@
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icon_state = "detective"
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item_state = "det_suit"
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
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allowed = list(/obj/item/weapon/gun/detectiverevolver,/obj/item/weapon/gun/revolver,/obj/item/weapon/ammo/a38,/obj/item/weapon/cigpacket,/obj/item/weapon/zippo,/obj/item/device/detective_scanner,/obj/item/device/taperecorder)
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allowed = list(/obj/item/weapon/gun/projectile/detective,/obj/item/weapon/gun/projectile,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/cigpacket,/obj/item/weapon/zippo,/obj/item/device/detective_scanner,/obj/item/device/taperecorder)
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armor = list(melee = 50, bullet = 40, laser = 30, taser = 10, bomb = 20, bio = 0, rad = 0)
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/obj/item/clothing/suit/judgerobe
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@@ -191,7 +191,7 @@
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// ARMOR
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/obj/item/clothing/suit/armor
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allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/gun/revolver,/obj/item/weapon/baton,/obj/item/weapon/handcuffs)
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allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/gun/projectile,/obj/item/weapon/baton,/obj/item/weapon/handcuffs)
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/obj/item/clothing/suit/armor/vest
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name = "armor"
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@@ -283,7 +283,7 @@
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icon_state = "deathsquad"
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item_state = "swat_suit"
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
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allowed = list(/obj/item/weapon/gun,/obj/item/weapon/ammo,/obj/item/weapon/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/tank/emergency_oxygen)
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allowed = list(/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/tank/emergency_oxygen)
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slowdown = 1
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armor = list(melee = 80, bullet = 60, laser = 50, taser = 25, bomb = 50, bio = 10, rad = 0)
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@@ -367,7 +367,7 @@
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item_state = "space_suit_syndicate"
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desc = "Has a tag on it: Totally not property of of a hostile corporation, honest!"
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w_class = 3
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allowed = list(/obj/item/weapon/gun,/obj/item/weapon/ammo,/obj/item/weapon/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/tank/emergency_oxygen)
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allowed = list(/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/tank/emergency_oxygen)
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slowdown = 1
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armor = list(melee = 60, bullet = 50, laser = 30, taser = 15, bomb = 30, bio = 30, rad = 30)
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@@ -393,7 +393,7 @@
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desc = "A unique, vaccum-proof suit of nano-enhanced armor designed specifically for Spider Clan assassins."
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icon_state = "s-ninja"
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item_state = "s-ninja_suit"
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allowed = list(/obj/item/weapon/gun,/obj/item/weapon/ammo,/obj/item/weapon/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/tank/emergency_oxygen)
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allowed = list(/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/tank/emergency_oxygen)
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radiation_protection = 0.75
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slowdown = 1
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armor = list(melee = 60, bullet = 50, laser = 30, taser = 15, bomb = 30, bio = 30, rad = 30)
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@@ -445,7 +445,7 @@
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icon_state = "pirate"
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item_state = "pirate"
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w_class = 3
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allowed = list(/obj/item/weapon/gun,/obj/item/weapon/ammo,/obj/item/weapon/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/tank/emergency_oxygen)
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allowed = list(/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/tank/emergency_oxygen)
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slowdown = 0
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armor = list(melee = 60, bullet = 50, laser = 30, taser = 15, bomb = 30, bio = 30, rad = 30)
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@@ -124,6 +124,7 @@
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/obj/item/weapon/spacecash/c1000
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icon_state = "spacecash1000"
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/*
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/obj/item/weapon/ammo
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name = "ammo"
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icon = 'ammo.dmi'
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@@ -207,7 +208,7 @@
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icon_state = "38-7"
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amount_left = 7.0
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m_amt = 10000
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*/
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/obj/item/device/mass_spectrometer
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desc = "A hand-held mass spectrometer which identifies trace chemicals in a blood sample."
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name = "mass-spectrometer"
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@@ -644,7 +645,7 @@
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abstract = 1.0
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item_state = "nothing"
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w_class = 5.0
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/*
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/obj/item/weapon/gun
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name = "gun"
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icon = 'gun.dmi'
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@@ -850,7 +851,7 @@
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force = 14.0
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m_amt = 1000
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origin_tech = "combat=2;materials=2"
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*/
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/obj/item/weapon/hand_tele
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name = "hand tele"
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icon = 'device.dmi'
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@@ -1455,6 +1456,13 @@ Total SMES charging rate should not exceed total power generation rate, or an ov
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var/rigged = 0 // true if rigged to explode
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var/minor_fault = 0 //If not 100% reliable, it will build up faults.
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/obj/item/weapon/cell/crap
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name = "Nanotrassen Brand Rechargable AA Battery"
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desc = "You can't top the plasma top." //TOTALLY TRADEMARK INFRINGEMENT
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origin_tech = "powerstorage=0"
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maxcharge = 500
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g_amt = 40
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/obj/item/weapon/cell/high
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name = "high-capacity power cell"
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origin_tech = "powerstorage=2"
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