Refactors Electrocution and Tesla Zapping (#15357)

* Refactors Electrocution and Tesla Zapping---Improves Supermatter and Tesla

* forgot this one

* fixes and styling

* last tidbits hopefully

* machine frames

* use flags

* styling
This commit is contained in:
Fox McCloud
2021-02-03 20:52:03 +00:00
committed by GitHub
parent 5608f36a4b
commit 8947e97f3b
50 changed files with 598 additions and 384 deletions
@@ -75,19 +75,22 @@
name = "shock bolt"
icon_state = "purple_laser"
impact_effect_type = /obj/effect/temp_visual/impact_effect/purple_laser
damage = 10 //A worse lasergun
var/zap_flags = ZAP_MOB_DAMAGE | ZAP_OBJ_DAMAGE
var/zap_range = 3
var/power = 10000
var/chain
/obj/item/ammo_casing/energy/shock_revolver/ready_proj(atom/target, mob/living/user, quiet, zone_override = "")
..()
var/obj/item/projectile/energy/shock_revolver/P = BB
spawn(1)
P.chain = P.Beam(user,icon_state="purple_lightning",icon = 'icons/effects/effects.dmi',time=1000, maxdistance = 30)
P.chain = P.Beam(user, icon_state = "purple_lightning", icon = 'icons/effects/effects.dmi', time = 1000, maxdistance = 30)
/obj/item/projectile/energy/shock_revolver/on_hit(atom/target)
. = ..()
if(isliving(target))
tesla_zap(src, 3, 10000)
qdel(chain)
tesla_zap(src, zap_range, power, zap_flags)
qdel(src)
/obj/item/projectile/energy/toxplasma
name = "plasma bolt"