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https://github.com/ParadiseSS13/Paradise.git
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Fixes
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@@ -120,8 +120,8 @@ var/global/sent_honksquad = 0
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equip_to_slot_or_del(new /obj/item/weapon/reagent_containers/spray/waterflower(src), slot_in_backpack)
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if(prob(50))
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equip_to_slot_or_del(new /obj/item/weapon/gun/energy/clown(src), slot_in_backpack)
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//else
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//equip_to_slot_or_del(new /obj/item/weapon/gun/grenadelauncher/piecannon(src), slot_in_backpack)
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else
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equip_to_slot_or_del(new /obj/item/weapon/gun/throw/piecannon(src), slot_in_backpack)
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src.mutations.Add(CLUMSY)
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@@ -18,8 +18,8 @@ var/global/vox_tick = 1
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equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/monocle(src), slot_glasses) // REPLACE WITH CODED VOX ALTERNATIVE.
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equip_to_slot_or_del(new /obj/item/device/chameleon(src), slot_l_store)
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//var/obj/item/weapon/gun/launcher/spikethrower/W = new(src)
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//equip_to_slot_or_del(W, slot_r_hand)
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var/obj/item/weapon/gun/projectile/automatic/spikethrower/W = new(src)
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equip_to_slot_or_del(W, slot_r_hand)
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if(2) // Vox engineer!
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@@ -51,16 +51,16 @@
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if(selfcharge) //Every [recharge_time] ticks, recharge a shot for the cyborg
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charge_tick++
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if(charge_tick < charge_delay)
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return 0
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return
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charge_tick = 0
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if(!power_supply)
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return 0 // check if we actually need to recharge
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return // check if we actually need to recharge
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var/obj/item/ammo_casing/energy/E = ammo_type[select]
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if(use_external_power)
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var/obj/item/weapon/stock_parts/cell/external = get_external_power_supply()
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if(!external || !external.use((E.e_cost)/10)) //Take power from the borg...
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return 0 //Note, uses /10 because of shitty mods to the cell system
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power_supply.give(E.e_cost) //... to recharge the shot
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return //Note, uses /10 because of shitty mods to the cell system
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power_supply.give(1000) //... to recharge the shot
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update_icon()
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/obj/item/weapon/gun/energy/attack_self(mob/living/user as mob)
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@@ -122,12 +122,9 @@
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else
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if(!shaded_charge)
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for(var/i = ratio, i >= 1, i--)
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overlays += image(icon = icon, icon_state = icon_state, pixel_x = ammo_x_offset * (i -1))
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else
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if(modifystate)
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overlays += image(icon = icon, icon_state = "[icon_state]_[shot.select_name]_charge[ratio]")
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else
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overlays += image(icon = icon, icon_state = "[icon_state]_charge[ratio]")
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overlays += image(icon = icon, icon_state = iconState, pixel_x = ammo_x_offset * (i -1))
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else
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overlays += image(icon = icon, icon_state = "[icon_state]_[modifystate ? "[shot.select_name]_" : ""]charge[ratio]")
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if(F && can_flashlight)
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var/iconF = "flight"
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if(F.on)
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@@ -44,6 +44,7 @@
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/obj/item/weapon/gun/energy/laser/cyborg
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can_charge = 0
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desc = "An energy-based laser gun that draws power from the cyborg's internal energy cell directly. So this is what freedom looks like?"
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origin_tech = null
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/obj/item/weapon/gun/energy/laser/cyborg/newshot()
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..()
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@@ -92,6 +92,7 @@
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ammo_type = list(/obj/item/ammo_casing/energy/kinetic)
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cell_type = /obj/item/weapon/stock_parts/cell/emproof
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// Apparently these are safe to carry? I'm sure goliaths would disagree.
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needs_permit = 0
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var/overheat_time = 16
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unique_rename = 1
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weapon_weight = WEAPON_LIGHT
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@@ -271,6 +272,7 @@
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modifystate = "adv_plasmacutter"
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origin_tech = "combat=3;materials=4;magnets=3;plasmatech=3;engineering=2"
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ammo_type = list(/obj/item/ammo_casing/energy/plasma/adv)
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force = 15
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/obj/item/weapon/gun/energy/wormhole_projector
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name = "bluespace wormhole projector"
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@@ -79,7 +79,6 @@
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playsound(loc, hitsound, volume, 1, -1)
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L.visible_message("<span class='danger'>[L] is hit by \a [src][organ_hit_text]!</span>", \
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"<span class='userdanger'>[L] is hit by \a [src][organ_hit_text]!</span>") //X has fired Y is now given by the guns so you cant tell who shot you if you could not see the shooter
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L.apply_effects(stun, weaken, paralyze, irradiate, slur, stutter, eyeblur, drowsy, blocked, stamina, jitter)
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var/reagent_note
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if(reagents && reagents.reagent_list)
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@@ -32,6 +32,7 @@
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damage = 15
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irradiate = 30
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forcedodge = 1
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range = 15
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/obj/item/projectile/beam/disabler
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name = "disabler beam"
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