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https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-19 02:54:41 +01:00
Compiles, and guns work™
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@@ -125,13 +125,13 @@
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to_chat(usr, "This robot has had its disabler removed!")
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return 0
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if(T.recharge_time <= 2)
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if(T.charge_delay <= 2)
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to_chat(R, "Maximum cooling achieved for this hardpoint!")
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to_chat(usr, "There's no room for another cooling unit!")
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return 0
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else
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T.recharge_time = max(2 , T.recharge_time - 4)
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T.charge_delay = max(2 , T.charge_delay - 4)
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return 1
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@@ -214,4 +214,4 @@
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return 0
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R.emagged = 1
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return 1
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return 1
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@@ -114,7 +114,7 @@
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bmark.pixel_x--
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bmark.pixel_y--
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if(Proj.damage >= 20 || istype(Proj, /obj/item/projectile/practice))
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if(Proj.damage >= 20 || istype(Proj, /obj/item/projectile/beam/practice))
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bmark.icon_state = "scorch"
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bmark.dir = pick(NORTH,SOUTH,EAST,WEST) // random scorch design
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@@ -178,4 +178,4 @@
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b2y1 = pixel_y + pick(1,1,1,1,2,2,3,3,4)
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b2y2 = pixel_y - pick(1,1,1,1,2,2,3,3,4)
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Target.bulletholes.Add(src)
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Target.bulletholes.Add(src)
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@@ -140,7 +140,7 @@ var/global/list/datum/stack_recipe/wood_recipes = list ( \
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new/datum/stack_recipe("wooden barricade", /obj/structure/barricade/wooden, 5, time = 50, one_per_turf = 1, on_floor = 1), \
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new/datum/stack_recipe("bookcase", /obj/structure/bookcase, 5, time = 50, one_per_turf = 1, on_floor = 1), \
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new/datum/stack_recipe("rifle stock", /obj/item/weaponcrafting/stock, 10, time = 40), \
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new/datum/stack_recipe("crossbow frame", /obj/item/weapon/crossbowframe, 5, time = 25, one_per_turf = 0, on_floor = 0), \
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/*new/datum/stack_recipe("crossbow frame", /obj/item/weapon/crossbowframe, 5, time = 25, one_per_turf = 0, on_floor = 0), \ */
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new/datum/stack_recipe("wooden door", /obj/structure/mineral_door/wood, 10, time = 20, one_per_turf = 1, on_floor = 1), \
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new/datum/stack_recipe("coffin", /obj/structure/closet/coffin, 5, time = 15, one_per_turf = 1, on_floor = 1), \
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new/datum/stack_recipe("easel", /obj/structure/easel, 3, one_per_turf = 1, on_floor = 1), \
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@@ -41,12 +41,11 @@
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icon = 'icons/obj/chronos.dmi'
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icon_state = "chronogun"
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item_state = "chronogun"
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w_class = 3.0
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projectile_type = "/obj/item/projectile/energy/chrono_beam"
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fire_sound = 'sound/weapons/Laser.ogg'
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charge_cost = 0
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fire_delay = 50
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w_class = 3
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flags = NODROP
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ammo_type = list(/obj/item/ammo_casing/energy/chrono_beam)
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can_charge = 0
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fire_delay = 50
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var/obj/item/weapon/chrono_eraser/TED = null
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var/obj/effect/chrono_field/field = null
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var/turf/startpos = null
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@@ -60,12 +59,13 @@
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qdel(src)
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/obj/item/weapon/gun/energy/chrono_gun/dropped()
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..()
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qdel(src)
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/obj/item/weapon/gun/energy/chrono_gun/update_icon()
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return
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/obj/item/weapon/gun/energy/chrono_gun/Fire()
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/obj/item/weapon/gun/energy/chrono_gun/process_fire()
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if(field)
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field_disconnect(field)
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..()
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@@ -125,18 +125,23 @@
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nodamage = 1
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var/obj/item/weapon/gun/energy/chrono_gun/gun = null
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/obj/item/projectile/energy/chrono_beam/process()
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/obj/item/projectile/energy/chrono_beam/fire()
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gun = firer.get_active_hand()
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if(istype(gun))
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return ..()
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else
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return 0
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/obj/item/projectile/energy/chrono_beam/on_hit(var/atom/target)
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/obj/item/projectile/energy/chrono_beam/on_hit(atom/target)
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if(target && gun && isliving(target))
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var/obj/effect/chrono_field/F = new(target.loc, target, gun)
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gun.field_connect(F)
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/obj/item/ammo_casing/energy/chrono_beam
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name = "eradication beam"
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projectile_type = /obj/item/projectile/energy/chrono_beam
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icon_state = "chronobolt"
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e_cost = 0
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/obj/effect/chrono_field
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name = "eradication field"
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@@ -256,4 +261,4 @@
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#undef CHRONO_BEAM_RANGE
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#undef CHRONO_FRAME_COUNT
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#undef CHRONO_FRAME_COUNT
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