mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-21 20:13:45 +01:00
Cell Changes and other Stuff
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@@ -4,6 +4,7 @@
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icon_state = "laser"
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item_state = "laser"
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fire_sound = 'sound/weapons/Laser.ogg'
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charge_cost = 830
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w_class = 3.0
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m_amt = 2000
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origin_tech = "combat=3;magnets=2"
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@@ -39,10 +40,10 @@ obj/item/weapon/gun/energy/laser/retro
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/obj/item/weapon/gun/energy/laser/captain/process()
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charge_tick++
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if(charge_tick < 4)
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if(charge_tick < 4)
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return 0
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charge_tick = 0
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if(!power_supply)
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if(!power_supply)
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return 0
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power_supply.give(1000)
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update_icon()
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@@ -53,7 +54,7 @@ obj/item/weapon/gun/energy/laser/retro
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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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/obj/item/weapon/gun/energy/laser/cyborg/process()
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return 1
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return 1
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/obj/item/weapon/gun/energy/laser/cyborg/process_chambered()
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if(in_chamber)
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@@ -77,7 +78,6 @@ obj/item/weapon/gun/energy/laser/retro
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fire_sound = 'sound/weapons/lasercannonfire.ogg'
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origin_tech = "combat=4;materials=3;powerstorage=3"
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projectile_type = "/obj/item/projectile/beam/heavylaser"
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charge_cost = 1250
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isHandgun()
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return 0
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@@ -109,7 +109,7 @@ obj/item/weapon/gun/energy/laser/retro
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name = "laser tag gun"
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icon_state = "bluetag"
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desc = "Standard issue weapon of the Imperial Guard"
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projectile_type = "/obj/item/projectile/lastertag/blue"
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projectile_type = "/obj/item/projectile/lasertag/blue"
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origin_tech = "combat=1;magnets=2"
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clumsy_check = 0
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var/charge_tick = 0
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@@ -146,7 +146,7 @@ obj/item/weapon/gun/energy/laser/retro
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name = "laser tag gun"
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icon_state = "redtag"
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desc = "Standard issue weapon of the Imperial Guard"
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projectile_type = "/obj/item/projectile/lastertag/red"
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projectile_type = "/obj/item/projectile/lasertag/red"
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origin_tech = "combat=1;magnets=2"
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clumsy_check = 0
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var/charge_tick = 0
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@@ -5,7 +5,7 @@
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item_state = null //so the human update icon uses the icon_state instead.
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force = 10
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fire_sound = 'sound/weapons/pulse.ogg'
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charge_cost = 2000
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charge_cost = 200
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projectile_type = "/obj/item/projectile/beam/pulse"
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cell_type = "/obj/item/weapon/cell/super"
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var/mode = 2
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@@ -35,8 +35,8 @@
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damage = 60
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stun = 5
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weaken = 5
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stutter = 5
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stutter = 5
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/obj/item/projectile/beam/xray
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name = "xray beam"
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icon_state = "xray"
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@@ -75,7 +75,7 @@
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var/mob/living/carbon/human/M = target
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if(istype(M.wear_suit))
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if(M.wear_suit.type in suit_types)
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M.Weaken(34)
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M.adjustHalLoss(34)
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return 1
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/obj/item/projectile/lasertag/omni
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