/obj/item/projectile/ion name = "ion bolt" icon_state = "ion" damage = 0 damage_type = BURN nodamage = 1 flag = "energy" on_hit(var/atom/target, var/blocked = 0) empulse(target, 1, 1) return 1 /obj/item/projectile/ion/weak /obj/item/projectile/ion/weak/on_hit(atom/target, blocked = 0) empulse(target, 0, 0) return 1 /obj/item/projectile/bullet/gyro name ="explosive bolt" icon_state= "bolter" damage = 50 flag = "bullet" sharp = 1 edge = 1 on_hit(var/atom/target, var/blocked = 0) explosion(target, -1, 0, 2) return 1 /obj/item/projectile/bullet/a40mm name ="40mm grenade" desc = "USE A WEEL GUN" icon_state= "bolter" damage = 60 flag = "bullet" /obj/item/projectile/bullet/a40mm/on_hit(atom/target, blocked = 0) ..() explosion(target, -1, 0, 2, 1, 0, flame_range = 3) return 1 /obj/item/projectile/temp name = "freeze beam" icon_state = "ice_2" damage = 0 damage_type = BURN nodamage = 1 flag = "energy" var/temperature = 300 on_hit(var/atom/target, var/blocked = 0)//These two could likely check temp protection on the mob if(istype(target, /mob/living)) var/mob/M = target M.bodytemperature = temperature return 1 /obj/item/projectile/meteor name = "meteor" icon = 'icons/obj/meteor.dmi' icon_state = "smallf" damage = 0 damage_type = BRUTE nodamage = 1 flag = "bullet" Bump(atom/A as mob|obj|turf|area) if(A == firer) loc = A.loc return sleep(-1) //Might not be important enough for a sleep(-1) but the sleep/spawn itself is necessary thanks to explosions and metoerhits if(src)//Do not add to this if() statement, otherwise the meteor won't delete them if(A) A.ex_act(2) playsound(src.loc, 'sound/effects/meteorimpact.ogg', 40, 1) for(var/mob/M in range(10, src)) if(!M.stat && !istype(M, /mob/living/silicon/ai))\ shake_camera(M, 3, 1) qdel(src) return 1 else return 0 /obj/item/projectile/energy/floramut name = "alpha somatoray" icon_state = "energy" damage = 0 damage_type = TOX nodamage = 1 flag = "energy" on_hit(var/atom/target, var/blocked = 0) var/mob/living/M = target if(ishuman(target)) var/mob/living/carbon/human/H = M if((H.species.flags & IS_PLANT) && (M.nutrition < 500)) if(prob(15)) M.apply_effect((rand(30,80)),IRRADIATE) M.Weaken(5) for (var/mob/V in viewers(src)) V.show_message("\red [M] writhes in pain as \his vacuoles boil.", 3, "\red You hear the crunching of leaves.", 2) if(prob(35)) // for (var/mob/V in viewers(src)) //Public messages commented out to prevent possible metaish genetics experimentation and stuff. - Cheridan // V.show_message("\red [M] is mutated by the radiation beam.", 3, "\red You hear the snapping of twigs.", 2) if(prob(80)) randmutb(M) domutcheck(M,null) else randmutg(M) domutcheck(M,null) else M.adjustFireLoss(rand(5,15)) M.show_message("\red The radiation beam singes you!") // for (var/mob/V in viewers(src)) // V.show_message("\red [M] is singed by the radiation beam.", 3, "\red You hear the crackle of burning leaves.", 2) else if(istype(target, /mob/living/carbon/)) // for (var/mob/V in viewers(src)) // V.show_message("The radiation beam dissipates harmlessly through [M]", 3) M.show_message("\blue The radiation beam dissipates harmlessly through your body.") else return 1 /obj/item/projectile/energy/florayield name = "beta somatoray" icon_state = "energy2" damage = 0 damage_type = TOX nodamage = 1 flag = "energy" on_hit(var/atom/target, var/blocked = 0) var/mob/M = target if(ishuman(target)) //These rays make plantmen fat. var/mob/living/carbon/human/H = M if((H.species.flags & IS_PLANT) && (M.nutrition < 500)) M.nutrition += 30 else if (istype(target, /mob/living/carbon/)) M.show_message("\blue The radiation beam dissipates harmlessly through your body.") else return 1 /obj/item/projectile/beam/mindflayer name = "flayer ray" on_hit(var/atom/target, var/blocked = 0) if(ishuman(target)) var/mob/living/carbon/human/M = target M.adjustBrainLoss(20) M.hallucination += 20 /obj/item/projectile/clown name = "snap-pop" icon = 'icons/obj/toy.dmi' icon_state = "snappop" Bump(atom/A as mob|obj|turf|area) var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread s.set_up(3, 1, src) s.start() new /obj/effect/decal/cleanable/ash(src.loc) src.visible_message("\red The [src.name] explodes!","\red You hear a snap!") playsound(src, 'sound/effects/snap.ogg', 50, 1) qdel(src) /obj/item/projectile/kinetic name = "kinetic force" icon_state = null damage = 15 damage_type = BRUTE flag = "bomb" range = 3 obj/item/projectile/kinetic/New() var/turf/proj_turf = get_turf(src) if(!istype(proj_turf, /turf)) return var/datum/gas_mixture/environment = proj_turf.return_air() var/pressure = environment.return_pressure() if(pressure < 50) name = "full strength kinetic force" damage = 30 ..() /obj/item/projectile/kinetic/Range() range-- if(range <= 0) new /obj/item/effect/kinetic_blast(src.loc) qdel(src) /obj/item/projectile/kinetic/on_hit(atom/target) var/turf/target_turf= get_turf(target) if(istype(target_turf, /turf/simulated/mineral)) var/turf/simulated/mineral/M = target_turf M.GetDrilled() new /obj/item/effect/kinetic_blast(target_turf) ..() /obj/item/effect/kinetic_blast name = "kinetic explosion" icon = 'icons/obj/projectiles.dmi' icon_state = "kinetic_blast" layer = 4.1 /obj/item/effect/kinetic_blast/New() spawn(4) qdel(src) /obj/item/projectile/bullet/frag12 name ="explosive slug" damage = 25 weaken = 5 /obj/item/projectile/bullet/frag12/on_hit(atom/target, blocked = 0) ..() explosion(target, -1, 0, 1) return 1 /obj/item/projectile/energy/teleport name = "teleportation burst" icon_state = "bluespace" damage = 0 nodamage = 1 /obj/item/projectile/energy/teleport/on_hit(var/atom/target, var/blocked = 0) if(isliving(target)) var/obj/item/device/radio/beacon/teletarget = null for(var/obj/machinery/computer/teleporter/com in machines) if(com.target) teletarget = com.target if(teletarget) do_teleport(target, teletarget, 0)//teleport what's in the tile to the beacon else do_teleport(target, target, 15) //Otherwise it just warps you off somewhere.