/obj/item/projectile/beam name = "laser" icon_state = "laser" pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE damage = 20 damage_type = BURN hitsound = 'sound/weapons/sear.ogg' hitsound_wall = 'sound/weapons/effects/searwall.ogg' flag = "laser" eyeblur = 2 impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser is_reflectable = TRUE light_range = 2 light_color = LIGHT_COLOR_RED ricochets_max = 50 //Honk! ricochet_chance = 80 /obj/item/projectile/beam/laser /obj/item/projectile/beam/laser/heavylaser name = "heavy laser" icon_state = "heavylaser" damage = 40 /obj/item/projectile/beam/practice name = "practice laser" damage = 0 nodamage = 1 log_override = TRUE /obj/item/projectile/beam/scatter name = "laser pellet" icon_state = "scatterlaser" damage = 5 /obj/item/projectile/beam/xray name = "xray beam" icon_state = "xray" damage = 15 tile_dropoff = 0.75 irradiate = 30 forcedodge = 1 range = 15 impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser light_color = LIGHT_COLOR_GREEN /obj/item/projectile/beam/disabler name = "disabler beam" icon_state = "omnilaser" damage = 30 damage_type = STAMINA flag = "energy" hitsound = 'sound/weapons/tap.ogg' eyeblur = 0 impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser light_color = LIGHT_COLOR_CYAN /obj/item/projectile/beam/pulse name = "pulse" icon_state = "u_laser" damage = 50 impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser light_color = LIGHT_COLOR_DARKBLUE /obj/item/projectile/beam/pulse/on_hit(var/atom/target, var/blocked = 0) if(istype(target,/turf/)||istype(target,/obj/structure/)) target.ex_act(2) ..() /obj/item/projectile/beam/pulse/shot damage = 40 /obj/item/projectile/beam/emitter name = "emitter beam" icon_state = "emitter" damage = 30 impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser light_color = LIGHT_COLOR_GREEN /obj/item/projectile/beam/emitter/singularity_pull() return //don't want the emitters to miss /obj/item/projectile/beam/lasertag name = "laser tag beam" icon_state = "omnilaser" hitsound = 'sound/weapons/tap.ogg' nodamage = 1 damage_type = STAMINA flag = "laser" var/suit_types = list(/obj/item/clothing/suit/redtag, /obj/item/clothing/suit/bluetag) log_override = TRUE impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser light_color = LIGHT_COLOR_DARKBLUE /obj/item/projectile/beam/lasertag/on_hit(atom/target, blocked = 0) . = ..() if(ishuman(target)) var/mob/living/carbon/human/M = target if(istype(M.wear_suit)) if(M.wear_suit.type in suit_types) M.adjustStaminaLoss(34) return 1 /obj/item/projectile/beam/lasertag/omni name = "laser tag beam" icon_state = "omnilaser" /obj/item/projectile/beam/lasertag/redtag icon_state = "laser" suit_types = list(/obj/item/clothing/suit/bluetag) impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser light_color = LIGHT_COLOR_RED /obj/item/projectile/beam/lasertag/bluetag icon_state = "bluelaser" suit_types = list(/obj/item/clothing/suit/redtag) /obj/item/projectile/beam/sniper name = "sniper beam" icon_state = "sniperlaser" damage = 60 stun = 5 weaken = 5 stutter = 5 impact_effect_type = /obj/effect/temp_visual/impact_effect/purple_laser light_color = LIGHT_COLOR_PINK /obj/item/projectile/beam/immolator name = "immolation beam" /obj/item/projectile/beam/immolator/strong name = "heavy immolation beam" damage = 45 icon_state = "heavylaser" /obj/item/projectile/beam/immolator/weak name = "light immolation beam" damage = 8 icon_state = "scatterlaser" /obj/item/projectile/beam/immolator/on_hit(var/atom/target, var/blocked = 0) . = ..() if(istype(target, /mob/living/carbon)) var/mob/living/carbon/M = target M.adjust_fire_stacks(1) M.IgniteMob() /obj/item/projectile/beam/instakill name = "instagib laser" icon_state = "purple_laser" damage = 200 damage_type = BURN impact_effect_type = /obj/effect/temp_visual/impact_effect/purple_laser light_color = LIGHT_COLOR_PURPLE /obj/item/projectile/beam/instakill/blue icon_state = "blue_laser" impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser light_color = LIGHT_COLOR_DARKBLUE /obj/item/projectile/beam/instakill/red icon_state = "red_laser" impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser light_color = LIGHT_COLOR_RED /obj/item/projectile/beam/instakill/on_hit(atom/target) . = ..() if(isliving(target)) var/mob/living/L = target L.visible_message("[L] explodes!") L.gib()