/obj/item/projectile/energy name = "energy" icon_state = "spark" damage = 0 damage_type = BURN flag = "energy" /obj/item/projectile/energy/electrode name = "electrode" icon_state = "spark" nodamage = 1 stun = 5 weaken = 5 stutter = 5 jitter = 20 hitsound = 'sound/weapons/tase.ogg' range = 7 //Damage will be handled on the MOB side, to prevent window shattering. /obj/item/projectile/energy/electrode/on_hit(var/atom/target, var/blocked = 0) if(!proj_hit) if(!ismob(target) || blocked >= 2) //Fully blocked by mob or collided with dense object - burst into sparks! var/datum/effect/effect/system/spark_spread/sparks = new /datum/effect/effect/system/spark_spread sparks.set_up(1, 1, src) sparks.start() proj_hit = 1 ..() /obj/item/projectile/energy/electrode/on_range() //to ensure the bolt sparks when it reaches the end of its range if it didn't hit a target yet if(!proj_hit) var/datum/effect/effect/system/spark_spread/sparks = new /datum/effect/effect/system/spark_spread sparks.set_up(1, 1, src) sparks.start() proj_hit = 1 ..() /obj/item/projectile/energy/electrode/revolver name = "electrode" icon_state = "spark" nodamage = 1 /* stun = 2 weaken = 2 stutter = 10 */ agony = 50 damage_type = HALLOSS hitsound = 'sound/weapons/tase.ogg' //Damage will be handled on the MOB side, to prevent window shattering. /obj/item/projectile/energy/declone name = "declone" icon_state = "declone" damage = 40 damage_type = CLONE irradiate = 40 /obj/item/projectile/energy/dart name = "dart" icon_state = "toxin" damage = 5 damage_type = TOX weaken = 5 range = 7 /obj/item/projectile/energy/bolt name = "bolt" icon_state = "cbbolt" damage = 15 damage_type = TOX nodamage = 0 weaken = 5 stutter = 5 range = 10 /obj/item/projectile/energy/bolt/large name = "largebolt" damage = 20 /obj/item/projectile/energy/plasma name = "plasma bolt" icon_state = "energy" damage = 20 damage_type = TOX irradiate = 20