/obj/item/ammo_casing/energy name = "energy weapon lens" desc = "The part of the gun that makes the laser go pew" caliber = "energy" projectile_type = /obj/item/projectile/energy var/e_cost = 100 //The amount of energy a cell needs to expend to create this shot. var/select_name = "energy" fire_sound = 'sound/weapons/laser.ogg' /obj/item/ammo_casing/energy/laser projectile_type = /obj/item/projectile/beam/laser select_name = "kill" /obj/item/ammo_casing/energy/laser/cyborg //to balance cyborg energy cost seperately e_cost = 250 /obj/item/ammo_casing/energy/lasergun projectile_type = /obj/item/projectile/beam/laser e_cost = 83 select_name = "kill" /obj/item/ammo_casing/energy/laser/hos //allows balancing of HoS and blueshit guns seperately from other energy weapons e_cost = 100 /obj/item/ammo_casing/energy/laser/practice projectile_type = /obj/item/projectile/beam/practice select_name = "practice" harmful = FALSE /obj/item/ammo_casing/energy/laser/scatter projectile_type = /obj/item/projectile/beam/scatter pellets = 5 variance = 25 select_name = "scatter" /obj/item/ammo_casing/energy/laser/heavy projectile_type = /obj/item/projectile/beam/laser/heavylaser select_name = "anti-vehicle" fire_sound = 'sound/weapons/lasercannonfire.ogg' /obj/item/ammo_casing/energy/laser/pulse projectile_type = /obj/item/projectile/beam/pulse e_cost = 200 select_name = "DESTROY" fire_sound = 'sound/weapons/pulse.ogg' /obj/item/ammo_casing/energy/laser/scatter/pulse projectile_type = /obj/item/projectile/beam/pulse e_cost = 200 select_name = "ANNIHILATE" fire_sound = 'sound/weapons/pulse.ogg' /obj/item/ammo_casing/energy/laser/bluetag projectile_type = /obj/item/projectile/beam/lasertag/bluetag select_name = "bluetag" harmful = FALSE /obj/item/ammo_casing/energy/laser/redtag projectile_type = /obj/item/projectile/beam/lasertag/redtag select_name = "redtag" harmful = FALSE /obj/item/ammo_casing/energy/xray projectile_type = /obj/item/projectile/beam/xray e_cost = 100 fire_sound = 'sound/weapons/laser3.ogg' /obj/item/ammo_casing/energy/immolator projectile_type = /obj/item/projectile/beam/immolator fire_sound = 'sound/weapons/laser3.ogg' e_cost = 125 /obj/item/ammo_casing/energy/immolator/strong projectile_type = /obj/item/projectile/beam/immolator/strong e_cost = 125 select_name = "precise" /obj/item/ammo_casing/energy/immolator/scatter projectile_type = /obj/item/projectile/beam/immolator/weak e_cost = 125 pellets = 6 variance = 25 select_name = "scatter" /obj/item/ammo_casing/energy/electrode projectile_type = /obj/item/projectile/energy/electrode select_name = "stun" fire_sound = 'sound/weapons/taser.ogg' e_cost = 200 delay = 15 harmful = FALSE /obj/item/ammo_casing/energy/electrode/gun fire_sound = 'sound/weapons/gunshots/gunshot.ogg' e_cost = 100 /obj/item/ammo_casing/energy/electrode/hos //allows balancing of HoS and blueshit guns seperately from other energy weapons e_cost = 200 /obj/item/ammo_casing/energy/ion projectile_type = /obj/item/projectile/ion select_name = "ion" fire_sound = 'sound/weapons/ionrifle.ogg' /obj/item/ammo_casing/energy/declone projectile_type = /obj/item/projectile/energy/declone select_name = "declone" fire_sound = 'sound/weapons/pulse3.ogg' /obj/item/ammo_casing/energy/mindflayer projectile_type = /obj/item/projectile/beam/mindflayer select_name = "MINDFUCK" fire_sound = 'sound/weapons/laser.ogg' /obj/item/ammo_casing/energy/flora fire_sound = 'sound/effects/stealthoff.ogg' harmful = FALSE /obj/item/ammo_casing/energy/flora/yield projectile_type = /obj/item/projectile/energy/florayield select_name = "yield" /obj/item/ammo_casing/energy/flora/mut projectile_type = /obj/item/projectile/energy/floramut select_name = "mutation" /obj/item/ammo_casing/energy/temp projectile_type = /obj/item/projectile/temp fire_sound = 'sound/weapons/pulse3.ogg' var/temp = 300 /obj/item/ammo_casing/energy/temp/New() ..() BB = null /obj/item/ammo_casing/energy/temp/newshot() ..(temp) /obj/item/ammo_casing/energy/meteor projectile_type = /obj/item/projectile/meteor select_name = "goddamn meteor" /obj/item/ammo_casing/energy/disabler projectile_type = /obj/item/projectile/beam/disabler select_name = "disable" e_cost = 50 fire_sound = 'sound/weapons/taser2.ogg' harmful = FALSE /obj/item/ammo_casing/energy/disabler/cyborg //seperate balancing for cyborg, again e_cost = 250 /obj/item/ammo_casing/energy/plasma projectile_type = /obj/item/projectile/plasma select_name = "plasma burst" fire_sound = 'sound/weapons/plasma_cutter.ogg' delay = 15 e_cost = 25 /obj/item/ammo_casing/energy/plasma/adv projectile_type = /obj/item/projectile/plasma/adv delay = 10 e_cost = 10 /obj/item/ammo_casing/energy/wormhole projectile_type = /obj/item/projectile/beam/wormhole e_cost = 0 fire_sound = 'sound/weapons/pulse3.ogg' var/obj/item/gun/energy/wormhole_projector/gun = null select_name = "blue" harmful = FALSE /obj/item/ammo_casing/energy/wormhole/New(var/obj/item/gun/energy/wormhole_projector/wh) gun = wh /obj/item/ammo_casing/energy/wormhole/orange projectile_type = /obj/item/projectile/beam/wormhole/orange select_name = "orange" /obj/item/ammo_casing/energy/bolt projectile_type = /obj/item/projectile/energy/bolt select_name = "bolt" e_cost = 500 fire_sound = 'sound/weapons/genhit.ogg' /obj/item/ammo_casing/energy/bolt/large projectile_type = /obj/item/projectile/energy/bolt/large select_name = "heavy bolt" /obj/item/ammo_casing/energy/dart projectile_type = /obj/item/projectile/energy/dart fire_sound = 'sound/weapons/genhit.ogg' e_cost = 500 select_name = "toxic dart" /obj/item/ammo_casing/energy/instakill projectile_type = /obj/item/projectile/beam/instakill e_cost = 0 select_name = "DESTROY" /obj/item/ammo_casing/energy/instakill/blue projectile_type = /obj/item/projectile/beam/instakill/blue /obj/item/ammo_casing/energy/instakill/red projectile_type = /obj/item/projectile/beam/instakill/red /obj/item/ammo_casing/energy/plasma projectile_type = /obj/item/projectile/plasma select_name = "plasma burst" fire_sound = 'sound/weapons/pulse.ogg' /obj/item/ammo_casing/energy/plasma/adv projectile_type = /obj/item/projectile/plasma/adv /obj/item/ammo_casing/energy/shock_revolver fire_sound = 'sound/magic/lightningbolt.ogg' e_cost = 200 select_name = "lightning beam" projectile_type = /obj/item/projectile/energy/shock_revolver /obj/item/ammo_casing/energy/toxplasma projectile_type = /obj/item/projectile/energy/toxplasma fire_sound = 'sound/weapons/taser2.ogg' select_name = "plasma dart" /obj/item/ammo_casing/energy/clown projectile_type = /obj/item/projectile/clown fire_sound = 'sound/weapons/gunshots/gunshot_smg.ogg' select_name = "clown" /obj/item/ammo_casing/energy/sniper projectile_type = /obj/item/projectile/beam/sniper fire_sound = 'sound/weapons/marauder.ogg' delay = 50 select_name = "snipe" /obj/item/ammo_casing/energy/teleport projectile_type = /obj/item/projectile/energy/teleport fire_sound = 'sound/weapons/wave.ogg' e_cost = 250 select_name = "teleport beam" var/teleport_target /obj/item/ammo_casing/energy/teleport/New() ..() BB = null /obj/item/ammo_casing/energy/teleport/newshot() ..(teleport_target) /obj/item/ammo_casing/energy/mimic projectile_type = /obj/item/projectile/mimic fire_sound = 'sound/weapons/bite.ogg' select_name = "gun mimic" var/mimic_type /obj/item/ammo_casing/energy/mimic/New() ..() BB = null /obj/item/ammo_casing/energy/mimic/newshot() ..(mimic_type)