Files
Paradise/code/game/objects/effects/spawners/detgun_spawner.dm
S34N 705578b23b Energy detective revolver (#17771)
* Initial defines

* more work

* icon

* more stuff

* UID not hard ref

* tidying

* overload go brrt

* le sound and dead cell

* delet gap

* initial chargepack stuff

* simplify

* oops

* yeet this

* placeholder sprites

* oops magic number

* the gun speaks!

* consolidation

* tweaking and tidying

* so long old gun

* icon purge

* reapplies placeholder

* 1 minute tracker, not two

* makes it use a pinpointer

* revert tiny map changes

* cease your tracking, fool

* oops

* soft refs

* charlie review

* projectile ref to firing obj, removes testing overrides
& cleans up signals

* some more UID null checks

* ICONS

* ICONS CONFLICT

* MORE ICONS

* makes it freaking work

* first pass fixes

* charlie review

* charlie review 2, variable boogaloo

* fixes holsters

* colours the overcharged shot

* and recolours tracker to be yellow to match charge

* yellow laser icon

* widen overcharge misfire %

* fixes unlinkable pinpointers

* fixes gun not speaking when tcomms setup is changed

* steel request

* no chargey

* loudening 2022

* steel part 1

* Apply suggestions from code review

Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>

* restores missing sprites

Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
2022-06-25 20:15:09 +01:00

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451 B
Plaintext

/obj/effect/spawner/detgun
name = "detective's gun spawner"
icon = 'icons/effects/spawner_icons.dmi'
icon_state = "questionmark"
/obj/effect/spawner/detgun/Initialize(mapload)
. = ..()
var/obj/item/gun/energy/detective/detgun = new /obj/item/gun/energy/detective(get_turf(src))
var/obj/item/pinpointer/crew/pointer = new /obj/item/pinpointer/crew(get_turf(src))
detgun.link_pinpointer(pointer.UID())
pointer.link_gun(detgun.UID())
qdel(src)