Files
Paradise/code/modules/projectiles/projectile/beams.dm
TheDZD 8b8dd41d36 Fixes
2016-06-03 23:41:54 -04:00

135 lines
3.2 KiB
Plaintext

/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
/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
/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
irradiate = 30
forcedodge = 1
range = 15
/obj/item/projectile/beam/disabler
name = "disabler beam"
icon_state = "omnilaser"
damage = 36
damage_type = STAMINA
flag = "energy"
hitsound = 'sound/weapons/tap.ogg'
eyeblur = 0
/obj/item/projectile/beam/pulse
name = "pulse"
icon_state = "u_laser"
damage = 50
/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
legacy = 1
animate_movement = SLIDE_STEPS
/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 = null
damage = 0
damage_type = STAMINA
flag = "laser"
var/suit_types = list(/obj/item/clothing/suit/redtag, /obj/item/clothing/suit/bluetag)
/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)
/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
/obj/item/projectile/beam/immolator
name = "immolation beam"
/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
/obj/item/projectile/beam/instakill/blue
icon_state = "blue_laser"
/obj/item/projectile/beam/instakill/red
icon_state = "red_laser"
/obj/item/projectile/beam/instakill/on_hit(atom/target)
. = ..()
if(iscarbon(target))
var/mob/living/carbon/M = target
M.visible_message("<span class='danger'>[M] explodes into a shower of gibs!</span>")
M.gib()