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46 lines
1.5 KiB
Plaintext
46 lines
1.5 KiB
Plaintext
/obj/item/weapon/gun/energy/hos
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name = "HoS Energy Gun"
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desc = "This is a modern recreation of the captain's antique laser gun. This gun has several unique firemodes, but lacks the ability to recharge over time."
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icon_state = "hoslaser"
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item_state = null //so the human update icon uses the icon_state instead.
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icon_override = 'icons/mob/in-hand/guns.dmi'
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force = 10
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fire_sound = 'sound/weapons/Taser.ogg'
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origin_tech = "combat=3;magnets=2"
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charge_cost = 2000
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modifystate = "hoslaserstun"
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projectile_type = "/obj/item/projectile/energy/electrode"
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fire_delay = 15
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var/mode = 2
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attack_self(mob/living/user as mob)
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switch(mode)
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if(2)
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mode = 0
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charge_cost = 1000
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fire_sound = 'sound/weapons/Laser.ogg'
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user << "\red [src.name] is now set to kill."
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projectile_type = "/obj/item/projectile/beam"
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modifystate = "hoslaserkill"
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fire_delay = 0
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if(0)
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mode = 1
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charge_cost = 500
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fire_sound = 'sound/weapons/taser2.ogg'
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user << "\red [src.name] is now set to disable."
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projectile_type = "/obj/item/projectile/beam/disabler"
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modifystate = "hoslaserdisable"
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fire_delay = 0
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if(1)
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mode = 2
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charge_cost = 2000
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fire_sound = 'sound/weapons/taser.ogg'
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user << "\red [src.name] is now set to stun."
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projectile_type = "/obj/item/projectile/energy/electrode"
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modifystate = "hoslaserstun"
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fire_delay = 15
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update_icon()
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if(user.l_hand == src)
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user.update_inv_l_hand()
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else
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user.update_inv_r_hand() |