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90 lines
2.8 KiB
Plaintext
90 lines
2.8 KiB
Plaintext
/obj/item/weapon/gun/energy/pulse_rifle
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name = "pulse rifle"
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desc = "A heavy-duty, pulse-based energy weapon, preferred by front-line combat personnel."
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icon_state = "pulse"
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item_state = null //so the human update icon uses the icon_state instead.
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force = 10
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fire_sound = 'sound/weapons/pulse.ogg'
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charge_cost = 200
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projectile_type = "/obj/item/projectile/beam/pulse"
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cell_type = "/obj/item/weapon/stock_parts/cell/super"
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var/mode = 2
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slot_flags = SLOT_BACK
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w_class = 4.0
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emp_act()
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return
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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 = 50
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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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if(0)
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mode = 1
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charge_cost = 100
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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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if(1)
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mode = 2
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charge_cost = 200
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fire_sound = 'sound/weapons/pulse.ogg'
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user << "\red [src.name] is now set to DESTROY."
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projectile_type = "/obj/item/projectile/beam/pulse"
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return
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isHandgun()
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return 0
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/obj/item/weapon/gun/energy/pulse_rifle/cyborg/process_chambered()
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if(in_chamber)
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return 1
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if(isrobot(src.loc))
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var/mob/living/silicon/robot/R = src.loc
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if(R && R.cell)
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R.cell.use(charge_cost)
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in_chamber = new/obj/item/projectile/beam(src)
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return 1
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return 0
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/obj/item/weapon/gun/energy/pulse_rifle/destroyer
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name = "pulse destroyer"
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desc = "A heavy-duty, pulse-based energy weapon."
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cell_type = "/obj/item/weapon/stock_parts/cell/infinite"
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attack_self(mob/living/user as mob)
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user << "\red [src.name] has three settings, and they are all DESTROY."
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/obj/item/weapon/gun/energy/pulse_rifle/carbine
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name = "pulse carbine"
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desc = "A compact variant of the pulse rifle with less firepower but easier storage."
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w_class = 3
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slot_flags = SLOT_BELT
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icon_state = "pulse_carbine"
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item_state = "pulse"
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cell_type = "/obj/item/weapon/stock_parts/cell/pulse/carbine"
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can_flashlight = 1
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/obj/item/weapon/gun/energy/pulse_rifle/pistol
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name = "pulse pistol"
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desc = "A pulse rifle in an easily concealed handgun package with low capacity."
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w_class = 2
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slot_flags = SLOT_BELT
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icon_state = "pulse_pistol"
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item_state = "gun"
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cell_type = "/obj/item/weapon/stock_parts/cell/pulse/pistol"
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/obj/item/weapon/gun/energy/pulse_rifle/pistol/m1911
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name = "\improper M1911-P"
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desc = "A compact pulse core in a classic handgun frame for Nanotrasen officers. It's not the size of the gun, it's the size of the hole it puts through people."
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icon_state = "m1911-p"
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item_state = "gun"
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cell_type = "/obj/item/weapon/stock_parts/cell/infinite"
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isHandgun()
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return 1 |