mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-06-28 16:53:46 +01:00
388 lines
12 KiB
Plaintext
388 lines
12 KiB
Plaintext
/obj/item/weapon/gun/energy/ionrifle
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name = "ion rifle"
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desc = "A man portable anti-armor weapon designed to disable mechanical threats"
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icon_state = "ionrifle"
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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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fire_sound = 'sound/weapons/IonRifle.ogg'
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origin_tech = "combat=2;magnets=4"
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w_class = 5.0
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flags = CONDUCT
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slot_flags = SLOT_BACK
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projectile_type = "/obj/item/projectile/ion"
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/obj/item/weapon/gun/energy/ionrifle/emp_act(severity)
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return
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/obj/item/weapon/gun/energy/ionrifle/carbine
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name = "ion carbine"
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desc = "The MK.II Prototype Ion Projector is a lightweight carbine version of the larger ion rifle, built to be ergonomic and efficient."
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icon_state = "ioncarbine"
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item_state = "ioncarbine"
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origin_tech = "combat=4;magnets=4;materials=4"
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w_class = 3
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slot_flags = SLOT_BELT
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/obj/item/weapon/gun/energy/decloner
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name = "biological demolecularisor"
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desc = "A gun that discharges high amounts of controlled radiation to slowly break a target into component elements."
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icon_state = "decloner"
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fire_sound = 'sound/weapons/pulse3.ogg'
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origin_tech = "combat=5;materials=4;powerstorage=3"
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projectile_type = "/obj/item/projectile/energy/declone"
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/obj/item/weapon/gun/energy/floragun
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name = "floral somatoray"
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desc = "A tool that discharges controlled radiation which induces mutation in plant cells."
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icon_state = "floramut100"
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item_state = "obj/item/gun.dmi"
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fire_sound = 'sound/effects/stealthoff.ogg'
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projectile_type = "/obj/item/projectile/energy/floramut"
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origin_tech = "materials=2;biotech=3;powerstorage=3"
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modifystate = "floramut"
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var/charge_tick = 0
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var/mode = 0 //0 = mutate, 1 = yield boost
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/obj/item/weapon/gun/energy/floragun/New()
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..()
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processing_objects.Add(src)
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/obj/item/weapon/gun/energy/floragun/Destroy()
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processing_objects.Remove(src)
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return ..()
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/obj/item/weapon/gun/energy/floragun/process()
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charge_tick++
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if(charge_tick < 4) return 0
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charge_tick = 0
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if(!power_supply) return 0
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power_supply.give(1000)
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update_icon()
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return 1
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/obj/item/weapon/gun/energy/floragun/attack_self(mob/living/user as mob)
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switch(mode)
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if(0)
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mode = 1
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charge_cost = 1000
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user << "\red The [src.name] is now set to increase yield."
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projectile_type = "/obj/item/projectile/energy/florayield"
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modifystate = "florayield"
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if(1)
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mode = 0
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charge_cost = 1000
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user << "\red The [src.name] is now set to induce mutations."
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projectile_type = "/obj/item/projectile/energy/floramut"
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modifystate = "floramut"
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update_icon()
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return
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/obj/item/weapon/gun/energy/floragun/afterattack(obj/target, mob/user, flag)
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if(flag && istype(target,/obj/machinery/portable_atmospherics/hydroponics))
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var/obj/machinery/portable_atmospherics/hydroponics/tray = target
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if(process_chambered())
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user.visible_message("\red <b> \The [user] fires \the [src] into \the [tray]!</b>")
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Fire(target,user)
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return
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..()
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/obj/item/weapon/gun/energy/meteorgun
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name = "meteor gun"
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desc = "For the love of god, make sure you're aiming this the right way!"
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icon_state = "riotgun"
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item_state = "c20r"
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w_class = 4
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projectile_type = "/obj/item/projectile/meteor"
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cell_type = "/obj/item/weapon/stock_parts/cell/potato"
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clumsy_check = 0 //Admin spawn only, might as well let clowns use it.
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var/charge_tick = 0
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var/recharge_time = 5 //Time it takes for shots to recharge (in ticks)
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New()
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..()
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processing_objects.Add(src)
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Destroy()
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processing_objects.Remove(src)
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return ..()
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process()
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charge_tick++
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if(charge_tick < recharge_time) return 0
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charge_tick = 0
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if(!power_supply) return 0
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power_supply.give(1000)
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update_icon()
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return
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/obj/item/weapon/gun/energy/meteorgun/pen
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name = "meteor pen"
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desc = "The pen is mightier than the sword."
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icon = 'icons/obj/bureaucracy.dmi'
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icon_state = "pen"
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item_state = "pen"
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w_class = 1
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/obj/item/weapon/gun/energy/mindflayer
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name = "mind flayer"
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desc = "A prototype weapon recovered from the ruins of Research-Station Epsilon."
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icon_state = "xray"
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projectile_type = "/obj/item/projectile/beam/mindflayer"
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fire_sound = 'sound/weapons/Laser.ogg'
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obj/item/weapon/gun/energy/staff/focus
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name = "mental focus"
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desc = "An artefact that channels the will of the user into destructive bolts of force. If you aren't careful with it, you might poke someone's brain out."
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icon = 'icons/obj/wizard.dmi'
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icon_state = "focus"
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item_state = "focus"
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projectile_type = "/obj/item/projectile/forcebolt"
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/*
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attack_self(mob/living/user as mob)
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if(projectile_type == "/obj/item/projectile/forcebolt")
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charge_cost = 200
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user << "\red The [src.name] will now strike a small area."
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projectile_type = "/obj/item/projectile/forcebolt/strong"
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else
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charge_cost = 100
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user << "\red The [src.name] will now strike only a single person."
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projectile_type = "/obj/item/projectile/forcebolt"
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*/
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/obj/item/weapon/gun/energy/clown
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name = "HONK Rifle"
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desc = "Clown Planet's finest."
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icon_state = "energy"
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projectile_type = "/obj/item/projectile/clown"
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fire_sound = 'sound/weapons/Gunshot_smg.ogg'
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clumsy_check = 0
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/obj/item/weapon/gun/energy/toxgun
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name = "plasma pistol"
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desc = "A specialized firearm designed to fire lethal bolts of toxins."
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icon_state = "toxgun"
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fire_sound = 'sound/effects/stealthoff.ogg'
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w_class = 3.0
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origin_tech = "combat=5;plasmatech=4"
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projectile_type = "/obj/item/projectile/energy/plasma"
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/obj/item/weapon/gun/energy/sniperrifle
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name = "L.W.A.P. Sniper Rifle"
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desc = "A rifle constructed of lightweight materials, fitted with a SMART aiming-system scope."
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icon = 'icons/obj/gun.dmi'
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icon_state = "sniper"
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fire_sound = 'sound/weapons/marauder.ogg'
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origin_tech = "combat=6;materials=5;powerstorage=4"
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projectile_type = "/obj/item/projectile/beam/sniper"
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slot_flags = SLOT_BACK
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charge_cost = 2500
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fire_delay = 50
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w_class = 4.0
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var/zoom = 0
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/obj/item/weapon/gun/energy/sniperrifle/dropped(mob/user)
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user.client.view = world.view
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/*
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This is called from
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modules/mob/mob_movement.dm if you move you will be zoomed out
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modules/mob/living/carbon/human/life.dm if you die, you will be zoomed out.
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*/
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/obj/item/weapon/gun/energy/sniperrifle/verb/zoom()
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set category = "Object"
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set name = "Use Sniper Scope"
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set popup_menu = 0
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if(usr.stat || !(istype(usr,/mob/living/carbon/human)))
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usr << "You are unable to focus down the scope of the rifle."
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return
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if(!zoom && usr.get_active_hand() != src)
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usr << "You are too distracted to look down the scope, perhaps if it was in your active hand this might work better"
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return
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if(usr.client.view == world.view)
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if(!usr.hud_used.hud_shown)
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usr.button_pressed_F12(1) // If the user has already limited their HUD this avoids them having a HUD when they zoom in
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usr.button_pressed_F12(1)
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usr.client.view = 12
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zoom = 1
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else
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usr.client.view = world.view
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if(!usr.hud_used.hud_shown)
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usr.button_pressed_F12(1)
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zoom = 0
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usr << "<font color='[zoom?"blue":"red"]'>Zoom mode [zoom?"en":"dis"]abled.</font>"
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/obj/item/weapon/gun/energy/kinetic_accelerator
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name = "proto-kinetic accelerator"
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desc = "According to Nanotrasen accounting, this is mining equipment. It's been modified for extreme power output to crush rocks, but often serves as a miner's first defense against hostile alien life; it's not very powerful unless used in a low pressure environment."
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icon_state = "kineticgun"
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item_state = "kineticgun"
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icon_override = 'icons/mob/in-hand/guns.dmi'
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projectile_type = "/obj/item/projectile/kinetic"
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fire_sound = 'sound/weapons/Kenetic_accel.ogg'
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charge_cost = 5000
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cell_type = "/obj/item/weapon/stock_parts/cell/emproof"
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var/overheat = 0
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var/recent_reload = 1
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/obj/item/weapon/gun/energy/kinetic_accelerator/Fire()
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overheat = 1
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spawn(20)
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overheat = 0
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recent_reload = 0
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..()
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/obj/item/weapon/gun/energy/kinetic_accelerator/emp_act(severity)
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return
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/obj/item/weapon/gun/energy/kinetic_accelerator/attack_self(var/mob/living/user/L)
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if(overheat || recent_reload)
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return
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power_supply.give(5000)
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if(!silenced)
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playsound(src.loc, 'sound/weapons/kenetic_reload.ogg', 60, 1)
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else
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usr << "<span class='warning'>You silently charge [src].<span>"
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recent_reload = 1
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update_icon()
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return
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/obj/item/weapon/gun/energy/kinetic_accelerator/crossbow
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name = "mini energy crossbow"
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desc = "A weapon favored by syndicate stealth specialists."
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icon_state = "crossbow"
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item_state = "crossbow"
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w_class = 2
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m_amt = 2000
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origin_tech = "combat=2;magnets=2;syndicate=5"
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silenced = 1
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projectile_type = "/obj/item/projectile/energy/bolt"
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fire_sound = 'sound/weapons/Genhit.ogg'
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/obj/item/weapon/gun/energy/kinetic_accelerator/crossbow/large
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name = "energy crossbow"
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desc = "A reverse engineered weapon using syndicate technology."
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icon_state = "crossbowlarge"
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w_class = 3
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m_amt = 4000
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origin_tech = "combat=2;magnets=2;syndicate=3" //can be further researched for more syndie tech
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silenced = 0
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projectile_type = "/obj/item/projectile/energy/bolt/large"
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/obj/item/weapon/gun/energy/kinetic_accelerator/crossbow/large/cyborg
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desc = "One and done!"
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icon_state = "crossbowlarge"
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origin_tech = null
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m_amt = 0
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/obj/item/weapon/gun/energy/disabler
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name = "disabler"
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desc = "A self-defense weapon that exhausts organic targets, weakening them until they collapse."
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icon_state = "disabler"
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item_state = null
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projectile_type = /obj/item/projectile/beam/disabler
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fire_sound = 'sound/weapons/taser2.ogg'
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cell_type = "/obj/item/weapon/stock_parts/cell"
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charge_cost = 500
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/obj/item/weapon/gun/energy/disabler/cyborg
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name = "cyborg disabler"
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desc = "An integrated disabler that draws from a cyborg's power cell. This weapon contains a limiter to prevent the cyborg's power cell from overheating."
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var/charge_tick = 0
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var/recharge_time = 2.5
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/obj/item/weapon/gun/energy/disabler/cyborg/New()
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..()
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processing_objects.Add(src)
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/obj/item/weapon/gun/energy/disabler/cyborg/Destroy()
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processing_objects.Remove(src)
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return ..()
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/obj/item/weapon/gun/energy/disabler/cyborg/process() //Every [recharge_time] ticks, recharge a shot for the cyborg
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if(power_supply.charge == power_supply.maxcharge)
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return 0
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charge_tick++
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if(charge_tick < recharge_time)
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return 0
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charge_tick = 0
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if(!power_supply) return 0 //sanity
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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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if(R.cell.use(charge_cost/10)) //Take power from the borg...
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power_supply.give(charge_cost) //... to recharge the shot
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update_icon()
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return 1
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// Telegun for Tator RDs
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/obj/item/weapon/gun/energy/telegun
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name = "Teleporter Gun"
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desc = "An extremely high-tech bluespace energy gun capable of teleporting targets to far off locations."
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icon_state = "telegun"
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item_state = "ionrifle"
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icon_override = 'icons/mob/in-hand/guns.dmi'
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fire_sound = 'sound/weapons/wave.ogg'
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origin_tech = "combat=6;materials=7;powerstorage=5;bluespace=5;syndicate=4"
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cell_type = "/obj/item/weapon/stock_parts/cell/crap"
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projectile_type = "/obj/item/projectile/energy/teleport"
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charge_cost = 1250
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/* 3d printer 'pseudo guns' for borgs */
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/obj/item/weapon/gun/energy/printer
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name = "cyborg lmg"
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desc = "A machinegun that fires 3d-printed flachettes slowly regenerated using a cyborg's internal power source."
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icon_state = "l6closed0"
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icon = 'icons/obj/gun.dmi'
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fire_sound = 'sound/weapons/Gunshot_smg.ogg'
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cell_type = "/obj/item/weapon/stock_parts/cell/secborg"
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projectile_type = "/obj/item/projectile/bullet/midbullet3"
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charge_cost = 200 //Yeah, let's NOT give them a 300 round clip that recharges, 20 is more reasonable and will actually hurt the borg's battery for overuse.
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var/charge_tick = 0
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var/recharge_time = 5
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/obj/item/weapon/gun/energy/printer/update_icon()
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return
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/obj/item/weapon/gun/energy/printer/New()
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..()
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processing_objects.Add(src)
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/obj/item/weapon/gun/energy/printer/Destroy()
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processing_objects.Remove(src)
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return ..()
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/obj/item/weapon/gun/energy/printer/process()
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if(power_supply.charge == power_supply.maxcharge)
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return 0
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charge_tick++
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if(charge_tick < recharge_time)
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return 0
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charge_tick = 0
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if(!power_supply) return 0 //sanity
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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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if(R.cell.use(charge_cost/10)) //Take power from the borg...
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power_supply.give(charge_cost) //...to recharge the shot
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return 1 |