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* Get pants that match or else you gonna look silly yo
* Posters
* Fix other hud elements
* Rereviewed
* Update shotglass.dm
* Fix for new merged PRs
* Typo
* Coming across other stuff
* Update theblob.dm
* No takebacksies
* smh i forget to leave a comment
* Updated for the detgun and cards
* Should have rerun langserver again
* No longer plastic, more in scope
* Damn you bluespace
* Reverting turret logic, out of scope at this point
* Tweak that part
* Went over energy guns again, and fixed UI White's sprite sheet
* Welding masks, glasses, and JUSTICE
* Update portable_atmospherics.dm
* Cleaning up, clearing things up
* Review and suggestions
* Update valve.dm
* More tweaks
* Missing character
* Not distinct lightmasks, so they can be overlays
* Update generator.dm
* Add parameter so holodeck doesn't try to make a perfect copy
* Update unsorted.dm
* Spiders
* Better fix for spiders, fix vamps too
* Ghosts
* Update telekinesis.dm
* Cleaning up old procs
* It's set up to not copy datums... Unless they're in a list
* Donuts, duct tape, and detgun. D3VR coming to Early Access
* Update procs that interact with doors so they call update_state instead
* Forgot one spot, and actually might as well just force lock
* Cleaning up other things... Sigh, and kitty ears
* oops
* Getting used to how it works
* blinds
* Going back to the suit obscuring thing, so it doesn't update all the time
* Missed that from merging master
* I made this PR and forgot about it
* Fix runtimes in cards
* Make things a bit more unified
* Update update_icons.dm
* yarn, really?
* Update library_equipment.dm
* Update shieldgen.dm
* Every time Charlie merges something, I go back and see if I can improve things further
* what's this? more?
* Update misc_special.dm
* wow, paper
* Review
* More reviews
* To be sure, seems like being broken messed something sometimes
* Brought airlocks closer to how TG works to iron out some stuff
* Pizza and morgue
* Doesn't seem to hurt, tried with holodeck
* Revert "Doesn't seem to hurt, tried with holodeck"
This reverts commit 158529302b.
* Icon conflict
* Fix organ damage
* Don't ask how. Why. It's like that on prod too.
* Cutting down on things and updating from TG.
* More flexible. Just in case the thing you stuck it on didn't destroy.
* Hydro was one the things I touched earlier on, better rework it
* Reviews
* Cleaning up further, also bri'ish
* Undo a change I did, and switch over to a more recent implementation
* Update biogenerator.dm
* Rolling back to old airlocks, but with new duct taped note
* Functionally the same. I'd just rather not have the smoothing happen there
* Went over APCs again
* Fix welding helmet names in species files
* Update airlock.dm
* Update persistent_overlay.dm
* Oh, topic
85 lines
3.1 KiB
Plaintext
85 lines
3.1 KiB
Plaintext
//KEEP IN MIND: These are different from gun/grenadelauncher. These are designed to shoot premade rocket and grenade projectiles, not flashbangs or chemistry casings etc.
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//Put handheld rocket launchers here if someone ever decides to make something so hilarious ~Paprika
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/obj/item/gun/projectile/revolver/grenadelauncher//this is only used for underbarrel grenade launchers at the moment, but admins can still spawn it if they feel like being assholes
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desc = "A break-operated grenade launcher."
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name = "grenade launcher"
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icon_state = "dbshotgun_sawn"
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item_state = "gun"
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mag_type = /obj/item/ammo_box/magazine/internal/grenadelauncher
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fire_sound = 'sound/weapons/grenadelaunch.ogg'
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w_class = WEIGHT_CLASS_NORMAL
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can_holster = FALSE // Not your normal revolver
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/obj/item/gun/projectile/revolver/grenadelauncher/attackby(obj/item/A, mob/user, params)
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..()
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if(istype(A, /obj/item/ammo_box) || istype(A, /obj/item/ammo_casing))
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chamber_round()
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/obj/item/gun/projectile/revolver/grenadelauncher/multi
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desc = "A revolving 6-shot grenade launcher."
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name = "multi grenade launcher"
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icon_state = "bulldog"
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item_state = "bulldog"
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mag_type = /obj/item/ammo_box/magazine/internal/cylinder/grenadelauncher/multi
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/obj/item/gun/projectile/revolver/grenadelauncher/multi/cyborg
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desc = "A 6-shot grenade launcher."
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icon = 'icons/mecha/mecha_equipment.dmi'
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icon_state = "mecha_grenadelnchr"
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/obj/item/gun/projectile/revolver/grenadelauncher/multi/cyborg/attack_self()
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return
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/obj/item/gun/projectile/automatic/gyropistol
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name = "gyrojet pistol"
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desc = "A prototype pistol designed to fire self propelled rockets."
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icon_state = "gyropistol"
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fire_sound = 'sound/effects/explosion1.ogg'
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origin_tech = "combat=5"
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mag_type = /obj/item/ammo_box/magazine/m75
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can_holster = TRUE // Override default automatic setting since it is a handgun sized gun
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burst_size = 1
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fire_delay = 0
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actions_types = list()
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/obj/item/gun/projectile/automatic/gyropistol/process_chamber(eject_casing = 0, empty_chamber = 1)
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..()
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/obj/item/gun/projectile/automatic/gyropistol/update_icon_state()
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icon_state = "[initial(icon_state)][magazine ? "loaded" : ""]"
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/obj/item/gun/projectile/automatic/speargun
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name = "kinetic speargun"
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desc = "A weapon favored by carp hunters. Fires specialized spears using kinetic energy."
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icon_state = "speargun"
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item_state = "speargun"
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w_class = WEIGHT_CLASS_BULKY
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slot_flags = SLOT_BACK
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origin_tech = "combat=4;engineering=4"
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force = 10
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can_suppress = FALSE
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mag_type = /obj/item/ammo_box/magazine/internal/speargun
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fire_sound = 'sound/weapons/grenadelaunch.ogg'
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burst_size = 1
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fire_delay = 0
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select = 0
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actions_types = list()
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/obj/item/gun/projectile/automatic/speargun/update_icon_state()
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return
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/obj/item/gun/projectile/automatic/speargun/attack_self()
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return
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/obj/item/gun/projectile/automatic/speargun/process_chamber(eject_casing = 0, empty_chamber = 1)
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..()
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/obj/item/gun/projectile/automatic/speargun/attackby(obj/item/A, mob/user, params)
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var/num_loaded = magazine.attackby(A, user, params, 1)
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if(num_loaded)
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to_chat(user, "<span class='notice'>You load [num_loaded] spear\s into \the [src].</span>")
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update_icon()
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chamber_round()
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