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0f7a8707ef
* Fixes reviver runtime * Confusion status effect * Dizzy status effect * Drowsiness status effect * decaying -> transient * Drunkenness status effect * why use timer when SSfastprocessing work good * stuns (mostly) * weaken and immobalise * stun/weaken times * update_flags redundancies. * Slowed() * Silence + fixes transient decay * Jittery * sleeping * Paralyze -> weaken * Cult sluring * paralyse * Stammer * slurring + projectile cleanups * losebreath * Hallucination * forgor this * eyeblurry * eye blind * Druggy * affected didn't like my spacing * review pass * second review pass * some cleanups * documentation and signal framework * confusion fix * Fixes spec_stun * rejuv fix * removes a TODO * conflicted myself * fixes * self review * review * removes TODOs * adminfreeze * TM fixes * hallucination fix + others * tones down alchol and runtime fixes * confusion overlay suggestion * more fixes * runtime fix * losebreath fix * clamp => directional bounded sum * steel review * oops Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com> * reduces the dizziness cycle rate * borg hotfix * sanctified decursening Co-authored-by: mochi <1496804+dearmochi@users.noreply.github.com> Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
33 lines
1016 B
Plaintext
33 lines
1016 B
Plaintext
//This gun only functions for armalis. The on-sprite is too huge to render properly on other sprites.
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/obj/item/gun/energy/noisecannon
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name = "alien heavy cannon"
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desc = "It's some kind of enormous alien weapon, as long as a man is tall."
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icon_state = "noisecannon"
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item_state = "noisecannon"
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recoil = 1
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force = 10
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ammo_type = list(/obj/item/ammo_casing/energy/sonic)
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cell_type = /obj/item/stock_parts/cell/super
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restricted_species = list(/datum/species/vox/armalis)
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sprite_sheets_inhand = list("Vox Armalis" = 'icons/mob/clothing/species/armalis/held.dmi') //Big guns big birds.
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/obj/item/gun/energy/noisecannon/update_icon()
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return
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//Casing
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/obj/item/ammo_casing/energy/sonic
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projectile_type = /obj/item/projectile/energy/sonic
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fire_sound = 'sound/effects/basscannon.ogg'
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delay = 40
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//Projectile.
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/obj/item/projectile/energy/sonic
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name = "distortion"
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icon_state = "particle"
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damage = 60
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damage_type = BRUTE
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flag = BULLET
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pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
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weaken = 10 SECONDS
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