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* initial changes to rocket launcher * moves the missiles to special projectiles * gonna keep it real, im too high for mechcode * missiles are now projectiles * pt. 2 of last commit * Now we don't need process fire to handle all this * shoots you with my gun that makes you explode * uplink time * I hate mechs I hate mechs I hate mechs * minor typo detected * tech origin fix * whoops the light ones explode twice * THIS JUST MAKES IT WORK???? * maybe balance is a good thing * Renamed ammo in uplink Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> * sirryans reviews, ill learn to document someday * Forcemove time Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> --------- Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>
42 lines
1.1 KiB
Plaintext
42 lines
1.1 KiB
Plaintext
/obj/item/gun/rocketlauncher
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var/projectile
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name = "rocket launcher"
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desc = "A rocket propelled grenade launcher. Holds one shell at a time."
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icon_state = "rocket"
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item_state = "rocket"
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w_class = WEIGHT_CLASS_BULKY
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throw_speed = 2
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throw_range = 3
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force = 15
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flags = CONDUCT
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origin_tech = "combat=6;syndicate=7"
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fire_sound = 'sound/weapons/blastcannon.ogg'
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fire_delay = 40
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recoil = 2
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zoomable = TRUE
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zoom_amt = 7
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var/missile_speed = 2
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var/missile_range = 30
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/obj/item/gun/rocketlauncher/examine(mob/user)
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. = ..()
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. += "<span class='notice'>It is currently [chambered ? "" : "un"]loaded.</span>"
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/obj/item/gun/rocketlauncher/attackby(obj/item/I, mob/user, params)
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if(!istype(I, /obj/item/ammo_casing/rocket))
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return ..()
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if(!chambered)
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user.unEquip(I)
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I.forceMove(src)
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chambered = I
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to_chat(user, "<span class='notice'>You put the rocket in [src].</span>")
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else
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to_chat(user, "<span class='notice'>[src] cannot hold another rocket.</span>")
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/obj/item/gun/rocketlauncher/process_chamber()
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QDEL_NULL(chambered)
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/obj/item/gun/rocketlauncher/can_shoot()
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return chambered
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