mirror of
https://github.com/ParadiseSS13/Paradise.git
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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
77 lines
2.3 KiB
Plaintext
77 lines
2.3 KiB
Plaintext
/obj/item/projectile/bullet/reusable
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name = "reusable bullet"
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desc = "How do you even reuse a bullet?"
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var/ammo_type = /obj/item/ammo_casing/caseless/
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var/dropped = 0
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impact_effect_type = null
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/obj/item/projectile/bullet/reusable/on_hit(atom/target, blocked = 0)
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. = ..()
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handle_drop()
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/obj/item/projectile/bullet/reusable/on_range()
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handle_drop()
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..()
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/obj/item/projectile/bullet/reusable/proc/handle_drop()
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if(!dropped)
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new ammo_type(loc)
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dropped = 1
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/obj/item/projectile/bullet/reusable/magspear
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name = "magnetic spear"
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desc = "WHITE WHALE, HOLY GRAIL"
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damage = 30 //takes 3 spears to kill a mega carp, one to kill a normal carp
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icon_state = "magspear"
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ammo_type = /obj/item/ammo_casing/caseless/magspear
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/obj/item/projectile/bullet/reusable/foam_dart
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name = "foam dart"
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desc = "I hope you're wearing eye protection."
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damage = 0 // It's a damn toy.
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damage_type = OXY
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nodamage = 1
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icon = 'icons/obj/guns/toy.dmi'
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icon_state = "foamdart"
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ammo_type = /obj/item/ammo_casing/caseless/foam_dart
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range = 10
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var/obj/item/pen/pen = null
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log_override = TRUE//it won't log even when there's a pen inside, but since the damage will be so low, I don't think there's any point in making it any more complex
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/obj/item/projectile/bullet/reusable/foam_dart/handle_drop()
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if(dropped)
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return
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dropped = 1
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var/obj/item/ammo_casing/caseless/foam_dart/newdart = new ammo_type(get_turf(src))
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var/obj/item/ammo_casing/caseless/foam_dart/old_dart = ammo_casing
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newdart.modified = old_dart.modified
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newdart.BB.damage_type = damage_type
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if(pen)
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newdart.add_pen(pen)
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pen = null
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newdart.update_appearance(UPDATE_DESC|UPDATE_ICON_STATE)
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/obj/item/projectile/bullet/reusable/foam_dart/Destroy()
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QDEL_NULL(pen)
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return ..()
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/obj/item/projectile/bullet/reusable/foam_dart/riot
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name = "riot foam dart"
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icon_state = "foamdart_riot"
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ammo_type = /obj/item/ammo_casing/caseless/foam_dart/riot
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stamina = 25
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log_override = FALSE
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/obj/item/projectile/bullet/reusable/foam_dart/sniper
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name = "foam sniper dart"
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icon_state = "foamdartsniper"
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ammo_type = /obj/item/ammo_casing/caseless/foam_dart/sniper
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range = 30
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/obj/item/projectile/bullet/reusable/foam_dart/sniper/riot
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name = "riot sniper foam dart"
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icon_state = "foamdartsniper_riot"
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ammo_type = /obj/item/ammo_casing/caseless/foam_dart/sniper/riot
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stamina = 100
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log_override = FALSE
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