mirror of
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* Adds the check components * Adds in trailing newlines * Converts all CRLF to LF * Post merge EOF * Post merge line endings * Final commit
172 lines
4.5 KiB
Plaintext
172 lines
4.5 KiB
Plaintext
/obj/item/projectile/beam
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name = "laser"
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icon_state = "laser"
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pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
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damage = 20
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damage_type = BURN
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hitsound = 'sound/weapons/sear.ogg'
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hitsound_wall = 'sound/weapons/effects/searwall.ogg'
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flag = "laser"
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eyeblur = 2
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impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser
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is_reflectable = TRUE
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light_range = 2
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light_color = LIGHT_COLOR_RED
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ricochets_max = 50 //Honk!
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ricochet_chance = 80
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/obj/item/projectile/beam/laser
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/obj/item/projectile/beam/laser/heavylaser
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name = "heavy laser"
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icon_state = "heavylaser"
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damage = 40
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/obj/item/projectile/beam/practice
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name = "practice laser"
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damage = 0
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nodamage = 1
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log_override = TRUE
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/obj/item/projectile/beam/scatter
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name = "laser pellet"
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icon_state = "scatterlaser"
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damage = 5
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/obj/item/projectile/beam/xray
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name = "xray beam"
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icon_state = "xray"
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damage = 15
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tile_dropoff = 0.75
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irradiate = 30
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forcedodge = 1
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range = 15
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impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser
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light_color = LIGHT_COLOR_GREEN
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/obj/item/projectile/beam/disabler
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name = "disabler beam"
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icon_state = "omnilaser"
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damage = 30
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damage_type = STAMINA
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flag = "energy"
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hitsound = 'sound/weapons/tap.ogg'
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eyeblur = 0
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impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
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light_color = LIGHT_COLOR_CYAN
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/obj/item/projectile/beam/pulse
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name = "pulse"
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icon_state = "u_laser"
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damage = 50
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impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
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light_color = LIGHT_COLOR_DARKBLUE
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/obj/item/projectile/beam/pulse/on_hit(var/atom/target, var/blocked = 0)
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if(istype(target,/turf/)||istype(target,/obj/structure/))
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target.ex_act(2)
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..()
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/obj/item/projectile/beam/pulse/shot
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damage = 40
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/obj/item/projectile/beam/emitter
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name = "emitter beam"
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icon_state = "emitter"
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damage = 30
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impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser
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light_color = LIGHT_COLOR_GREEN
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/obj/item/projectile/beam/emitter/singularity_pull()
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return //don't want the emitters to miss
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/obj/item/projectile/beam/lasertag
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name = "laser tag beam"
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icon_state = "omnilaser"
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hitsound = 'sound/weapons/tap.ogg'
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nodamage = 1
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damage_type = STAMINA
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flag = "laser"
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var/suit_types = list(/obj/item/clothing/suit/redtag, /obj/item/clothing/suit/bluetag)
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log_override = TRUE
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impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
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light_color = LIGHT_COLOR_DARKBLUE
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/obj/item/projectile/beam/lasertag/on_hit(atom/target, blocked = 0)
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. = ..()
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if(ishuman(target))
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var/mob/living/carbon/human/M = target
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if(istype(M.wear_suit))
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if(M.wear_suit.type in suit_types)
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M.adjustStaminaLoss(34)
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return 1
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/obj/item/projectile/beam/lasertag/omni
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name = "laser tag beam"
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icon_state = "omnilaser"
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/obj/item/projectile/beam/lasertag/redtag
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icon_state = "laser"
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suit_types = list(/obj/item/clothing/suit/bluetag)
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impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser
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light_color = LIGHT_COLOR_RED
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/obj/item/projectile/beam/lasertag/bluetag
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icon_state = "bluelaser"
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suit_types = list(/obj/item/clothing/suit/redtag)
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/obj/item/projectile/beam/sniper
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name = "sniper beam"
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icon_state = "sniperlaser"
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damage = 60
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stun = 5
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weaken = 5
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stutter = 5
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impact_effect_type = /obj/effect/temp_visual/impact_effect/purple_laser
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light_color = LIGHT_COLOR_PINK
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/obj/item/projectile/beam/immolator
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name = "immolation beam"
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/obj/item/projectile/beam/immolator/strong
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name = "heavy immolation beam"
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damage = 45
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icon_state = "heavylaser"
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/obj/item/projectile/beam/immolator/weak
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name = "light immolation beam"
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damage = 8
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icon_state = "scatterlaser"
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/obj/item/projectile/beam/immolator/on_hit(var/atom/target, var/blocked = 0)
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. = ..()
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if(istype(target, /mob/living/carbon))
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var/mob/living/carbon/M = target
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M.adjust_fire_stacks(1)
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M.IgniteMob()
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/obj/item/projectile/beam/instakill
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name = "instagib laser"
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icon_state = "purple_laser"
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damage = 200
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damage_type = BURN
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impact_effect_type = /obj/effect/temp_visual/impact_effect/purple_laser
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light_color = LIGHT_COLOR_PURPLE
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/obj/item/projectile/beam/instakill/blue
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icon_state = "blue_laser"
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impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
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light_color = LIGHT_COLOR_DARKBLUE
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/obj/item/projectile/beam/instakill/red
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icon_state = "red_laser"
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impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser
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light_color = LIGHT_COLOR_RED
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/obj/item/projectile/beam/instakill/on_hit(atom/target)
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. = ..()
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if(isliving(target))
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var/mob/living/L = target
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L.visible_message("<span class='danger'>[L] explodes!</span>")
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L.gib()
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