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Paradise/code/modules/projectiles/projectile/energy.dm
AffectedArc07 04ba5c1cc9 File standardisation (#13131)
* Adds the check components

* Adds in trailing newlines

* Converts all CRLF to LF

* Post merge EOF

* Post merge line endings

* Final commit
2020-03-17 18:08:51 -04:00

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/obj/item/projectile/energy
name = "energy"
icon_state = "spark"
damage = 0
damage_type = BURN
flag = "energy"
is_reflectable = TRUE
/obj/item/projectile/energy/electrode
name = "electrode"
icon_state = "spark"
color = "#FFFF00"
nodamage = 1
stun = 5
weaken = 5
stutter = 5
jitter = 20
hitsound = 'sound/weapons/tase.ogg'
range = 7
//Damage will be handled on the MOB side, to prevent window shattering.
/obj/item/projectile/energy/electrode/on_hit(var/atom/target, var/blocked = 0)
. = ..()
if(!ismob(target) || blocked >= 100) //Fully blocked by mob or collided with dense object - burst into sparks!
do_sparks(1, 1, src)
else if(iscarbon(target))
var/mob/living/carbon/C = target
if(HULK in C.mutations)
C.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ))
else if(C.status_flags & CANWEAKEN)
spawn(5)
C.do_jitter_animation(jitter)
/obj/item/projectile/energy/electrode/on_range() //to ensure the bolt sparks when it reaches the end of its range if it didn't hit a target yet
do_sparks(1, 1, src)
..()
/obj/item/projectile/energy/declone
name = "declone"
icon_state = "declone"
damage = 20
damage_type = CLONE
irradiate = 10
impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser
/obj/item/projectile/energy/dart
name = "dart"
icon_state = "toxin"
damage = 5
damage_type = TOX
weaken = 5
range = 7
/obj/item/projectile/energy/shuriken
name = "shuriken"
icon_state = "toxin"
damage = 10
damage_type = TOX
weaken = 5
stutter = 5
/obj/item/projectile/energy/bolt
name = "bolt"
icon_state = "cbbolt"
damage = 15
damage_type = TOX
nodamage = 0
weaken = 5
stutter = 5
/obj/item/projectile/energy/bolt/large
damage = 20
/obj/item/projectile/energy/shock_revolver
name = "shock bolt"
icon_state = "purple_laser"
impact_effect_type = /obj/effect/temp_visual/impact_effect/purple_laser
var/chain
/obj/item/ammo_casing/energy/shock_revolver/ready_proj(atom/target, mob/living/user, quiet, zone_override = "")
..()
var/obj/item/projectile/energy/shock_revolver/P = BB
spawn(1)
P.chain = P.Beam(user,icon_state="purple_lightning",icon = 'icons/effects/effects.dmi',time=1000, maxdistance = 30)
/obj/item/projectile/energy/shock_revolver/on_hit(atom/target)
. = ..()
if(isliving(target))
tesla_zap(src, 3, 10000)
qdel(chain)
/obj/item/projectile/energy/toxplasma
name = "plasma bolt"
icon_state = "energy"
damage = 20
damage_type = TOX
irradiate = 20