Files
Paradise/code/modules/projectiles/projectile/beams.dm
T
vageyenaman@gmail.com 9a7675ce5a Implemented Tobba's new lighting system. This grants some infrastructure to allow for colored light sources. It should also, theoretically, but more efficient.
Created a quick variable to let projectiles automatically illuminate.

Implemented some of Ausops' sprites.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3944 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-29 03:43:30 +00:00

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/obj/item/projectile/beam
name = "laser"
icon_state = "laser"
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
damage = 20
damage_type = BURN
flag = "laser"
eyeblur = 2
glowstr = 3
sd_ColorBlue = 0.1
sd_ColorGreen = 0.1
sd_ColorRed = 0.7
/obj/item/projectile/practice
name = "laser"
icon_state = "laser"
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
damage = 0
damage_type = BURN
flag = "laser"
eyeblur = 2
glowstr = 3
sd_ColorBlue = 0.1
sd_ColorGreen = 0.1
sd_ColorRed = 0.7
/obj/item/projectile/beam/heavylaser
name = "heavy laser"
icon_state = "heavylaser"
damage = 40
glowstr = 4
sd_ColorBlue = 0.1
sd_ColorGreen = 0.1
sd_ColorRed = 0.8
/obj/item/projectile/beam/xray
name = "xray beam"
icon_state = "xray"
damage = 30
glowstr = 3
sd_ColorBlue = 0.1
sd_ColorGreen = 0.7
sd_ColorRed = 0.1
/obj/item/projectile/beam/pulse
name = "pulse"
icon_state = "u_laser"
damage = 50
glowstr = 4
sd_ColorBlue = 0.9
sd_ColorGreen = 0.2
sd_ColorRed = 0.1
/obj/item/projectile/beam/deathlaser
name = "death laser"
icon_state = "heavylaser"
damage = 60
glowstr = 4
sd_ColorBlue = 0.1
sd_ColorGreen = 0.1
sd_ColorRed = 0.8
/obj/item/projectile/beam/emitter
name = "emitter beam"
icon_state = "emitter"
glowstr = 4
sd_ColorBlue = 0.1
sd_ColorGreen = 0.7
sd_ColorRed = 0.2
/obj/item/projectile/bluetag
name = "lasertag beam"
icon_state = "bluelaser"
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
damage = 0
damage_type = BURN
flag = "laser"
glowstr = 3
sd_ColorBlue = 0.7
sd_ColorGreen = 0.1
sd_ColorRed = 0.1
on_hit(var/atom/target, var/blocked = 0)
if(istype(target, /mob/living/carbon/human))
var/mob/living/carbon/human/M = target
if(istype(M.wear_suit, /obj/item/clothing/suit/redtag))
M.Weaken(5)
return 1
/obj/item/projectile/redtag
name = "lasertag beam"
icon_state = "laser"
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
damage = 0
damage_type = BURN
flag = "laser"
glowstr = 3
sd_ColorBlue = 0.1
sd_ColorGreen = 0.1
sd_ColorRed = 0.7
on_hit(var/atom/target, var/blocked = 0)
if(istype(target, /mob/living/carbon/human))
var/mob/living/carbon/human/M = target
if(istype(M.wear_suit, /obj/item/clothing/suit/bluetag))
M.Weaken(5)
return 1
/obj/item/projectile/omnitag//A laser tag bolt that stuns EVERYONE
name = "lasertag beam"
icon_state = "omnilaser"
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
damage = 0
damage_type = BURN
flag = "laser"
glowstr = 3
sd_ColorBlue = 0.9
sd_ColorGreen = 0.3
sd_ColorRed = 0.1
on_hit(var/atom/target, var/blocked = 0)
if(istype(target, /mob/living/carbon/human))
var/mob/living/carbon/human/M = target
if((istype(M.wear_suit, /obj/item/clothing/suit/bluetag))||(istype(M.wear_suit, /obj/item/clothing/suit/redtag)))
M.Weaken(5)
return 1