/obj/item/weapon/gun/energy/gun
name = "energy gun"
desc = "An energy-based gun with two settings: Stun and kill."
icon_state = "energystun100"
item_state = null //so the human update icon uses the icon_state instead.
fire_sound = 'sound/weapons/Taser.ogg'
max_shots = 10
projectile_type = /obj/item/projectile/beam/stun
origin_tech = "combat=3;magnets=2"
modifystate = "energystun"
firemodes = list(
list(name="stun", projectile_type=/obj/item/projectile/beam/stun, modifystate="energystun", fire_sound='sound/weapons/Taser.ogg'),
list(name="lethal", projectile_type=/obj/item/projectile/beam, modifystate="energykill", fire_sound='sound/weapons/Laser.ogg'),
)
/obj/item/weapon/gun/energy/gun/mounted
name = "mounted energy gun"
self_recharge = 1
use_external_power = 1
/obj/item/weapon/gun/energy/gun/nuclear
name = "advanced energy gun"
desc = "An energy gun with an experimental miniaturized reactor."
icon_state = "nucgun"
origin_tech = "combat=3;materials=5;powerstorage=3"
slot_flags = SLOT_BELT
force = 8 //looks heavier than a pistol
self_recharge = 1
modifystate = null
firemodes = list(
list(name="stun", projectile_type=/obj/item/projectile/beam/stun, fire_sound='sound/weapons/Taser.ogg'),
list(name="lethal", projectile_type=/obj/item/projectile/beam, fire_sound='sound/weapons/Laser.ogg'),
)
var/lightfail = 0
//override for failcheck behaviour
/obj/item/weapon/gun/energy/gun/nuclear/process()
charge_tick++
if(charge_tick < 4) return 0
charge_tick = 0
if(!power_supply) return 0
if((power_supply.charge / power_supply.maxcharge) != 1)
if(!failcheck()) return 0
power_supply.give(charge_cost)
update_icon()
return 1
/obj/item/weapon/gun/energy/gun/nuclear/proc/failcheck()
lightfail = 0
if (prob(src.reliability)) return 1 //No failure
if (prob(src.reliability))
for (var/mob/living/M in range(0,src)) //Only a minor failure, enjoy your radiation if you're in the same tile or carrying it
if (src in M.contents)
M << "Your gun feels pleasantly warm for a moment."
else
M << "You feel a warm sensation."
M.apply_effect(rand(3,120), IRRADIATE)
lightfail = 1
else
for (var/mob/living/M in range(rand(1,4),src)) //Big failure, TIME FOR RADIATION BITCHES
if (src in M.contents)
M << "Your gun's reactor overloads!"
M << "You feel a wave of heat wash over you."
M.apply_effect(300, IRRADIATE)
crit_fail = 1 //break the gun so it stops recharging
processing_objects.Remove(src)
update_icon()
return 0
/obj/item/weapon/gun/energy/gun/nuclear/proc/update_charge()
if (crit_fail)
overlays += "nucgun-whee"
return
var/ratio = power_supply.charge / power_supply.maxcharge
ratio = round(ratio, 0.25) * 100
overlays += "nucgun-[ratio]"
/obj/item/weapon/gun/energy/gun/nuclear/proc/update_reactor()
if(crit_fail)
overlays += "nucgun-crit"
return
if(lightfail)
overlays += "nucgun-medium"
else if ((power_supply.charge/power_supply.maxcharge) <= 0.5)
overlays += "nucgun-light"
else
overlays += "nucgun-clean"
/obj/item/weapon/gun/energy/gun/nuclear/proc/update_mode()
var/datum/firemode/current_mode = firemodes[sel_mode]
switch(current_mode.name)
if("stun") overlays += "nucgun-stun"
if("lethal") overlays += "nucgun-kill"
/obj/item/weapon/gun/energy/gun/nuclear/emp_act(severity)
..()
reliability -= round(15/severity)
/obj/item/weapon/gun/energy/gun/nuclear/update_icon()
overlays.Cut()
update_charge()
update_reactor()
update_mode()