/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()