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- Adds Action Buttons for Sniper Rifles I have been thinking of a very mild buff to the LWAP, mainly because the Laser Cannon does far more damage and is more portable, and the Laser Rifle has much more shots and has swappable cells. But for now just going with this QOL Tweak.
274 lines
11 KiB
Plaintext
274 lines
11 KiB
Plaintext
/obj/item/weapon/gun/energy/laser
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name = "laser rifle"
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desc = "A Hephaestus Industries G40E rifle, designed to kill with concentrated energy blasts. This variant has the ability to \
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switch between standard fire and a more efficent but weaker 'suppressive' fire."
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icon_state = "laser"
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item_state = "laser"
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wielded_item_state = "laser-wielded"
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fire_delay = 8
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slot_flags = SLOT_BELT|SLOT_BACK
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w_class = ITEMSIZE_LARGE
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force = 10
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origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 2)
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matter = list(DEFAULT_WALL_MATERIAL = 2000)
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projectile_type = /obj/item/projectile/beam/midlaser
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// one_handed_penalty = 30
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firemodes = list(
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list(mode_name="normal", fire_delay=8, projectile_type=/obj/item/projectile/beam/midlaser, charge_cost = 240),
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list(mode_name="suppressive", fire_delay=5, projectile_type=/obj/item/projectile/beam/weaklaser, charge_cost = 60),
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)
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/obj/item/weapon/gun/energy/laser/mounted
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self_recharge = 1
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use_external_power = 1
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one_handed_penalty = 0 // Not sure if two-handing gets checked for mounted weapons, but better safe than sorry.
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/obj/item/weapon/gun/energy/laser/mounted/augment
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use_external_power = FALSE
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use_organic_power = TRUE
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canremove = FALSE
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/obj/item/weapon/gun/energy/laser/practice
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name = "practice laser carbine"
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desc = "A modified version of the HI G40E, this one fires less concentrated energy bolts designed for target practice."
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projectile_type = /obj/item/projectile/beam/practice
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charge_cost = 48
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cell_type = /obj/item/weapon/cell/device
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firemodes = list(
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list(mode_name="normal", projectile_type=/obj/item/projectile/beam/practice, charge_cost = 48),
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list(mode_name="suppressive", projectile_type=/obj/item/projectile/beam/practice, charge_cost = 12),
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)
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/obj/item/weapon/gun/energy/retro
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name = "retro laser"
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icon_state = "retro"
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item_state = "retro"
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desc = "An older model of the basic lasergun. Nevertheless, it is still quite deadly and easy to maintain, making it a favorite amongst pirates and other outlaws."
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slot_flags = SLOT_BELT
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w_class = ITEMSIZE_NORMAL
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projectile_type = /obj/item/projectile/beam
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fire_delay = 10 //old technology
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/obj/item/weapon/gun/energy/retro/mounted
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self_recharge = 1
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use_external_power = 1
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/obj/item/weapon/gun/energy/retro/empty
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icon_state = "retro"
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cell_type = null
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/datum/category_item/catalogue/anomalous/precursor_a/alien_pistol
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name = "Precursor Alpha Weapon - Appendageheld Laser"
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desc = "This object strongly resembles a weapon, and if one were to pull the \
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trigger located on the handle of the object, it would fire a deadly \
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laser at whatever it was pointed at. The beam fired appears to cause too \
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much damage to whatever it would hit to have served as a long ranged repair tool, \
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therefore this object was most likely designed to be a deadly weapon. If so, this \
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has several implications towards its creators;\
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<br><br>\
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Firstly, it implies that these precursors, at some point during their development, \
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had needed to defend themselves, or otherwise had a need to utilize violence, and \
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as such created better tools to do so. It is unclear if violence was employed against \
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themselves as a form of in-fighting, or if violence was exclusive to outside species.\
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<br><br>\
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Secondly, the shape and design of the weapon implies that the creators of this \
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weapon were able to grasp objects, and be able to manipulate the trigger independently \
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from merely holding onto the weapon, making certain types of appendages like tentacles be \
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unlikely.\
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<br><br>\
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An interesting note about this weapon, when compared to contemporary energy weapons, is \
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that this gun appears to be inferior to modern laser weapons. The beam fired has less \
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of an ability to harm, and the power consumption appears to be higher than average for \
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a human-made energy side-arm. One possible explaination is that the creators of this \
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weapon, in their later years, had less of a need to optimize their capability for war, \
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and instead focused on other endeavors. Another explaination is that vast age of the weapon \
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may have caused it to degrade, yet still remain functional at a reduced capability."
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value = CATALOGUER_REWARD_MEDIUM
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/obj/item/weapon/gun/energy/alien
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name = "alien pistol"
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desc = "A weapon that works very similarly to a traditional energy weapon. How this came to be will likely be a mystery for the ages."
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catalogue_data = list(/datum/category_item/catalogue/anomalous/precursor_a/alien_pistol)
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icon_state = "alienpistol"
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item_state = "alienpistol"
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fire_delay = 10 // Handguns should be inferior to two-handed weapons. Even alien ones I suppose.
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charge_cost = 480 // Five shots.
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projectile_type = /obj/item/projectile/beam/cyan
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cell_type = /obj/item/weapon/cell/device/weapon/recharge/alien // Self charges.
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origin_tech = list(TECH_COMBAT = 8, TECH_MAGNET = 7)
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modifystate = "alienpistol"
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/obj/item/weapon/gun/energy/captain
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name = "antique laser gun"
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icon_state = "caplaser"
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item_state = "caplaser"
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desc = "A rare weapon, handcrafted by a now defunct specialty manufacturer on Luna for a small fortune. It's certainly aged well."
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force = 5
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slot_flags = SLOT_BELT
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w_class = ITEMSIZE_NORMAL
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projectile_type = /obj/item/projectile/beam
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origin_tech = null
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fire_delay = 10 //Old pistol
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charge_cost = 480 //to compensate a bit for self-recharging
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cell_type = /obj/item/weapon/cell/device/weapon/recharge/captain
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battery_lock = 1
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/obj/item/weapon/gun/energy/lasercannon
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name = "laser cannon"
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desc = "With the laser cannon, the lasing medium is enclosed in a tube lined with uranium-235 and subjected to high neutron \
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flux in a nuclear reactor core. This incredible technology may help YOU achieve high excitation rates with small laser volumes!"
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icon_state = "lasercannon"
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item_state = null
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origin_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 3, TECH_POWER = 3)
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slot_flags = SLOT_BELT|SLOT_BACK
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projectile_type = /obj/item/projectile/beam/heavylaser/cannon
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battery_lock = 1
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fire_delay = 20
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w_class = ITEMSIZE_LARGE
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// one_handed_penalty = 90 // The thing's heavy and huge.
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accuracy = 45
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charge_cost = 600
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/obj/item/weapon/gun/energy/lasercannon/mounted
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name = "mounted laser cannon"
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self_recharge = 1
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use_external_power = 1
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recharge_time = 10
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accuracy = 0 // Mounted cannons are just fine the way they are.
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one_handed_penalty = 0 // Not sure if two-handing gets checked for mounted weapons, but better safe than sorry.
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projectile_type = /obj/item/projectile/beam/heavylaser
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charge_cost = 400
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fire_delay = 20
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/obj/item/weapon/gun/energy/xray
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name = "xray laser gun"
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desc = "A high-power laser gun capable of expelling concentrated xray blasts, which are able to penetrate matter easier than \
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standard photonic beams, resulting in an effective 'anti-armor' energy weapon."
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icon_state = "xray"
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item_state = "xray"
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origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 3, TECH_MAGNET = 2)
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projectile_type = /obj/item/projectile/beam/xray
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charge_cost = 200
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/obj/item/weapon/gun/energy/sniperrifle
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name = "marksman energy rifle"
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desc = "The HI DMR 9E is an older design of Hephaestus Industries. A designated marksman rifle capable of shooting powerful \
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ionized beams, this is a weapon to kill from a distance."
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icon_state = "sniper"
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item_state = "sniper"
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item_state_slots = list(slot_r_hand_str = "z8carbine", slot_l_hand_str = "z8carbine") //placeholder
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origin_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 5, TECH_POWER = 4)
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projectile_type = /obj/item/projectile/beam/sniper
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slot_flags = SLOT_BACK
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action_button_name = "Use Scope"
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battery_lock = 1
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charge_cost = 600
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fire_delay = 35
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force = 10
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w_class = ITEMSIZE_HUGE // So it can't fit in a backpack.
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accuracy = -45 //shooting at the hip
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scoped_accuracy = 0
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// requires_two_hands = 1
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// one_handed_penalty = 60 // The weapon itself is heavy, and the long barrel makes it hard to hold steady with just one hand.
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/obj/item/weapon/gun/energy/sniperrifle/ui_action_click()
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scope()
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/obj/item/weapon/gun/energy/sniperrifle/verb/scope()
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set category = "Object"
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set name = "Use Scope"
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set popup_menu = 1
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toggle_scope(2.0)
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/obj/item/weapon/gun/energy/monorifle
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name = "antique mono-rifle"
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desc = "An old laser rifle. This one can only fire once before requiring recharging."
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description_fluff = "Modeled after ancient hunting rifles, this rifle was dubbed the 'Rainy Day Special' by some, due to its use as some barmens' fight-stopper of choice. One shot is all it takes, or so they say."
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icon_state = "eshotgun"
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item_state = "shotgun"
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origin_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 4, TECH_POWER = 3)
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projectile_type = /obj/item/projectile/beam/sniper
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slot_flags = SLOT_BACK
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action_button_name = "Aim Down Sights"
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charge_cost = 1300
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fire_delay = 20
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force = 8
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w_class = ITEMSIZE_LARGE
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accuracy = 10
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scoped_accuracy = 15
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var/scope_multiplier = 1.5
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/obj/item/weapon/gun/energy/monorifle/ui_action_click()
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sights()
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/obj/item/weapon/gun/energy/monorifle/verb/sights()
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set category = "Object"
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set name = "Aim Down Sights"
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set popup_menu = 1
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toggle_scope(scope_multiplier)
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/obj/item/weapon/gun/energy/monorifle/combat
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name = "combat mono-rifle"
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desc = "A modernized version of the mono-rifle. This one can fire twice before requiring recharging."
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description_fluff = "A modern design produced by a company once working from Saint Columbia, based on the antique mono-rifle 'Rainy Day Special' design."
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icon_state = "ecshotgun"
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item_state = "cshotgun"
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charge_cost = 1000
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force = 12
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accuracy = 0
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scoped_accuracy = 20
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////////Laser Tag////////////////////
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/obj/item/weapon/gun/energy/lasertag
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name = "laser tag gun"
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item_state = "laser"
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desc = "Standard issue weapon of the Imperial Guard"
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origin_tech = list(TECH_COMBAT = 1, TECH_MAGNET = 2)
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matter = list(DEFAULT_WALL_MATERIAL = 2000)
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projectile_type = /obj/item/projectile/beam/lasertag/blue
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cell_type = /obj/item/weapon/cell/device/weapon/recharge
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battery_lock = 1
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var/required_vest
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/obj/item/weapon/gun/energy/lasertag/special_check(var/mob/living/carbon/human/M)
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if(ishuman(M))
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if(!istype(M.wear_suit, required_vest))
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to_chat(M, "<span class='warning'>You need to be wearing your laser tag vest!</span>")
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return 0
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return ..()
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/obj/item/weapon/gun/energy/lasertag/blue
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icon_state = "bluetag"
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item_state = "bluetag"
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projectile_type = /obj/item/projectile/beam/lasertag/blue
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required_vest = /obj/item/clothing/suit/bluetag
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/obj/item/weapon/gun/energy/lasertag/red
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icon_state = "redtag"
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item_state = "redtag"
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projectile_type = /obj/item/projectile/beam/lasertag/red
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required_vest = /obj/item/clothing/suit/redtag
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/obj/item/weapon/gun/energy/lasertag/omni
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projectile_type = /obj/item/projectile/beam/lasertag/omni
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// Laser scattergun, proof of concept.
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/obj/item/weapon/gun/energy/lasershotgun
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name = "laser scattergun"
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icon = 'icons/obj/energygun.dmi'
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item_state = "laser"
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icon_state = "scatter"
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desc = "A strange Almachi weapon, utilizing a refracting prism to turn a single laser blast into a diverging cluster."
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origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 1, TECH_MATERIAL = 4)
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projectile_type = /obj/item/projectile/scatter/laser |