Files
Polaris/code/modules/projectiles/guns/energy.dm
unknown 39b467c9da New bullet types, projectile rewrite
* Refactors projectile Bump()
* Converts projectile_type var strings to paths
* Reorganizes bullet projectile paths
* Made a pass through all the bullet_act() definitions. Mainly ensured that damage_type is checked when dealing damage to certain objects. Removed stupid /turf bullet_act() override, replaced with on_hit() overrides on the relevant projectiles.

* Adds shotgun pellets projectile. Adds Raptor's shotgun slug sprite.
* Gives stunshots more of their own identity, refluffs them as taser cartridges for shotguns. They still aren't obtainable anywhere unless spawned.
* Makes projectiles pass through girders and cultgirders with a certain probability, unless the girder itself was clicked.
* Projectiles are also able to pass through grilles. Low damage projectiles have a chance to be blocked by grilles. High damage projectiles have a chance to have some damage absorbed by the grille.
* Makes projectiles for blanks invisible.
* Adds flash bullet types
* Adds support for 'penetrating' projectiles
* Swaps .45 and 9mm projectile types. .45s hit slightly harder, 9mils have more ammo capacity.
2015-02-06 20:09:32 -05:00

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/obj/item/weapon/gun/energy
name = "energy gun"
desc = "A basic energy-based gun."
icon_state = "energy"
fire_sound = 'sound/weapons/Taser.ogg'
var/obj/item/weapon/cell/power_supply //What type of power cell this uses
var/charge_cost = 100 //How much energy is needed to fire.
var/cell_type = "/obj/item/weapon/cell"
var/projectile_type = /obj/item/projectile/beam/practice
var/modifystate
emp_act(severity)
power_supply.use(round(power_supply.maxcharge / severity))
update_icon()
..()
New()
..()
if(cell_type)
power_supply = new cell_type(src)
else
power_supply = new(src)
power_supply.give(power_supply.maxcharge)
return
load_into_chamber()
if(in_chamber) return 1
if(!power_supply) return 0
if(!power_supply.use(charge_cost)) return 0
if(!ispath(projectile_type)) return 0
in_chamber = new projectile_type(src)
return 1
update_icon()
var/ratio = power_supply.charge / power_supply.maxcharge
ratio = round(ratio, 0.25) * 100
if(modifystate)
icon_state = "[modifystate][ratio]"
else
icon_state = "[initial(icon_state)][ratio]"