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Rewrote the job selection system to use bitflags and the jobs are now objects. Fixed a path conflict with effect which caused a few things to be unable to be clicked on. Commented out the job.txt, Urist if you still want it to load from the .txt give me a yell and I can update it to work with the job objects. Fixed up the bits that were missing the slightly updated mob organ attack code. Moved the traps file into unused. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2340 316c924e-a436-60f5-8080-3fe189b3f50e
45 lines
1.0 KiB
Plaintext
45 lines
1.0 KiB
Plaintext
/obj/item/weapon/gun/energy
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icon_state = "energy"
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name = "energy gun"
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desc = "A basic energy-based gun with two settings: Stun and kill."
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fire_sound = 'Taser.ogg'
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var
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obj/item/weapon/cell/power_supply //What type of power cell this uses
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charge_cost = 100 //How much energy is needed to fire.
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cell_type = "/obj/item/weapon/cell"
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projectile_type = "/obj/item/projectile/energy"
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emp_act(severity)
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power_supply.use(round(power_supply.maxcharge / severity))
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update_icon()
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..()
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New()
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..()
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if(cell_type)
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power_supply = new cell_type(src)
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else
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power_supply = new(src)
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power_supply.give(power_supply.maxcharge)
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return
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load_into_chamber()
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if(in_chamber) return 1
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if(!power_supply) return 0
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if(!power_supply.use(charge_cost)) return 0
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if(!projectile_type) return 0
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in_chamber = new projectile_type(src)
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return 1
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update_icon()
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var/ratio = power_supply.charge / power_supply.maxcharge
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ratio = round(ratio, 0.25) * 100
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icon_state = text("[][]", initial(icon_state), ratio)
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