Files
Polaris/code/modules/projectiles/projectile/beams.dm
Ren Erthilo 7d04c9c169 TG: Added Spacevines to the random events. Added a spawn space-vines option to the
secrets panel.
Fixes  issue 250  (borg door bug)
Fixed silicon interactions with engineering equipment.
Fixed access lists for radiation collectors, so locking them actually serves a
purpose. Fixed using crowbars on them.
Borgs can name themselves upon module selection (unless a roboticist has named
them previously by using a pen)
To avoid Borgs griefing and then changing their name by selecting a module,
borgs are now unable to move independently until they choose a module.
New sprites for spacevines are on the way. So you'll have to tolerate my crappy
stand-ins for a bit until he is finished with them.
Revision: r3128
Author: 	 elly1...@rocketmail.com
2012-04-23 21:07:55 +01:00

83 lines
1.8 KiB
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/obj/item/projectile/beam
name = "\improper Laser"
icon_state = "laser"
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
damage = 40
damage_type = BURN
flag = "laser"
eyeblur = 4
var/ID = 0
var/main = 0
fired()
main = 1
ID = rand(0,1000)
var/first = 1
var/obj/effect/effect/laserdealer/lasor = new /obj/effect/effect/laserdealer(null)
spawn(0)
lasor.setup(ID)
spawn(0)
while(!bumped)
step_towards(src, current)
for(var/mob/living/M in loc)
Bump(M)
if((!( current ) || loc == current))
current = locate(min(max(x + xo, 1), world.maxx), min(max(y + yo, 1), world.maxy), z)
if((x == 1 || x == world.maxx || y == 1 || y == world.maxy))
del(src)
return
if(!first)
var/obj/item/projectile/beam/new_beam = new src.type(loc)
processing_objects.Remove(new_beam)
new_beam.dir = get_dir(src, current)
new_beam.ID = ID
new_beam.icon_state = icon_state
else
first = 0
return
/obj/effect/effect/laserdealer
name = "laserdealio"
proc/setup(var/ID = 0)
sleep(5)
for(var/obj/item/projectile/beam/beam in world)
if(ID == beam.ID)
del(beam)
spawn(0)
del(src)
/obj/item/projectile/practice
name = "laser"
icon_state = "laser"
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
damage = 0
damage_type = BURN
flag = "laser"
eyeblur = 2
/obj/item/projectile/beam/heavylaser
name = "\improper Heavy Laser"
icon_state = "heavylaser"
damage = 60
/obj/item/projectile/beam/pulse
name = "\improper Pulse"
icon_state = "u_laser"
damage = 40
/obj/item/projectile/beam/deathlaser
name = "\improper Death Laser"
icon_state = "heavylaser"
damage = 60
/obj/item/projectile/beam/emitter
name = "emitter beam"
icon_state = "emitter"