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S.P.L.U.R.T-Station-13/code/modules/projectiles/guns/energy/laser.dm
timothyteakettle 7714fcfaba more changes
2020-07-18 01:26:38 +01:00

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/obj/item/gun/energy/laser
name = "laser gun"
desc = "A basic energy-based laser gun that fires concentrated beams of light which pass through glass and thin metal."
icon_state = "laser"
item_state = "laser"
w_class = WEIGHT_CLASS_NORMAL
custom_materials = list(/datum/material/iron=2000)
ammo_type = list(/obj/item/ammo_casing/energy/lasergun)
ammo_x_offset = 1
shaded_charge = 1
/obj/item/gun/energy/laser/practice
name = "practice laser gun"
icon_state = "laser-p"
desc = "A modified version of the basic laser gun, this one fires less concentrated energy bolts designed for target practice."
ammo_type = list(/obj/item/ammo_casing/energy/laser/practice)
clumsy_check = 0
item_flags = NONE
/obj/item/gun/energy/laser/practice/hyperburst
name = "toy hyper-burst launcher"
desc = "A toy laser with a unique beam shaping lens that projects harmless bolts capable of going through objects. Compatible with existing laser tag systems."
ammo_type = list(/obj/item/ammo_casing/energy/laser/magtag)
icon_state = "toyburst"
obj_flags = NONE
fire_delay = 40
w_class = WEIGHT_CLASS_HUGE
weapon_weight = WEAPON_HEAVY
selfcharge = EGUN_SELFCHARGE
charge_delay = 2
recoil = 2
cell_type = /obj/item/stock_parts/cell/toymagburst
/obj/item/gun/energy/laser/retro
name ="retro laser gun"
icon_state = "retro"
desc = "An older model of the basic lasergun, no longer used by Nanotrasen's private security or military forces. Nevertheless, it is still quite deadly and easy to maintain, making it a favorite amongst pirates and other outlaws."
ammo_x_offset = 3
/obj/item/gun/energy/laser/retro/old
name ="laser gun"
icon_state = "retro"
desc = "First generation lasergun, developed by Nanotrasen. Suffers from ammo issues but its unique ability to recharge its ammo without the need of a magazine helps compensate. You really hope someone has developed a better lasergun while you were in cryo."
ammo_type = list(/obj/item/ammo_casing/energy/lasergun/old)
ammo_x_offset = 3
/obj/item/gun/energy/laser/hellgun
name ="hellfire laser gun"
desc = "A relic of a weapon, built before NT began installing regulators on its laser weaponry. This pattern of laser gun became infamous for the gruesome burn wounds it caused, and was quietly discontinued once it began to affect NT's reputation."
icon_state = "hellgun"
ammo_type = list(/obj/item/ammo_casing/energy/laser/hellfire)
/obj/item/gun/energy/laser/captain
name = "antique laser gun"
icon_state = "caplaser"
item_state = "caplaser"
desc = "This is an antique laser gun. All craftsmanship is of the highest quality. It is decorated with assistant leather and chrome. The object menaces with spikes of energy. On the item is an image of Space Station 13. The station is exploding."
force = 10
ammo_x_offset = 3
selfcharge = EGUN_SELFCHARGE
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
/obj/item/gun/energy/laser/carbine
name = "laser carbine"
desc = "A ruggedized laser carbine featuring much higher capacity and improved handling when compared to a normal laser gun."
icon_state = "lasernew"
item_state = "lasernew"
slot_flags = ITEM_SLOT_BACK
w_class = WEIGHT_CLASS_BULKY
weapon_weight = WEAPON_MEDIUM
inaccuracy_modifier = 0.7
force = 10
throwforce = 10
cell_type = /obj/item/stock_parts/cell/lascarbine
resistance_flags = FIRE_PROOF | ACID_PROOF
/obj/item/gun/energy/laser/carbine/nopin
pin = null
/obj/item/gun/energy/laser/captain/scattershot
name = "scatter shot laser rifle"
icon_state = "lasercannon"
item_state = "laser"
desc = "An industrial-grade heavy-duty laser rifle with a modified laser lens to scatter its shot into multiple smaller lasers. The inner-core can self-charge for theoretically infinite use."
ammo_type = list(/obj/item/ammo_casing/energy/laser/scatter, /obj/item/ammo_casing/energy/laser)
/obj/item/gun/energy/laser/cyborg
can_charge = FALSE
desc = "An energy-based laser gun that draws power from the cyborg's internal energy cell directly. So this is what freedom looks like?"
icon = 'icons/obj/items_cyborg.dmi'
icon_state = "laser_cyborg"
selfcharge = EGUN_SELFCHARGE_BORG
cell_type = /obj/item/stock_parts/cell/secborg
charge_delay = 3
/obj/item/gun/energy/laser/cyborg/emp_act()
return
/obj/item/gun/energy/laser/cyborg/mean
use_cyborg_cell = TRUE
selfcharge = EGUN_NO_SELFCHARGE
/obj/item/gun/energy/laser/scatter
name = "scatter laser gun"
desc = "A laser gun equipped with a refraction kit that spreads bolts."
ammo_type = list(/obj/item/ammo_casing/energy/laser/scatter, /obj/item/ammo_casing/energy/laser)
/obj/item/gun/energy/laser/scatter/shotty
name = "energy shotgun"
icon = 'icons/obj/guns/projectile.dmi'
icon_state = "cshotgun"
item_state = "shotgun"
desc = "A combat shotgun gutted and refitted with an internal laser system. Can switch between taser and scattered disabler shots."
shaded_charge = 0
pin = /obj/item/firing_pin/implant/mindshield
ammo_type = list(/obj/item/ammo_casing/energy/laser/scatter/disabler, /obj/item/ammo_casing/energy/electrode)
///Laser Cannon
/obj/item/gun/energy/lasercannon
name = "accelerator laser cannon"
desc = "An advanced laser cannon that does more damage the farther away the target is."
icon_state = "lasercannon"
item_state = "laser"
w_class = WEIGHT_CLASS_BULKY
force = 10
flags_1 = CONDUCT_1
slot_flags = ITEM_SLOT_BACK
ammo_type = list(/obj/item/ammo_casing/energy/laser/accelerator)
pin = null
ammo_x_offset = 3
/obj/item/ammo_casing/energy/laser/accelerator
projectile_type = /obj/item/projectile/beam/laser/accelerator
select_name = "accelerator"
fire_sound = 'sound/weapons/lasercannonfire.ogg'
/obj/item/projectile/beam/laser/accelerator
name = "accelerator laser"
icon_state = "scatterlaser"
range = 255
damage = 6
/obj/item/projectile/beam/laser/accelerator/Range()
..()
damage += 7
transform *= 1 + ((damage/7) * 0.2)//20% larger per tile
/obj/item/gun/energy/xray
name = "\improper X-ray laser gun"
desc = "A high-power laser gun capable of expelling concentrated X-ray blasts that pass through multiple soft targets and heavier materials."
icon_state = "xray"
item_state = null
ammo_type = list(/obj/item/ammo_casing/energy/xray)
pin = null
ammo_x_offset = 3
////////Laser Tag////////////////////
/obj/item/gun/energy/laser/bluetag
name = "laser tag gun"
icon_state = "bluetag"
desc = "A retro laser gun modified to fire harmless blue beams of light. Sound effects included!"
ammo_type = list(/obj/item/ammo_casing/energy/laser/bluetag)
item_flags = NONE
clumsy_check = FALSE
pin = /obj/item/firing_pin/tag/blue
ammo_x_offset = 2
selfcharge = EGUN_SELFCHARGE
/obj/item/gun/energy/laser/bluetag/hitscan
ammo_type = list(/obj/item/ammo_casing/energy/laser/bluetag/hitscan)
/obj/item/gun/energy/laser/redtag
name = "laser tag gun"
icon_state = "redtag"
desc = "A retro laser gun modified to fire harmless beams red of light. Sound effects included!"
ammo_type = list(/obj/item/ammo_casing/energy/laser/redtag)
item_flags = NONE
clumsy_check = FALSE
pin = /obj/item/firing_pin/tag/red
ammo_x_offset = 2
selfcharge = EGUN_SELFCHARGE
/obj/item/gun/energy/laser/redtag/hitscan
ammo_type = list(/obj/item/ammo_casing/energy/laser/redtag/hitscan)
/obj/item/gun/energy/laser/redtag/hitscan/chaplain
name = "\improper holy lasrifle"
desc = "A lasrifle from the old Imperium. This one seems to be blessed by techpriests."
icon_state = "LaserAK"
item_state = null
force = 14
pin = /obj/item/firing_pin/holy
icon = 'modular_citadel/icons/obj/guns/VGguns.dmi'
ammo_x_offset = 4
ammo_type = list(/obj/item/ammo_casing/energy/laser/redtag/hitscan/holy)
lefthand_file = 'modular_citadel/icons/mob/citadel/guns_lefthand.dmi'
righthand_file = 'modular_citadel/icons/mob/citadel/guns_righthand.dmi'
var/chaplain_spawnable = TRUE
total_mass = TOTAL_MASS_MEDIEVAL_WEAPON
throw_speed = 3
throw_range = 4
throwforce = 10
obj_flags = UNIQUE_RENAME
/obj/item/gun/energy/laser/redtag/hitscan/chaplain/Initialize()
. = ..()
AddComponent(/datum/component/anti_magic, TRUE, TRUE, FALSE, null, null, FALSE)
/obj/item/gun/energy/laser/redtag/hitscan/chaplain/handle_suicide(mob/living/carbon/human/user, mob/living/carbon/human/target, params, bypass_timer)
if(!ishuman(user) || !ishuman(target))
return
if(on_cooldown())
return
if(user == target)
target.visible_message("<span class='warning'>[user] sticks [src] in [user.p_their()] mouth, ready to pull the trigger...</span>", \
"<span class='userdanger'>You stick [src] in your mouth, ready to pull the trigger...</span>")
else
target.visible_message("<span class='warning'>[user] points [src] at [target]'s head, ready to pull the trigger...</span>", \
"<span class='userdanger'>[user] points [src] at your head, ready to pull the trigger...</span>")
busy_action = TRUE
if(!bypass_timer && (!do_mob(user, target, 120) || user.zone_selected != BODY_ZONE_PRECISE_MOUTH))
if(user)
if(user == target)
user.visible_message("<span class='notice'>[user] decided not to shoot.</span>")
else if(target && target.Adjacent(user))
target.visible_message("<span class='notice'>[user] has decided to spare [target]</span>", "<span class='notice'>[user] has decided to spare your life!</span>")
busy_action = FALSE
return
busy_action = FALSE
target.visible_message("<span class='warning'>[user] pulls the trigger!</span>", "<span class='userdanger'>[user] pulls the trigger!</span>")
playsound('sound/weapons/dink.ogg', 30, 1)
if((iscultist(target)) || (is_servant_of_ratvar(target)))
chambered.BB.damage *= 1500
else if(chambered && chambered.BB)
chambered.BB.damage *= 5
process_fire(target, user, TRUE, params)