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3025478610 [MIRROR] fixes fake laser lenses falling out of pirates (#26964)
* fixes fake laser lenses falling out of pirates (#82102)

## About The Pull Request

fixes #81812

pirate basic mobs use casingtype instead of projectiletype.

This meant pirates shooting lasers were trying to drop casings with
their projectiles. switching it to use projectiletype for the
/trooper/pirate/ranged types fixes the issue, though it would need to be
respecified for pirates using ballistic weapons if we want them to drop
the stuff later.

## Why It's Good For The Game

fix good. fake bullet casings bad

## Changelog

🆑
fix: basic mob pirates no longer drop fake energy weapon lenses when
shooting you to death with lasers.
/🆑

* fixes fake laser lenses falling out of pirates

---------

Co-authored-by: Higgin <cdonny11@yahoo.com>
2024-03-23 16:50:04 -04:00

87 lines
2.9 KiB
Plaintext

/// Pirate trooper subtype
/mob/living/basic/trooper/pirate
name = "Pirate"
desc = "Does what he wants cause a pirate is free."
response_help_continuous = "pushes"
response_help_simple = "push"
speak_emote = list("yarrs")
faction = list(FACTION_PIRATE)
loot = list(/obj/effect/mob_spawn/corpse/human/pirate)
mob_spawner = /obj/effect/mob_spawn/corpse/human/pirate
/// The amount of money to steal with a melee attack
var/plunder_credits = 25
/mob/living/basic/trooper/pirate/Initialize(mapload)
. = ..()
AddComponent(/datum/component/plundering_attacks, plunder_amount = plunder_credits)
/mob/living/basic/trooper/pirate/melee
name = "Pirate Swashbuckler"
melee_damage_lower = 30
melee_damage_upper = 30
armour_penetration = 35
attack_verb_continuous = "slashes"
attack_verb_simple = "slash"
attack_sound = 'sound/weapons/blade1.ogg'
attack_vis_effect = ATTACK_EFFECT_SLASH
loot = list(/obj/effect/mob_spawn/corpse/human/pirate/melee)
light_range = 2
light_power = 2.5
light_color = COLOR_SOFT_RED
loot = list(
/obj/effect/mob_spawn/corpse/human/pirate/melee,
/obj/item/melee/energy/sword/pirate,
)
mob_spawner = /obj/effect/mob_spawn/corpse/human/pirate/melee
r_hand = /obj/item/melee/energy/sword/pirate
plunder_credits = 50 //they hit hard so they steal more
/mob/living/basic/trooper/pirate/melee/space
name = "Space Pirate Swashbuckler"
unsuitable_atmos_damage = 0
minimum_survivable_temperature = 0
loot = list(/obj/effect/mob_spawn/corpse/human/pirate/melee/space)
mob_spawner = /obj/effect/mob_spawn/corpse/human/pirate/melee/space
/mob/living/basic/trooper/pirate/melee/space/Initialize(mapload)
. = ..()
ADD_TRAIT(src, TRAIT_SPACEWALK, INNATE_TRAIT)
/mob/living/basic/trooper/pirate/ranged
name = "Pirate Gunner"
loot = list(/obj/effect/mob_spawn/corpse/human/pirate/ranged)
mob_spawner = /obj/effect/mob_spawn/corpse/human/pirate/ranged
r_hand = /obj/item/gun/energy/laser
ai_controller = /datum/ai_controller/basic_controller/trooper/ranged
/// Type of bullet we use
var/projectiletype = /obj/projectile/beam/laser
/// Sound to play when firing weapon
var/projectilesound = 'sound/weapons/laser.ogg'
/// number of burst shots
var/burst_shots = 2
/// Time between taking shots
var/ranged_cooldown = 6 SECONDS
/mob/living/basic/trooper/pirate/ranged/Initialize(mapload)
. = ..()
AddComponent(\
/datum/component/ranged_attacks,\
projectile_type = projectiletype,\
projectile_sound = projectilesound,\
cooldown_time = ranged_cooldown,\
burst_shots = burst_shots,\
)
/mob/living/basic/trooper/pirate/ranged/space
name = "Space Pirate Gunner"
unsuitable_atmos_damage = 0
minimum_survivable_temperature = 0
loot = list(/obj/effect/mob_spawn/corpse/human/pirate/ranged/space)
mob_spawner = /obj/effect/mob_spawn/corpse/human/pirate/ranged/space
r_hand = /obj/item/gun/energy/e_gun/lethal
/mob/living/basic/trooper/pirate/ranged/space/Initialize(mapload)
. = ..()
ADD_TRAIT(src, TRAIT_SPACEWALK, INNATE_TRAIT)