mirror of
https://github.com/VOREStation/VOREStation.git
synced 2026-08-21 11:07:46 +01:00
Polaris Sync
This commit is contained in:
@@ -0,0 +1,13 @@
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/obj/item/weapon/magnetic_ammo
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name = "flechette magazine"
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desc = "A magazine containing steel flechettes."
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icon = 'icons/obj/ammo.dmi'
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icon_state = "5.56"
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w_class = ITEMSIZE_SMALL
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matter = list(DEFAULT_WALL_MATERIAL = 1800)
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origin_tech = list(TECH_COMBAT = 1)
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var/remaining = 9
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/obj/item/weapon/magnetic_ammo/examine(mob/user)
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. = ..()
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to_chat(user, "There [(remaining == 1)? "is" : "are"] [remaining] flechette\s left!")
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@@ -515,7 +515,7 @@
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damage_mult = 1.5
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P.damage *= damage_mult
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/obj/item/weapon/gun/proc/process_accuracy(obj/projectile, mob/user, atom/target, acc_mod, dispersion)
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/obj/item/weapon/gun/proc/process_accuracy(obj/projectile, mob/living/user, atom/target, acc_mod, dispersion)
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var/obj/item/projectile/P = projectile
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if(!istype(P))
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return //default behaviour only applies to true projectiles
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@@ -539,6 +539,13 @@
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//As opposed to no-delay pew pew
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P.accuracy += 2
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// Some modifiers make it harder or easier to hit things.
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for(var/datum/modifier/M in user.modifiers)
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if(!isnull(M.accuracy))
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P.accuracy += M.accuracy
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if(!isnull(M.accuracy_dispersion))
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P.dispersion = max(P.dispersion + M.accuracy_dispersion, 0)
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//does the actual launching of the projectile
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/obj/item/weapon/gun/proc/process_projectile(obj/projectile, mob/user, atom/target, var/target_zone, var/params=null)
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var/obj/item/projectile/P = projectile
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@@ -36,7 +36,7 @@
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item_state = "crossbow"
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origin_tech = list(TECH_COMBAT = 2, TECH_MAGNET = 2, TECH_ILLEGAL = 5)
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matter = list(DEFAULT_WALL_MATERIAL = 2000)
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slot_flags = SLOT_BELT
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slot_flags = SLOT_BELT | SLOT_HOLSTER
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silenced = 1
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fire_sound = 'sound/weapons/Genhit.ogg'
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projectile_type = /obj/item/projectile/energy/bolt
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@@ -54,6 +54,7 @@
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w_class = ITEMSIZE_LARGE
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force = 10
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matter = list(DEFAULT_WALL_MATERIAL = 200000)
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slot_flags = SLOT_BELT
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projectile_type = /obj/item/projectile/energy/bolt/large
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/obj/item/weapon/gun/energy/plasmastun
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@@ -0,0 +1,195 @@
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/obj/item/weapon/gun/magnetic
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name = "improvised coilgun"
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desc = "A coilgun hastily thrown together out of a basic frame and advanced power storage components. Is it safe for it to be duct-taped together like that?"
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icon_state = "coilgun"
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item_state = "coilgun"
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icon = 'icons/obj/railgun.dmi'
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// one_hand_penalty = 1
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origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 4, TECH_ILLEGAL = 2, TECH_MAGNET = 4)
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w_class = ITEMSIZE_LARGE
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var/obj/item/weapon/cell/cell // Currently installed powercell.
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var/obj/item/weapon/stock_parts/capacitor/capacitor // Installed capacitor. Higher rating == faster charge between shots.
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var/removable_components = TRUE // Whether or not the gun can be dismantled.
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var/gun_unreliable = 15 // Percentage chance of detonating in your hands.
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var/obj/item/loaded // Currently loaded object, for retrieval/unloading.
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var/load_type = /obj/item/stack/rods // Type of stack to load with.
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var/projectile_type = /obj/item/projectile/bullet/magnetic // Actual fire type, since this isn't throw_at rod launcher.
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var/power_cost = 950 // Cost per fire, should consume almost an entire basic cell.
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var/power_per_tick // Capacitor charge per process(). Updated based on capacitor rating.
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fire_sound = 'sound/weapons/railgun.ogg'
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/obj/item/weapon/gun/magnetic/New()
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processing_objects.Add(src)
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if(capacitor)
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power_per_tick = (power_cost*0.15) * capacitor.rating
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update_icon()
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. = ..()
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/obj/item/weapon/gun/magnetic/Destroy()
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processing_objects.Remove(src)
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qdel_null(cell)
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qdel_null(loaded)
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qdel_null(capacitor)
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. = ..()
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/obj/item/weapon/gun/magnetic/process()
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if(capacitor)
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if(cell)
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if(capacitor.charge < capacitor.max_charge && cell.checked_use(power_per_tick))
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capacitor.charge(power_per_tick)
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else
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capacitor.use(capacitor.charge * 0.05)
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update_icon()
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/obj/item/weapon/gun/magnetic/update_icon()
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var/list/overlays_to_add = list()
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if(removable_components)
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if(cell)
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overlays_to_add += image(icon, "[icon_state]_cell")
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if(capacitor)
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overlays_to_add += image(icon, "[icon_state]_capacitor")
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if(!cell || !capacitor)
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overlays_to_add += image(icon, "[icon_state]_red")
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else if(capacitor.charge < power_cost)
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overlays_to_add += image(icon, "[icon_state]_amber")
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else
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overlays_to_add += image(icon, "[icon_state]_green")
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if(loaded)
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overlays_to_add += image(icon, "[icon_state]_loaded")
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overlays = overlays_to_add
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..()
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/obj/item/weapon/gun/magnetic/proc/show_ammo(var/mob/user)
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if(loaded)
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to_chat(user, "<span class='notice'>It has \a [loaded] loaded.</span>")
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/obj/item/weapon/gun/magnetic/examine(var/mob/user)
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. = ..(user, 2)
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if(.)
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show_ammo(user)
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if(cell)
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to_chat(user, "<span class='notice'>The installed [cell.name] has a charge level of [round((cell.charge/cell.maxcharge)*100)]%.</span>")
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if(capacitor)
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to_chat(user, "<span class='notice'>The installed [capacitor.name] has a charge level of [round((capacitor.charge/capacitor.max_charge)*100)]%.</span>")
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if(!cell || !capacitor)
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to_chat(user, "<span class='notice'>The capacitor charge indicator is blinking <font color ='[COLOR_RED]'>red</font>. Maybe you should check the cell or capacitor.</span>")
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else
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if(capacitor.charge < power_cost)
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to_chat(user, "<span class='notice'>The capacitor charge indicator is <font color ='[COLOR_ORANGE]'>amber</font>.</span>")
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else
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to_chat(user, "<span class='notice'>The capacitor charge indicator is <font color ='[COLOR_GREEN]'>green</font>.</span>")
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return TRUE
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/obj/item/weapon/gun/magnetic/attackby(var/obj/item/thing, var/mob/user)
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if(removable_components)
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if(istype(thing, /obj/item/weapon/cell))
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if(cell)
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to_chat(user, "<span class='warning'>\The [src] already has \a [cell] installed.</span>")
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return
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cell = thing
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user.drop_from_inventory(cell)
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cell.forceMove(src)
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playsound(loc, 'sound/machines/click.ogg', 10, 1)
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user.visible_message("<span class='notice'>\The [user] slots \the [cell] into \the [src].</span>")
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update_icon()
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return
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if(isscrewdriver(thing))
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if(!capacitor)
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to_chat(user, "<span class='warning'>\The [src] has no capacitor installed.</span>")
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return
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capacitor.forceMove(get_turf(src))
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user.put_in_hands(capacitor)
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user.visible_message("<span class='notice'>\The [user] unscrews \the [capacitor] from \the [src].</span>")
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playsound(loc, 'sound/items/Screwdriver.ogg', 50, 1)
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capacitor = null
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update_icon()
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return
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if(istype(thing, /obj/item/weapon/stock_parts/capacitor))
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if(capacitor)
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to_chat(user, "<span class='warning'>\The [src] already has \a [capacitor] installed.</span>")
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return
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capacitor = thing
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user.drop_from_inventory(capacitor)
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capacitor.forceMove(src)
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playsound(loc, 'sound/machines/click.ogg', 10, 1)
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power_per_tick = (power_cost*0.15) * capacitor.rating
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user.visible_message("<span class='notice'>\The [user] slots \the [capacitor] into \the [src].</span>")
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update_icon()
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return
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if(istype(thing, load_type))
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if(loaded)
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to_chat(user, "<span class='warning'>\The [src] already has \a [loaded] loaded.</span>")
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return
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// This is not strictly necessary for the magnetic gun but something using
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// specific ammo types may exist down the track.
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var/obj/item/stack/ammo = thing
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if(!istype(ammo))
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loaded = thing
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user.drop_from_inventory(thing)
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thing.forceMove(src)
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else
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loaded = new load_type(src, 1)
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ammo.use(1)
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user.visible_message("<span class='notice'>\The [user] loads \the [src] with \the [loaded].</span>")
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playsound(loc, 'sound/weapons/flipblade.ogg', 50, 1)
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update_icon()
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return
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. = ..()
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/obj/item/weapon/gun/magnetic/attack_hand(var/mob/user)
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if(user.get_inactive_hand() == src)
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var/obj/item/removing
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if(loaded)
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removing = loaded
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loaded = null
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else if(cell && removable_components)
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removing = cell
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cell = null
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if(removing)
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removing.forceMove(get_turf(src))
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user.put_in_hands(removing)
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user.visible_message("<span class='notice'>\The [user] removes \the [removing] from \the [src].</span>")
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playsound(loc, 'sound/machines/click.ogg', 10, 1)
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update_icon()
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return
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. = ..()
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/obj/item/weapon/gun/magnetic/proc/check_ammo()
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return loaded
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/obj/item/weapon/gun/magnetic/proc/use_ammo()
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qdel(loaded)
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loaded = null
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/obj/item/weapon/gun/magnetic/consume_next_projectile()
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if(!check_ammo() || !capacitor || capacitor.charge < power_cost)
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return
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use_ammo()
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capacitor.use(power_cost)
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update_icon()
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if(gun_unreliable && prob(gun_unreliable))
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spawn(3) // So that it will still fire - considered modifying Fire() to return a value but burst fire makes that annoying.
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visible_message("<span class='danger'>\The [src] explodes with the force of the shot!</span>")
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explosion(get_turf(src), -1, 0, 2)
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qdel(src)
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return new projectile_type(src)
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@@ -0,0 +1,101 @@
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// We really need some datums for this.
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/obj/item/weapon/coilgun_assembly
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name = "coilgun stock"
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desc = "It might be a coilgun, someday."
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icon = 'icons/obj/coilgun.dmi'
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||||
icon_state = "coilgun_construction_1"
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||||
|
||||
var/construction_stage = 1
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||||
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/obj/item/weapon/coilgun_assembly/attackby(var/obj/item/thing, var/mob/user)
|
||||
|
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if(istype(thing, /obj/item/stack/material) && construction_stage == 1)
|
||||
var/obj/item/stack/material/reinforcing = thing
|
||||
var/material/reinforcing_with = reinforcing.get_material()
|
||||
if(reinforcing_with.name == DEFAULT_WALL_MATERIAL) // Steel
|
||||
if(reinforcing.get_amount() < 5)
|
||||
to_chat(user, "<span class='warning'>You need at least 5 [reinforcing.singular_name]\s for this task.</span>")
|
||||
return
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||||
reinforcing.use(5)
|
||||
user.visible_message("<span class='notice'>\The [user] shapes some steel sheets around \the [src] to form a body.</span>")
|
||||
increment_construction_stage()
|
||||
return
|
||||
|
||||
if(istype(thing, /obj/item/weapon/tape_roll) && construction_stage == 2)
|
||||
user.visible_message("<span class='notice'>\The [user] secures \the [src] together with \the [thing].</span>")
|
||||
increment_construction_stage()
|
||||
return
|
||||
|
||||
if(istype(thing, /obj/item/pipe) && construction_stage == 3)
|
||||
user.drop_from_inventory(thing)
|
||||
qdel(thing)
|
||||
user.visible_message("<span class='notice'>\The [user] jams \the [thing] into \the [src].</span>")
|
||||
increment_construction_stage()
|
||||
return
|
||||
|
||||
if(istype(thing, /obj/item/weapon/weldingtool) && construction_stage == 4)
|
||||
var/obj/item/weapon/weldingtool/welder = thing
|
||||
|
||||
if(!welder.isOn())
|
||||
to_chat(user, "<span class='warning'>Turn it on first!</span>")
|
||||
return
|
||||
|
||||
if(!welder.remove_fuel(0,user))
|
||||
to_chat(user, "<span class='warning'>You need more fuel!</span>")
|
||||
return
|
||||
|
||||
user.visible_message("<span class='notice'>\The [user] welds the barrel of \the [src] into place.</span>")
|
||||
playsound(src.loc, 'sound/items/Welder2.ogg', 100, 1)
|
||||
increment_construction_stage()
|
||||
return
|
||||
|
||||
if(istype(thing, /obj/item/stack/cable_coil) && construction_stage == 5)
|
||||
var/obj/item/stack/cable_coil/cable = thing
|
||||
if(cable.get_amount() < 5)
|
||||
to_chat(user, "<span class='warning'>You need at least 5 lengths of cable for this task.</span>")
|
||||
return
|
||||
cable.use(5)
|
||||
user.visible_message("<span class='notice'>\The [user] wires \the [src].</span>")
|
||||
increment_construction_stage()
|
||||
return
|
||||
|
||||
if(istype(thing, /obj/item/weapon/smes_coil) && construction_stage >= 6 && construction_stage <= 8)
|
||||
user.visible_message("<span class='notice'>\The [user] installs \a [thing] into \the [src].</span>")
|
||||
user.drop_from_inventory(thing)
|
||||
qdel(thing)
|
||||
increment_construction_stage()
|
||||
return
|
||||
|
||||
if(isscrewdriver(thing) && construction_stage >= 9)
|
||||
user.visible_message("<span class='notice'>\The [user] secures \the [src] and finishes it off.</span>")
|
||||
playsound(loc, 'sound/items/Screwdriver.ogg', 50, 1)
|
||||
var/obj/item/weapon/gun/magnetic/coilgun = new(loc)
|
||||
var/put_in_hands
|
||||
var/mob/M = src.loc
|
||||
if(istype(M))
|
||||
put_in_hands = M == user
|
||||
M.drop_from_inventory(src)
|
||||
if(put_in_hands)
|
||||
user.put_in_hands(coilgun)
|
||||
qdel(src)
|
||||
return
|
||||
|
||||
return ..()
|
||||
|
||||
/obj/item/weapon/coilgun_assembly/proc/increment_construction_stage()
|
||||
if(construction_stage < 9)
|
||||
construction_stage++
|
||||
icon_state = "coilgun_construction_[construction_stage]"
|
||||
|
||||
/obj/item/weapon/coilgun_assembly/examine(var/mob/user)
|
||||
. = ..(user,2)
|
||||
if(.)
|
||||
switch(construction_stage)
|
||||
if(2) to_chat(user, "<span class='notice'>It has a metal frame loosely shaped around the stock.</span>")
|
||||
if(3) to_chat(user, "<span class='notice'>It has a metal frame duct-taped to the stock.</span>")
|
||||
if(4) to_chat(user, "<span class='notice'>It has a length of pipe attached to the body.</span>")
|
||||
if(4) to_chat(user, "<span class='notice'>It has a length of pipe welded to the body.</span>")
|
||||
if(6) to_chat(user, "<span class='notice'>It has a cable mount and capacitor jack wired to the frame.</span>")
|
||||
if(7) to_chat(user, "<span class='notice'>It has a single superconducting coil threaded onto the barrel.</span>")
|
||||
if(8) to_chat(user, "<span class='notice'>It has a pair of superconducting coils threaded onto the barrel.</span>")
|
||||
if(9) to_chat(user, "<span class='notice'>It has three superconducting coils attached to the body, waiting to be secured.</span>")
|
||||
@@ -0,0 +1,104 @@
|
||||
/obj/item/weapon/gun/magnetic/railgun
|
||||
name = "railgun"
|
||||
desc = "The Mars Military Industries MI-76 Thunderclap. A man-portable mass driver for squad support anti-armour and destruction of fortifications and emplacements."
|
||||
gun_unreliable = 0
|
||||
icon_state = "railgun"
|
||||
removable_components = FALSE
|
||||
load_type = /obj/item/weapon/rcd_ammo
|
||||
origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 4, TECH_MAGNET = 4)
|
||||
projectile_type = /obj/item/projectile/bullet/magnetic/slug
|
||||
power_cost = 300
|
||||
w_class = ITEMSIZE_HUGE
|
||||
slot_flags = SLOT_BELT
|
||||
loaded = /obj/item/weapon/rcd_ammo/large
|
||||
|
||||
var/initial_cell_type = /obj/item/weapon/cell/hyper
|
||||
var/initial_capacitor_type = /obj/item/weapon/stock_parts/capacitor/adv
|
||||
var/slowdown_held = 2
|
||||
var/slowdown_worn = 1
|
||||
|
||||
/obj/item/weapon/gun/magnetic/railgun/New()
|
||||
capacitor = new initial_capacitor_type(src)
|
||||
capacitor.charge = capacitor.max_charge
|
||||
|
||||
cell = new initial_cell_type(src)
|
||||
if (ispath(loaded))
|
||||
loaded = new loaded
|
||||
. = ..()
|
||||
|
||||
// Not going to check type repeatedly, if you code or varedit
|
||||
// load_type and get runtime errors, don't come crying to me.
|
||||
/obj/item/weapon/gun/magnetic/railgun/show_ammo(var/mob/user)
|
||||
var/obj/item/weapon/rcd_ammo/ammo = loaded
|
||||
if (ammo)
|
||||
to_chat(user, "<span class='notice'>There are [ammo.remaining] shot\s remaining in \the [loaded].</span>")
|
||||
else
|
||||
to_chat(user, "<span class='notice'>There is nothing loaded.</span>")
|
||||
|
||||
/obj/item/weapon/gun/magnetic/railgun/check_ammo()
|
||||
var/obj/item/weapon/rcd_ammo/ammo = loaded
|
||||
return ammo && ammo.remaining
|
||||
|
||||
/obj/item/weapon/gun/magnetic/railgun/use_ammo()
|
||||
var/obj/item/weapon/rcd_ammo/ammo = loaded
|
||||
ammo.remaining--
|
||||
if(ammo.remaining <= 0)
|
||||
spawn(3)
|
||||
playsound(src.loc, 'sound/machines/twobeep.ogg', 50, 1)
|
||||
out_of_ammo()
|
||||
|
||||
/obj/item/weapon/gun/magnetic/railgun/proc/out_of_ammo()
|
||||
qdel(loaded)
|
||||
loaded = null
|
||||
visible_message("<span class='warning'>\The [src] beeps and ejects its empty cartridge.</span>")
|
||||
|
||||
/obj/item/weapon/gun/magnetic/railgun/automatic // Adminspawn only, this shit is absurd.
|
||||
name = "\improper RHR accelerator"
|
||||
desc = "The Mars Military Industries MI-227 Meteor. Originally a vehicle-mounted turret weapon for heavy anti-vehicular and anti-structural fire, the fact that it was made man-portable is mindboggling in itself."
|
||||
icon_state = "heavy_railgun"
|
||||
|
||||
initial_cell_type = /obj/item/weapon/cell/infinite
|
||||
initial_capacitor_type = /obj/item/weapon/stock_parts/capacitor/super
|
||||
|
||||
slowdown_held = 3
|
||||
slowdown_worn = 2
|
||||
|
||||
slot_flags = SLOT_BACK
|
||||
w_class = ITEMSIZE_NO_CONTAINER
|
||||
|
||||
firemodes = list(
|
||||
list(mode_name="semiauto", burst=1, fire_delay=0, move_delay=null, one_hand_penalty=1, burst_accuracy=null, dispersion=null),
|
||||
list(mode_name="short bursts", burst=3, fire_delay=null, move_delay=5, one_hand_penalty=2, burst_accuracy=list(0,-1,-1), dispersion=list(0.0, 0.6, 1.0)),
|
||||
list(mode_name="long bursts", burst=6, fire_delay=null, move_delay=10, one_hand_penalty=2, burst_accuracy=list(0,-1,-1,-1,-2), dispersion=list(0.6, 0.6, 1.0, 1.0, 1.2)),
|
||||
)
|
||||
|
||||
/obj/item/weapon/gun/magnetic/railgun/automatic/examine(var/mob/user)
|
||||
. = ..(user,1)
|
||||
if(.)
|
||||
to_chat(user, "<span class='notice'>Someone has scratched <i>Ultima Ratio Regum</i> onto the side of the barrel.</span>")
|
||||
|
||||
/obj/item/weapon/gun/magnetic/railgun/flechette
|
||||
name = "flechette gun"
|
||||
desc = "The MI-12 Skadi is a burst fire capable railgun that fires flechette rounds at high velocity. Deadly against armour, but much less effective against soft targets."
|
||||
icon_state = "flechette_gun"
|
||||
item_state = "z8carbine"
|
||||
initial_cell_type = /obj/item/weapon/cell/hyper
|
||||
initial_capacitor_type = /obj/item/weapon/stock_parts/capacitor/adv
|
||||
slot_flags = SLOT_BACK
|
||||
slowdown_held = 0
|
||||
slowdown_worn = 0
|
||||
power_cost = 100
|
||||
load_type = /obj/item/weapon/magnetic_ammo
|
||||
projectile_type = /obj/item/projectile/bullet/magnetic/flechette
|
||||
loaded = /obj/item/weapon/magnetic_ammo
|
||||
fire_sound = 'sound/weapons/rapidslice.ogg'
|
||||
|
||||
firemodes = list(
|
||||
list(mode_name="semiauto", burst=1, fire_delay=0, move_delay=null, one_hand_penalty=1, burst_accuracy=null, dispersion=null),
|
||||
list(mode_name="short bursts", burst=3, fire_delay=null, move_delay=5, one_hand_penalty=2, burst_accuracy=list(0,-1,-1), dispersion=list(0.0, 0.6, 1.0)),
|
||||
)
|
||||
|
||||
/obj/item/weapon/gun/magnetic/railgun/flechette/out_of_ammo()
|
||||
audible_message("<span class='warning'>\The [src] beeps to indicate the magazine is empty.</span>")
|
||||
playsound(loc, 'sound/weapons/smg_empty_alarm.ogg', 40, 1)
|
||||
..()
|
||||
@@ -45,6 +45,8 @@
|
||||
var/penetrating = 0 //If greater than zero, the projectile will pass through dense objects as specified by on_penetrate()
|
||||
var/kill_count = 50 //This will de-increment every process(). When 0, it will delete the projectile.
|
||||
//Effects
|
||||
var/incendiary = 0 //1 for ignite on hit, 2 for trail of fire. 3 maybe later for burst of fire around the impact point. - Mech
|
||||
var/flammability = 0 //Amount of fire stacks to add for the above.
|
||||
var/stun = 0
|
||||
var/weaken = 0
|
||||
var/paralyze = 0
|
||||
@@ -78,7 +80,7 @@
|
||||
if(!isliving(target)) return 0
|
||||
// if(isanimal(target)) return 0
|
||||
var/mob/living/L = target
|
||||
L.apply_effects(stun, weaken, paralyze, irradiate, stutter, eyeblur, drowsy, agony, blocked) // add in AGONY!
|
||||
L.apply_effects(stun, weaken, paralyze, irradiate, stutter, eyeblur, drowsy, agony, blocked, incendiary, flammability) // add in AGONY!
|
||||
return 1
|
||||
|
||||
//called when the projectile stops flying because it collided with something
|
||||
@@ -233,9 +235,18 @@
|
||||
//if they have a neck grab on someone, that person gets hit instead
|
||||
var/obj/item/weapon/grab/G = locate() in M
|
||||
if(G && G.state >= GRAB_NECK)
|
||||
visible_message("<span class='danger'>\The [M] uses [G.affecting] as a shield!</span>")
|
||||
if(Bump(G.affecting, forced=1))
|
||||
return //If Bump() returns 0 (keep going) then we continue on to attack M.
|
||||
if(G.affecting.stat == DEAD)
|
||||
var/shield_chance = min(80, (30 * (M.mob_size / 10))) //Small mobs have a harder time keeping a dead body as a shield than a human-sized one. Unathi would have an easier job, if they are made to be SIZE_LARGE in the future. -Mech
|
||||
if(prob(shield_chance))
|
||||
visible_message("<span class='danger'>\The [M] uses [G.affecting] as a shield!</span>")
|
||||
if(Bump(G.affecting, forced=1))
|
||||
return
|
||||
else
|
||||
visible_message("<span class='danger'>\The [M] tries to use [G.affecting] as a shield, but fails!</span>")
|
||||
else
|
||||
visible_message("<span class='danger'>\The [M] uses [G.affecting] as a shield!</span>")
|
||||
if(Bump(G.affecting, forced=1))
|
||||
return //If Bump() returns 0 (keep going) then we continue on to attack M.
|
||||
|
||||
passthrough = !attack_mob(M, distance)
|
||||
else
|
||||
@@ -322,6 +333,10 @@
|
||||
else if(!bumped)
|
||||
tracer_effect(effect_transform)
|
||||
|
||||
if(incendiary >= 2)
|
||||
var/trail_volume = (flammability * 0.10)
|
||||
new /obj/effect/decal/cleanable/liquid_fuel/flamethrower_fuel(src.loc, trail_volume, src.dir)
|
||||
|
||||
if(!hitscan)
|
||||
sleep(step_delay) //add delay between movement iterations if it's not a hitscan weapon
|
||||
|
||||
@@ -404,6 +419,8 @@
|
||||
return //cannot shoot yourself
|
||||
if(istype(A, /obj/item/projectile))
|
||||
return
|
||||
if(istype(A, /obj/structure/foamedmetal)) //Turrets can detect through foamed metal, but will have to blast through it. Similar to windows, if someone runs behind it, a person should probably just not shoot.
|
||||
return
|
||||
if(istype(A, /mob/living) || istype(A, /obj/mecha) || istype(A, /obj/vehicle))
|
||||
result = 2 //We hit someone, return 1!
|
||||
return
|
||||
|
||||
@@ -252,6 +252,31 @@
|
||||
explosion(target, -1, 0, 2)
|
||||
..()
|
||||
|
||||
/* Incendiary */
|
||||
|
||||
/obj/item/projectile/bullet/incendiary
|
||||
name = "incendiary bullet"
|
||||
icon_state = "bullet_alt"
|
||||
damage = 15
|
||||
damage_type = BURN
|
||||
incendiary = 1
|
||||
flammability = 2
|
||||
|
||||
/obj/item/projectile/bullet/incendiary/flamethrower
|
||||
name = "ball of fire"
|
||||
desc = "Don't stand in the fire."
|
||||
icon_state = "fireball"
|
||||
damage = 10
|
||||
embed_chance = 0
|
||||
incendiary = 2
|
||||
flammability = 4
|
||||
agony = 30
|
||||
kill_count = 4
|
||||
|
||||
/obj/item/projectile/bullet/incendiary/flamethrower/large
|
||||
damage = 15
|
||||
kill_count = 6
|
||||
|
||||
/obj/item/projectile/bullet/blank
|
||||
invisibility = 101
|
||||
damage = 1
|
||||
|
||||
@@ -0,0 +1,21 @@
|
||||
// Rod for railguns. Slightly less nasty than the sniper round.
|
||||
/obj/item/projectile/bullet/magnetic
|
||||
name = "rod"
|
||||
icon_state = "rod"
|
||||
damage = 65
|
||||
stun = 1
|
||||
weaken = 1
|
||||
penetrating = 5
|
||||
armor_penetration = 70
|
||||
|
||||
/obj/item/projectile/bullet/magnetic/slug
|
||||
name = "slug"
|
||||
icon_state = "gauss_silenced"
|
||||
damage = 75
|
||||
armor_penetration = 90
|
||||
|
||||
/obj/item/projectile/bullet/magnetic/flechette
|
||||
name = "flechette"
|
||||
icon_state = "flechette"
|
||||
damage = 20
|
||||
armor_penetration = 100
|
||||
Reference in New Issue
Block a user