Merge remote-tracking branch 'VOREStation/master' into medbeam

This commit is contained in:
Unknown
2019-08-31 15:32:22 -04:00
606 changed files with 34920 additions and 20083 deletions
+3 -3
View File
@@ -180,15 +180,15 @@
if(dna_lock && attached_lock.stored_dna)
if(!authorized_user(user))
if(attached_lock.safety_level == 0)
to_chat(M, "<span class='danger'>\The [src] buzzes in dissapoint and displays an invalid DNA symbol.</span>")
to_chat(M, "<span class='danger'>\The [src] buzzes in dissapointment and displays an invalid DNA symbol.</span>")
return 0
if(!attached_lock.exploding)
if(attached_lock.safety_level == 1)
to_chat(M, "<span class='danger'>\The [src] hisses in dissapointment.</span>")
visible_message("<span class='game say'><span class='name'>\The [src]</span> announces, \"Self-destruct occurring in ten seconds.\"</span>", "<span class='game say'><span class='name'>\The [src]</span> announces, \"Self-destruct occurring in ten seconds.\"</span>")
attached_lock.exploding = 1
spawn(100)
explosion(src, 0, 0, 3, 4)
attached_lock.exploding = 1
sleep(1)
qdel(src)
return 0
@@ -693,7 +693,7 @@
if (istype(in_chamber))
user.visible_message("<span class = 'warning'>[user] pulls the trigger.</span>")
play_fire_sound()
if(istype(in_chamber, /obj/item/projectile/beam/lastertag))
if(istype(in_chamber, /obj/item/projectile/beam/lasertag))
user.show_message("<span class = 'warning'>You feel rather silly, trying to commit suicide with a toy.</span>")
mouthshoot = 0
return
+261 -247
View File
@@ -1,247 +1,261 @@
/obj/item/weapon/gun/energy/laser
name = "laser rifle"
desc = "A Hephaestus Industries G40E rifle, designed to kill with concentrated energy blasts. This variant has the ability to \
switch between standard fire and a more efficent but weaker 'suppressive' fire."
icon_state = "laser"
item_state = "laser"
wielded_item_state = "laser-wielded"
fire_delay = 8
slot_flags = SLOT_BELT|SLOT_BACK
w_class = ITEMSIZE_LARGE
force = 10
origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 2)
matter = list(DEFAULT_WALL_MATERIAL = 2000)
projectile_type = /obj/item/projectile/beam/midlaser
// one_handed_penalty = 30
firemodes = list(
list(mode_name="normal", fire_delay=8, projectile_type=/obj/item/projectile/beam/midlaser, charge_cost = 240),
list(mode_name="suppressive", fire_delay=5, projectile_type=/obj/item/projectile/beam/weaklaser, charge_cost = 60),
)
/obj/item/weapon/gun/energy/laser/mounted
self_recharge = 1
use_external_power = 1
one_handed_penalty = 0 // Not sure if two-handing gets checked for mounted weapons, but better safe than sorry.
/obj/item/weapon/gun/energy/laser/practice
name = "practice laser carbine"
desc = "A modified version of the HI G40E, this one fires less concentrated energy bolts designed for target practice."
projectile_type = /obj/item/projectile/beam/practice
charge_cost = 48
cell_type = /obj/item/weapon/cell/device
firemodes = list(
list(mode_name="normal", projectile_type=/obj/item/projectile/beam/practice, charge_cost = 48),
list(mode_name="suppressive", projectile_type=/obj/item/projectile/beam/practice, charge_cost = 12),
)
/obj/item/weapon/gun/energy/retro
name = "retro laser"
icon_state = "retro"
item_state = "retro"
desc = "An older model of the basic lasergun. Nevertheless, it is still quite deadly and easy to maintain, making it a favorite amongst pirates and other outlaws."
slot_flags = SLOT_BELT
w_class = ITEMSIZE_NORMAL
projectile_type = /obj/item/projectile/beam
fire_delay = 10 //old technology
/obj/item/weapon/gun/energy/retro/mounted
self_recharge = 1
use_external_power = 1
/obj/item/weapon/gun/energy/retro/empty
icon_state = "retro"
cell_type = null
/datum/category_item/catalogue/anomalous/precursor_a/alien_pistol
name = "Precursor Alpha Weapon - Appendageheld Laser"
desc = "This object strongly resembles a weapon, and if one were to pull the \
trigger located on the handle of the object, it would fire a deadly \
laser at whatever it was pointed at. The beam fired appears to cause too \
much damage to whatever it would hit to have served as a long ranged repair tool, \
therefore this object was most likely designed to be a deadly weapon. If so, this \
has several implications towards its creators;\
<br><br>\
Firstly, it implies that these precursors, at some point during their development, \
had needed to defend themselves, or otherwise had a need to utilize violence, and \
as such created better tools to do so. It is unclear if violence was employed against \
themselves as a form of in-fighting, or if violence was exclusive to outside species.\
<br><br>\
Secondly, the shape and design of the weapon implies that the creators of this \
weapon were able to grasp objects, and be able to manipulate the trigger independently \
from merely holding onto the weapon, making certain types of appendages like tentacles be \
unlikely.\
<br><br>\
An interesting note about this weapon, when compared to contemporary energy weapons, is \
that this gun appears to be inferior to modern laser weapons. The beam fired has less \
of an ability to harm, and the power consumption appears to be higher than average for \
a human-made energy side-arm. One possible explaination is that the creators of this \
weapon, in their later years, had less of a need to optimize their capability for war, \
and instead focused on other endeavors. Another explaination is that vast age of the weapon \
may have caused it to degrade, yet still remain functional at a reduced capability."
value = CATALOGUER_REWARD_MEDIUM
/obj/item/weapon/gun/energy/alien
name = "alien pistol"
desc = "A weapon that works very similarly to a traditional energy weapon. How this came to be will likely be a mystery for the ages."
catalogue_data = list(/datum/category_item/catalogue/anomalous/precursor_a/alien_pistol)
icon_state = "alienpistol"
item_state = "alienpistol"
fire_sound = 'sound/weapons/eLuger.ogg'
fire_delay = 10 // Handguns should be inferior to two-handed weapons. Even alien ones I suppose.
charge_cost = 480 // Five shots.
projectile_type = /obj/item/projectile/beam/cyan
cell_type = /obj/item/weapon/cell/device/weapon/recharge/alien // Self charges.
origin_tech = list(TECH_COMBAT = 8, TECH_MAGNET = 7)
modifystate = "alienpistol"
/obj/item/weapon/gun/energy/captain
name = "antique laser gun"
icon_state = "caplaser"
item_state = "caplaser"
desc = "A rare weapon, handcrafted by a now defunct specialty manufacturer on Luna for a small fortune. It's certainly aged well."
force = 5
slot_flags = SLOT_BELT
w_class = ITEMSIZE_NORMAL
projectile_type = /obj/item/projectile/beam
origin_tech = null
fire_delay = 10 //Old pistol
charge_cost = 480 //to compensate a bit for self-recharging
cell_type = /obj/item/weapon/cell/device/weapon/recharge/captain
battery_lock = 1
/obj/item/weapon/gun/energy/lasercannon
name = "laser cannon"
desc = "With the laser cannon, the lasing medium is enclosed in a tube lined with uranium-235 and subjected to high neutron \
flux in a nuclear reactor core. This incredible technology may help YOU achieve high excitation rates with small laser volumes!"
icon_state = "lasercannon"
item_state = null
origin_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 3, TECH_POWER = 3)
slot_flags = SLOT_BELT|SLOT_BACK
projectile_type = /obj/item/projectile/beam/heavylaser/cannon
battery_lock = 1
fire_delay = 20
w_class = ITEMSIZE_LARGE
// one_handed_penalty = 90 // The thing's heavy and huge.
accuracy = 45
charge_cost = 600
/obj/item/weapon/gun/energy/lasercannon/mounted
name = "mounted laser cannon"
self_recharge = 1
use_external_power = 1
recharge_time = 10
accuracy = 0 // Mounted cannons are just fine the way they are.
one_handed_penalty = 0 // Not sure if two-handing gets checked for mounted weapons, but better safe than sorry.
projectile_type = /obj/item/projectile/beam/heavylaser
charge_cost = 400
fire_delay = 20
/obj/item/weapon/gun/energy/xray
name = "xray laser gun"
desc = "A high-power laser gun capable of expelling concentrated xray blasts, which are able to penetrate matter easier than \
standard photonic beams, resulting in an effective 'anti-armor' energy weapon."
icon_state = "xray"
item_state = "xray"
origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 3, TECH_MAGNET = 2)
projectile_type = /obj/item/projectile/beam/xray
charge_cost = 200
/obj/item/weapon/gun/energy/sniperrifle
name = "marksman energy rifle"
desc = "The HI DMR 9E is an older design of Hephaestus Industries. A designated marksman rifle capable of shooting powerful \
ionized beams, this is a weapon to kill from a distance."
icon_state = "sniper"
item_state = "sniper"
item_state_slots = list(slot_r_hand_str = "z8carbine", slot_l_hand_str = "z8carbine") //placeholder
origin_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 5, TECH_POWER = 4)
projectile_type = /obj/item/projectile/beam/sniper
slot_flags = SLOT_BACK
battery_lock = 1
charge_cost = 600
fire_delay = 35
force = 10
w_class = ITEMSIZE_HUGE // So it can't fit in a backpack.
accuracy = -45 //shooting at the hip
scoped_accuracy = 0
// requires_two_hands = 1
// one_handed_penalty = 60 // The weapon itself is heavy, and the long barrel makes it hard to hold steady with just one hand.
/obj/item/weapon/gun/energy/sniperrifle/verb/scope()
set category = "Object"
set name = "Use Scope"
set popup_menu = 1
toggle_scope(2.0)
/obj/item/weapon/gun/energy/monorifle
name = "antique mono-rifle"
desc = "An old laser rifle. This one can only fire once before requiring recharging."
description_fluff = "Modeled after ancient hunting rifles, this rifle was dubbed the 'Rainy Day Special' by some, due to its use as some barmens' fight-stopper of choice. One shot is all it takes, or so they say."
icon_state = "eshotgun"
item_state = "shotgun"
origin_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 4, TECH_POWER = 3)
projectile_type = /obj/item/projectile/beam/sniper
slot_flags = SLOT_BACK
charge_cost = 1300
fire_delay = 20
force = 8
w_class = ITEMSIZE_LARGE
accuracy = 10
scoped_accuracy = 15
var/scope_multiplier = 1.5
/obj/item/weapon/gun/energy/monorifle/verb/sights()
set category = "Object"
set name = "Aim Down Sights"
set popup_menu = 1
toggle_scope(scope_multiplier)
/obj/item/weapon/gun/energy/monorifle/combat
name = "combat mono-rifle"
desc = "A modernized version of the mono-rifle. This one can fire twice before requiring recharging."
description_fluff = "A modern design produced by a company once working from Saint Columbia, based on the antique mono-rifle 'Rainy Day Special' design."
icon_state = "ecshotgun"
item_state = "cshotgun"
charge_cost = 1000
force = 12
accuracy = 0
scoped_accuracy = 20
////////Laser Tag////////////////////
/obj/item/weapon/gun/energy/lasertag
name = "laser tag gun"
item_state = "laser"
desc = "Standard issue weapon of the Imperial Guard"
origin_tech = list(TECH_COMBAT = 1, TECH_MAGNET = 2)
matter = list(DEFAULT_WALL_MATERIAL = 2000)
projectile_type = /obj/item/projectile/beam/lastertag/blue
cell_type = /obj/item/weapon/cell/device/weapon/recharge
battery_lock = 1
var/required_vest
/obj/item/weapon/gun/energy/lasertag/special_check(var/mob/living/carbon/human/M)
if(ishuman(M))
if(!istype(M.wear_suit, required_vest))
M << "<span class='warning'>You need to be wearing your laser tag vest!</span>"
return 0
return ..()
/obj/item/weapon/gun/energy/lasertag/blue
icon_state = "bluetag"
item_state = "bluetag"
projectile_type = /obj/item/projectile/beam/lastertag/blue
required_vest = /obj/item/clothing/suit/bluetag
/obj/item/weapon/gun/energy/lasertag/red
icon_state = "redtag"
item_state = "redtag"
projectile_type = /obj/item/projectile/beam/lastertag/red
required_vest = /obj/item/clothing/suit/redtag
/obj/item/weapon/gun/energy/laser
name = "laser rifle"
desc = "A Hephaestus Industries G40E rifle, designed to kill with concentrated energy blasts. This variant has the ability to \
switch between standard fire and a more efficent but weaker 'suppressive' fire."
icon_state = "laser"
item_state = "laser"
wielded_item_state = "laser-wielded"
fire_delay = 8
slot_flags = SLOT_BELT|SLOT_BACK
w_class = ITEMSIZE_LARGE
force = 10
origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 2)
matter = list(DEFAULT_WALL_MATERIAL = 2000)
projectile_type = /obj/item/projectile/beam/midlaser
// one_handed_penalty = 30
firemodes = list(
list(mode_name="normal", fire_delay=8, projectile_type=/obj/item/projectile/beam/midlaser, charge_cost = 240),
list(mode_name="suppressive", fire_delay=5, projectile_type=/obj/item/projectile/beam/weaklaser, charge_cost = 60),
)
/obj/item/weapon/gun/energy/laser/mounted
self_recharge = 1
use_external_power = 1
one_handed_penalty = 0 // Not sure if two-handing gets checked for mounted weapons, but better safe than sorry.
/obj/item/weapon/gun/energy/laser/practice
name = "practice laser carbine"
desc = "A modified version of the HI G40E, this one fires less concentrated energy bolts designed for target practice."
projectile_type = /obj/item/projectile/beam/practice
charge_cost = 48
cell_type = /obj/item/weapon/cell/device
firemodes = list(
list(mode_name="normal", projectile_type=/obj/item/projectile/beam/practice, charge_cost = 48),
list(mode_name="suppressive", projectile_type=/obj/item/projectile/beam/practice, charge_cost = 12),
)
/obj/item/weapon/gun/energy/retro
name = "retro laser"
icon_state = "retro"
item_state = "retro"
desc = "An older model of the basic lasergun. Nevertheless, it is still quite deadly and easy to maintain, making it a favorite amongst pirates and other outlaws."
slot_flags = SLOT_BELT
w_class = ITEMSIZE_NORMAL
projectile_type = /obj/item/projectile/beam
fire_delay = 10 //old technology
/obj/item/weapon/gun/energy/retro/mounted
self_recharge = 1
use_external_power = 1
/obj/item/weapon/gun/energy/retro/empty
icon_state = "retro"
cell_type = null
/datum/category_item/catalogue/anomalous/precursor_a/alien_pistol
name = "Precursor Alpha Weapon - Appendageheld Laser"
desc = "This object strongly resembles a weapon, and if one were to pull the \
trigger located on the handle of the object, it would fire a deadly \
laser at whatever it was pointed at. The beam fired appears to cause too \
much damage to whatever it would hit to have served as a long ranged repair tool, \
therefore this object was most likely designed to be a deadly weapon. If so, this \
has several implications towards its creators;\
<br><br>\
Firstly, it implies that these precursors, at some point during their development, \
had needed to defend themselves, or otherwise had a need to utilize violence, and \
as such created better tools to do so. It is unclear if violence was employed against \
themselves as a form of in-fighting, or if violence was exclusive to outside species.\
<br><br>\
Secondly, the shape and design of the weapon implies that the creators of this \
weapon were able to grasp objects, and be able to manipulate the trigger independently \
from merely holding onto the weapon, making certain types of appendages like tentacles be \
unlikely.\
<br><br>\
An interesting note about this weapon, when compared to contemporary energy weapons, is \
that this gun appears to be inferior to modern laser weapons. The beam fired has less \
of an ability to harm, and the power consumption appears to be higher than average for \
a human-made energy side-arm. One possible explaination is that the creators of this \
weapon, in their later years, had less of a need to optimize their capability for war, \
and instead focused on other endeavors. Another explaination is that vast age of the weapon \
may have caused it to degrade, yet still remain functional at a reduced capability."
value = CATALOGUER_REWARD_MEDIUM
/obj/item/weapon/gun/energy/alien
name = "alien pistol"
desc = "A weapon that works very similarly to a traditional energy weapon. How this came to be will likely be a mystery for the ages."
catalogue_data = list(/datum/category_item/catalogue/anomalous/precursor_a/alien_pistol)
icon_state = "alienpistol"
item_state = "alienpistol"
fire_delay = 10 // Handguns should be inferior to two-handed weapons. Even alien ones I suppose.
charge_cost = 480 // Five shots.
projectile_type = /obj/item/projectile/beam/cyan
cell_type = /obj/item/weapon/cell/device/weapon/recharge/alien // Self charges.
origin_tech = list(TECH_COMBAT = 8, TECH_MAGNET = 7)
modifystate = "alienpistol"
/obj/item/weapon/gun/energy/captain
name = "antique laser gun"
icon_state = "caplaser"
item_state = "caplaser"
desc = "A rare weapon, handcrafted by a now defunct specialty manufacturer on Luna for a small fortune. It's certainly aged well."
force = 5
slot_flags = SLOT_BELT
w_class = ITEMSIZE_NORMAL
projectile_type = /obj/item/projectile/beam
origin_tech = null
fire_delay = 10 //Old pistol
charge_cost = 480 //to compensate a bit for self-recharging
cell_type = /obj/item/weapon/cell/device/weapon/recharge/captain
battery_lock = 1
/obj/item/weapon/gun/energy/lasercannon
name = "laser cannon"
desc = "With the laser cannon, the lasing medium is enclosed in a tube lined with uranium-235 and subjected to high neutron \
flux in a nuclear reactor core. This incredible technology may help YOU achieve high excitation rates with small laser volumes!"
icon_state = "lasercannon"
item_state = null
origin_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 3, TECH_POWER = 3)
slot_flags = SLOT_BELT|SLOT_BACK
projectile_type = /obj/item/projectile/beam/heavylaser/cannon
battery_lock = 1
fire_delay = 20
w_class = ITEMSIZE_LARGE
// one_handed_penalty = 90 // The thing's heavy and huge.
accuracy = 45
charge_cost = 600
/obj/item/weapon/gun/energy/lasercannon/mounted
name = "mounted laser cannon"
self_recharge = 1
use_external_power = 1
recharge_time = 10
accuracy = 0 // Mounted cannons are just fine the way they are.
one_handed_penalty = 0 // Not sure if two-handing gets checked for mounted weapons, but better safe than sorry.
projectile_type = /obj/item/projectile/beam/heavylaser
charge_cost = 400
fire_delay = 20
/obj/item/weapon/gun/energy/xray
name = "xray laser gun"
desc = "A high-power laser gun capable of expelling concentrated xray blasts, which are able to penetrate matter easier than \
standard photonic beams, resulting in an effective 'anti-armor' energy weapon."
icon_state = "xray"
item_state = "xray"
origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 3, TECH_MAGNET = 2)
projectile_type = /obj/item/projectile/beam/xray
charge_cost = 200
/obj/item/weapon/gun/energy/sniperrifle
name = "marksman energy rifle"
desc = "The HI DMR 9E is an older design of Hephaestus Industries. A designated marksman rifle capable of shooting powerful \
ionized beams, this is a weapon to kill from a distance."
icon_state = "sniper"
item_state = "sniper"
item_state_slots = list(slot_r_hand_str = "z8carbine", slot_l_hand_str = "z8carbine") //placeholder
origin_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 5, TECH_POWER = 4)
projectile_type = /obj/item/projectile/beam/sniper
slot_flags = SLOT_BACK
battery_lock = 1
charge_cost = 600
fire_delay = 35
force = 10
w_class = ITEMSIZE_HUGE // So it can't fit in a backpack.
accuracy = -45 //shooting at the hip
scoped_accuracy = 0
// requires_two_hands = 1
// one_handed_penalty = 60 // The weapon itself is heavy, and the long barrel makes it hard to hold steady with just one hand.
/obj/item/weapon/gun/energy/sniperrifle/verb/scope()
set category = "Object"
set name = "Use Scope"
set popup_menu = 1
toggle_scope(2.0)
/obj/item/weapon/gun/energy/monorifle
name = "antique mono-rifle"
desc = "An old laser rifle. This one can only fire once before requiring recharging."
description_fluff = "Modeled after ancient hunting rifles, this rifle was dubbed the 'Rainy Day Special' by some, due to its use as some barmens' fight-stopper of choice. One shot is all it takes, or so they say."
icon_state = "eshotgun"
item_state = "shotgun"
origin_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 4, TECH_POWER = 3)
projectile_type = /obj/item/projectile/beam/sniper
slot_flags = SLOT_BACK
charge_cost = 1300
fire_delay = 20
force = 8
w_class = ITEMSIZE_LARGE
accuracy = 10
scoped_accuracy = 15
var/scope_multiplier = 1.5
/obj/item/weapon/gun/energy/monorifle/verb/sights()
set category = "Object"
set name = "Aim Down Sights"
set popup_menu = 1
toggle_scope(scope_multiplier)
/obj/item/weapon/gun/energy/monorifle/combat
name = "combat mono-rifle"
desc = "A modernized version of the mono-rifle. This one can fire twice before requiring recharging."
description_fluff = "A modern design produced by a company once working from Saint Columbia, based on the antique mono-rifle 'Rainy Day Special' design."
icon_state = "ecshotgun"
item_state = "cshotgun"
charge_cost = 1000
force = 12
accuracy = 0
scoped_accuracy = 20
////////Laser Tag////////////////////
/obj/item/weapon/gun/energy/lasertag
name = "laser tag gun"
item_state = "laser"
desc = "Standard issue weapon of the Imperial Guard"
origin_tech = list(TECH_COMBAT = 1, TECH_MAGNET = 2)
matter = list(DEFAULT_WALL_MATERIAL = 2000)
projectile_type = /obj/item/projectile/beam/lasertag/blue
cell_type = /obj/item/weapon/cell/device/weapon/recharge
battery_lock = 1
var/required_vest
/obj/item/weapon/gun/energy/lasertag/special_check(var/mob/living/carbon/human/M)
if(ishuman(M))
if(!istype(M.wear_suit, required_vest))
M << "<span class='warning'>You need to be wearing your laser tag vest!</span>"
return 0
return ..()
/obj/item/weapon/gun/energy/lasertag/blue
icon_state = "bluetag"
item_state = "bluetag"
projectile_type = /obj/item/projectile/beam/lasertag/blue
required_vest = /obj/item/clothing/suit/bluetag
/obj/item/weapon/gun/energy/lasertag/red
icon_state = "redtag"
item_state = "redtag"
projectile_type = /obj/item/projectile/beam/lasertag/red
required_vest = /obj/item/clothing/suit/redtag
/obj/item/weapon/gun/energy/lasertag/omni
projectile_type = /obj/item/projectile/beam/lasertag/omni
// Laser scattergun, proof of concept.
/obj/item/weapon/gun/energy/lasershotgun
name = "laser scattergun"
icon = 'icons/obj/energygun.dmi'
item_state = "laser"
icon_state = "scatter"
desc = "A strange Almachi weapon, utilizing a refracting prism to turn a single laser blast into a diverging cluster."
origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 1, TECH_MATERIAL = 4)
projectile_type = /obj/item/projectile/scatter/laser
@@ -109,6 +109,8 @@ obj/item/weapon/gun/projectile/revolver/detective45/verb/rename_gun()
options["H&K PT"] = "detective_panther"
options["Vintage LeMat"] = "lemat_old"
options["Webley MKVI "] = "webley"
options["Lombardi Buzzard"] = "detective_buzzard"
options["Constable Deluxe 2502"] = "detective_constable"
var/choice = input(M,"Choose your sprite!","Resprite Gun") in options
if(src && choice && !M.stat && in_range(M,src))
icon_state = options[choice]
@@ -275,4 +277,4 @@ obj/item/weapon/gun/projectile/revolver/detective45/verb/rename_gun()
desc = "A shiny Mosley Autococker automatic revolver, with black accents. Marketed as the 'Revolver for the Modern Era'. Uses .44 magnum rounds."
fire_delay = 5.7 //Autorevolver. Also synced with the animation
fire_anim = "mosley_fire"
origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 2)
origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 2)
+92 -2
View File
@@ -84,8 +84,17 @@
var/accuracy = 0
var/dispersion = 0.0
// Sub-munitions. Basically, multi-projectile shotgun, rather than pellets.
var/use_submunitions = FALSE
var/only_submunitions = FALSE // Will the projectile delete itself after firing the submunitions?
var/list/submunitions = list() // Assoc list of the paths of any submunitions, and how many they are. [projectilepath] = [projectilecount].
var/submunition_spread_max = 30 // Divided by 10 to get the percentile dispersion.
var/submunition_spread_min = 5 // Above.
var/force_max_submunition_spread = FALSE // Do we just force the maximum?
var/spread_submunition_damage = FALSE // Do we assign damage to our sub projectiles based on our main projectile damage?
var/damage = 10
var/damage_type = BRUTE //BRUTE, BURN, TOX, OXY, CLONE, HALLOSS are the only things that should be in here
var/damage_type = BRUTE //BRUTE, BURN, TOX, OXY, CLONE, HALLOSS, ELECTROCUTE, BIOACID are the only things that should be in here
var/SA_bonus_damage = 0 // Some bullets inflict extra damage on simple animals.
var/SA_vulnerability = null // What kind of simple animal the above bonus damage should be applied to. Set to null to apply to all SAs.
var/nodamage = 0 //Determines if the projectile will skip any damage inflictions
@@ -346,10 +355,18 @@
/obj/item/projectile/proc/preparePixelProjectile(atom/target, atom/source, params, spread = 0)
var/turf/curloc = get_turf(source)
var/turf/targloc = get_turf(target)
if(istype(source, /atom/movable))
var/atom/movable/MT = source
if(MT.locs && MT.locs.len) // Multi tile!
for(var/turf/T in MT.locs)
if(get_dist(T, target) < get_turf(curloc))
curloc = get_turf(T)
trajectory_ignore_forcemove = TRUE
forceMove(get_turf(source))
trajectory_ignore_forcemove = FALSE
starting = get_turf(source)
starting = curloc
original = target
if(targloc || !params)
yo = targloc.y - curloc.y
@@ -641,6 +658,37 @@
if(get_turf(target) == get_turf(src))
direct_target = target
if(use_submunitions && submunitions.len)
var/temp_min_spread = 0
if(force_max_submunition_spread)
temp_min_spread = submunition_spread_max
else
temp_min_spread = submunition_spread_min
var/damage_override = null
if(spread_submunition_damage)
damage_override = damage
if(nodamage)
damage_override = 0
var/projectile_count = 0
for(var/proj in submunitions)
projectile_count += submunitions[proj]
damage_override = round(damage_override / max(1, projectile_count))
for(var/path in submunitions)
for(var/count = 1 to submunitions[path])
var/obj/item/projectile/SM = new path(get_turf(loc))
SM.shot_from = shot_from
SM.silenced = silenced
SM.dispersion = rand(temp_min_spread, submunition_spread_max) / 10
if(!isnull(damage_override))
SM.damage = damage_override
SM.launch_projectile(target, target_zone, user, params, angle_override)
preparePixelProjectile(target, user? user : get_turf(src), params, forced_spread)
return fire(angle_override, direct_target)
@@ -651,3 +699,45 @@
silenced = launcher.silenced
return launch_projectile(target, target_zone, user, params, angle_override, forced_spread)
/obj/item/projectile/proc/launch_projectile_from_turf(atom/target, target_zone, mob/user, params, angle_override, forced_spread = 0)
original = target
def_zone = check_zone(target_zone)
firer = user
var/direct_target
if(get_turf(target) == get_turf(src))
direct_target = target
if(use_submunitions && submunitions.len)
var/temp_min_spread = 0
if(force_max_submunition_spread)
temp_min_spread = submunition_spread_max
else
temp_min_spread = submunition_spread_min
var/damage_override = null
if(spread_submunition_damage)
damage_override = damage
if(nodamage)
damage_override = 0
var/projectile_count = 0
for(var/proj in submunitions)
projectile_count += submunitions[proj]
damage_override = round(damage_override / max(1, projectile_count))
for(var/path in submunitions)
for(var/count = 1 to submunitions[path])
var/obj/item/projectile/SM = new path(get_turf(loc))
SM.shot_from = shot_from
SM.silenced = silenced
SM.dispersion = rand(temp_min_spread, submunition_spread_max) / 10
if(!isnull(damage_override))
SM.damage = damage_override
SM.launch_projectile_from_turf(target, target_zone, user, params, angle_override)
preparePixelProjectile(target, get_turf(src), params, forced_spread)
return fire(angle_override, direct_target)
+30 -26
View File
@@ -63,7 +63,7 @@
icon_state = "emitter"
fire_sound = 'sound/weapons/emitter.ogg'
light_color = "#00CC33"
excavation_amount = 70 // 3 shots to mine a turf
excavation_amount = 140 // 2 shots to dig a standard rock turf. Superior due to being a mounted tool beam, to make it actually viable.
muzzle_type = /obj/effect/projectile/muzzle/emitter
tracer_type = /obj/effect/projectile/tracer/emitter
@@ -89,6 +89,7 @@
/obj/item/projectile/beam/cyan
name = "cyan beam"
icon_state = "cyan"
fire_sound = 'sound/weapons/eluger.ogg'
damage = 40
light_color = "#00C6FF"
@@ -125,62 +126,52 @@
tracer_type = /obj/effect/projectile/tracer/emitter
impact_type = /obj/effect/projectile/impact/emitter
/obj/item/projectile/beam/lastertag/blue
/obj/item/projectile/beam/lasertag
name = "lasertag beam"
icon_state = "bluelaser"
damage = 0
eyeblur = 0
no_attack_log = 1
damage_type = BURN
check_armour = "laser"
light_color = "#0066FF"
combustion = FALSE
/obj/item/projectile/beam/lasertag/blue
icon_state = "bluelaser"
light_color = "#0066FF"
muzzle_type = /obj/effect/projectile/muzzle/laser_blue
tracer_type = /obj/effect/projectile/tracer/laser_blue
impact_type = /obj/effect/projectile/impact/laser_blue
/obj/item/projectile/beam/lastertag/blue/on_hit(var/atom/target, var/blocked = 0)
if(istype(target, /mob/living/carbon/human))
/obj/item/projectile/beam/lasertag/blue/on_hit(var/atom/target, var/blocked = 0)
if(ishuman(target))
var/mob/living/carbon/human/M = target
if(istype(M.wear_suit, /obj/item/clothing/suit/redtag))
M.Weaken(5)
return 1
/obj/item/projectile/beam/lastertag/red
name = "lasertag beam"
/obj/item/projectile/beam/lasertag/red
icon_state = "laser"
damage = 0
no_attack_log = 1
damage_type = BURN
check_armour = "laser"
light_color = "#FF0D00"
combustion = FALSE
/obj/item/projectile/beam/lastertag/red/on_hit(var/atom/target, var/blocked = 0)
if(istype(target, /mob/living/carbon/human))
/obj/item/projectile/beam/lasertag/red/on_hit(var/atom/target, var/blocked = 0)
if(ishuman(target))
var/mob/living/carbon/human/M = target
if(istype(M.wear_suit, /obj/item/clothing/suit/bluetag))
M.Weaken(5)
return 1
/obj/item/projectile/beam/lastertag/omni//A laser tag bolt that stuns EVERYONE
name = "lasertag beam"
/obj/item/projectile/beam/lasertag/omni//A laser tag bolt that stuns EVERYONE
icon_state = "omnilaser"
damage = 0
damage_type = BURN
check_armour = "laser"
light_color = "#00C6FF"
combustion = FALSE
muzzle_type = /obj/effect/projectile/muzzle/laser_omni
tracer_type = /obj/effect/projectile/tracer/laser_omni
impact_type = /obj/effect/projectile/impact/laser_omni
/obj/item/projectile/beam/lastertag/omni/on_hit(var/atom/target, var/blocked = 0)
if(istype(target, /mob/living/carbon/human))
/obj/item/projectile/beam/lasertag/omni/on_hit(var/atom/target, var/blocked = 0)
if(ishuman(target))
var/mob/living/carbon/human/M = target
if((istype(M.wear_suit, /obj/item/clothing/suit/bluetag))||(istype(M.wear_suit, /obj/item/clothing/suit/redtag)))
M.Weaken(5)
@@ -222,4 +213,17 @@
/obj/item/projectile/beam/stun/med
name = "stun beam"
icon_state = "stun"
agony = 30
agony = 30
/obj/item/projectile/beam/shock
name = "shock beam"
icon_state = "lightning"
damage_type = ELECTROCUTE
muzzle_type = /obj/effect/projectile/muzzle/lightning
tracer_type = /obj/effect/projectile/tracer/lightning
impact_type = /obj/effect/projectile/impact/lightning
damage = 30
agony = 15
eyeblur = 2
@@ -0,0 +1,62 @@
/*
* Home of the purely submunition projectiles.
*/
/obj/item/projectile/scatter
name = "scatter projectile"
icon = 'icons/obj/projectiles.dmi'
icon_state = "bullet"
density = FALSE
anchored = TRUE
unacidable = TRUE
pass_flags = PASSTABLE
mouse_opacity = 0
use_submunitions = TRUE
damage = 8
spread_submunition_damage = TRUE
only_submunitions = TRUE
range = 0 // Immediately deletes itself after firing, as its only job is to fire other projectiles.
submunition_spread_max = 30
submunition_spread_min = 2
submunitions = list(
/obj/item/projectile/bullet/pellet/shotgun/flak = 3
)
/obj/item/projectile/scatter/laser
damage = 40
submunition_spread_max = 40
submunition_spread_min = 10
submunitions = list(
/obj/item/projectile/beam/prismatic = 4
)
/obj/item/projectile/beam/prismatic
name = "prismatic beam"
icon_state = "omnilaser"
damage = 10
damage_type = BURN
check_armour = "laser"
light_color = "#00C6FF"
stutter = 2
muzzle_type = /obj/effect/projectile/muzzle/laser_omni
tracer_type = /obj/effect/projectile/tracer/laser_omni
impact_type = /obj/effect/projectile/impact/laser_omni
/obj/item/projectile/scatter/ion
damage = 20
submunition_spread_max = 40
submunition_spread_min = 10
submunitions = list(
/obj/item/projectile/bullet/shotgun/ion = 3
)
@@ -17,5 +17,7 @@
user.face_atom(A)
if(ismob(A) && user.aiming)
user.aiming.aim_at(A, src)
if(!isliving(A))
return 0
return 1
return 0