diff --git a/code/modules/mob/_modifiers/modifiers_misc.dm b/code/modules/mob/_modifiers/modifiers_misc.dm
index af5be943d1a..17e68b86478 100644
--- a/code/modules/mob/_modifiers/modifiers_misc.dm
+++ b/code/modules/mob/_modifiers/modifiers_misc.dm
@@ -180,6 +180,25 @@ the artifact triggers the rage.
accuracy = -75 // Aiming requires focus.
accuracy_dispersion = 3 // Ditto.
evasion = -45 // Too angry to dodge.
+<<<<<<< HEAD
+=======
+
+// Non-cult version of deep wounds.
+// Surprisingly, more dangerous.
+/datum/modifier/grievous_wounds
+ name = "grievous wounds"
+ desc = "Your wounds are not easily mended."
+
+ on_created_text = "Your wounds pain you greatly."
+ on_expired_text = "The pain lulls."
+
+ stacks = MODIFIER_STACK_EXTEND
+
+ incoming_healing_percent = 0.50 // 50% less healing.
+ disable_duration_percent = 1.22 // 22% longer disables.
+ bleeding_rate_percent = 1.20 // 20% more bleeding.
+
+ accuracy_dispersion = 2 // A combination of fear and immense pain or damage reults in a twitching firing arm. Flee.
@@ -246,4 +265,4 @@ the artifact triggers the rage.
return FALSE
if(L.get_poison_protection() >= 1)
return FALSE
- return TRUE
\ No newline at end of file
+ return TRUE
diff --git a/code/modules/projectiles/effects.dm b/code/modules/projectiles/effects.dm
index da21427effa..856633ccd3a 100644
--- a/code/modules/projectiles/effects.dm
+++ b/code/modules/projectiles/effects.dm
@@ -288,4 +288,25 @@
icon_state = "impact_invert"
light_range = 2
light_power = -2
- light_color = "#FFFFFF"
\ No newline at end of file
+ light_color = "#FFFFFF"
+
+//----------------------------
+// Magnetohydronamic Howitzer
+//----------------------------
+/obj/effect/projectile/tungsten/tracer
+ icon_state = "mhd_laser"
+ light_range = 4
+ light_power = 3
+ light_color = "#3300ff"
+
+/obj/effect/projectile/tungsten/muzzle
+ icon_state = "muzzle_mhd_laser"
+ light_range = 4
+ light_power = 3
+ light_color = "#3300ff"
+
+/obj/effect/projectile/tungsten/impact
+ icon_state = "impact_mhd_laser"
+ light_range = 4
+ light_power = 3
+ light_color = "#3300ff"
\ No newline at end of file
diff --git a/code/modules/projectiles/guns/energy.dm b/code/modules/projectiles/guns/energy.dm
index 4d0f014c932..011469ae4ed 100644
--- a/code/modules/projectiles/guns/energy.dm
+++ b/code/modules/projectiles/guns/energy.dm
@@ -8,6 +8,7 @@
var/obj/item/weapon/cell/power_supply //What type of power cell this uses
var/charge_cost = 240 //How much energy is needed to fire.
+ var/accept_cell_type = /obj/item/weapon/cell/device
var/cell_type = /obj/item/weapon/cell/device/weapon
projectile_type = /obj/item/projectile/beam/practice
@@ -89,13 +90,13 @@
if(self_recharge || battery_lock)
user << "[src] does not have a battery port."
return
- if(istype(C, /obj/item/weapon/cell/device))
- var/obj/item/weapon/cell/device/P = C
+ if(istype(C, accept_cell_type))
+ var/obj/item/weapon/cell/P = C
if(power_supply)
user << "[src] already has a power cell."
else
user.visible_message("[user] is reloading [src].", "You start to insert [P] into [src].")
- if(do_after(user, 10))
+ if(do_after(user, 5 * P.w_class))
user.remove_from_mob(P)
power_supply = P
P.loc = src
@@ -175,6 +176,13 @@
icon_state = "[modifystate][ratio]"
else
icon_state = "[initial(icon_state)][ratio]"
+
+ else if(power_supply)
+ if(modifystate)
+ icon_state = "[modifystate]"
+ else
+ icon_state = "[initial(icon_state)]"
+
if(!ignore_inhands) update_held_icon()
/obj/item/weapon/gun/energy/proc/start_recharge()
diff --git a/code/modules/projectiles/guns/energy/hooklauncher.dm b/code/modules/projectiles/guns/energy/hooklauncher.dm
new file mode 100644
index 00000000000..dbb74c775a5
--- /dev/null
+++ b/code/modules/projectiles/guns/energy/hooklauncher.dm
@@ -0,0 +1,40 @@
+/*
+ * Contains weapons primarily using the 'grappling hook' projectiles.
+ */
+
+/obj/item/weapon/gun/energy/hooklauncher
+ name = "gravity whip"
+ desc = "A large, strange gauntlet."
+ icon_state = "gravwhip"
+ item_state = "gravwhip"
+ fire_sound = 'sound/effects/zzzt.ogg'
+ fire_sound_text = "laser blast"
+
+ fire_delay = 15
+ charge_cost = 300
+
+ cell_type = /obj/item/weapon/cell/device/weapon
+ projectile_type = /obj/item/projectile/energy/hook
+
+// An easily concealable not-ripoff version. It would be silenced, if it didn't make it blatant you're the one using it.
+
+/obj/item/weapon/gun/energy/hooklauncher/ring
+ name = "ominous ring"
+ desc = "A small ring with strange symbols engraved upon it."
+ icon = 'icons/obj/clothing/rings.dmi'
+ icon_state = "seal-signet"
+ item_state = "concealed"
+
+ w_class = ITEMSIZE_TINY
+
+ cell_type = /obj/item/weapon/cell/device/weapon/recharge/alien
+ battery_lock = TRUE
+ charge_cost = 400
+ charge_meter = FALSE
+
+ projectile_type = /obj/item/projectile/energy/hook/ring
+
+ firemodes = list(
+ list(mode_name="manipulate", fire_delay=15, projectile_type=/obj/item/projectile/energy/hook/ring, charge_cost = 400),
+ list(mode_name="battle", fire_delay=8, projectile_type=/obj/item/projectile/beam/xray, charge_cost = 260),
+ )
diff --git a/code/modules/projectiles/guns/energy/laser.dm b/code/modules/projectiles/guns/energy/laser.dm
index 5cfefc1bf58..3c831341263 100644
--- a/code/modules/projectiles/guns/energy/laser.dm
+++ b/code/modules/projectiles/guns/energy/laser.dm
@@ -151,6 +151,42 @@
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"
+ fire_sound = 'sound/weapons/gauss_shoot.ogg'
+ 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
diff --git a/code/modules/projectiles/guns/energy/special.dm b/code/modules/projectiles/guns/energy/special.dm
index 7bd20cdcef6..51d4d6c2a13 100644
--- a/code/modules/projectiles/guns/energy/special.dm
+++ b/code/modules/projectiles/guns/energy/special.dm
@@ -186,6 +186,7 @@ obj/item/weapon/gun/energy/staff/focus
desc = "A massive weapon designed to pressure the opposition by raining down a torrent of energy pellets."
icon_state = "dakkalaser"
item_state = "dakkalaser"
+ wielded_item_state = "dakkalaser-wielded"
fire_sound = 'sound/weapons/Laser.ogg'
w_class = ITEMSIZE_HUGE
charge_cost = 24 // 100 shots, it's a spray and pray (to RNGesus) weapon.
@@ -200,4 +201,94 @@ obj/item/weapon/gun/energy/staff/focus
list(mode_name="single shot", burst = 1, burst_accuracy = list(75), dispersion = list(0), charge_cost = 24),
list(mode_name="five shot burst", burst = 5, burst_accuracy = list(75,75,75,75,75), dispersion = list(1,1,1,1,1)),
list(mode_name="ten shot burst", burst = 10, burst_accuracy = list(75,75,75,75,75,75,75,75,75,75), dispersion = list(2,2,2,2,2,2,2,2,2,2)),
- )
\ No newline at end of file
+ )
+
+/obj/item/weapon/gun/energy/maghowitzer
+ name = "portable MHD howitzer"
+ desc = "A massive weapon designed to destroy fortifications with a stream of molten tungsten."
+ description_fluff = "A weapon designed by joint cooperation of NanoTrasen, Hephaestus, and SCG scientists. Everything else is red tape and black highlighters."
+ description_info = "This weapon requires a wind-up period before being able to fire. Clicking on a target will create a beam between you and its turf, starting the timer. Upon completion, it will fire at the designated location."
+ icon_state = "mhdhowitzer"
+ item_state = "mhdhowitzer"
+ wielded_item_state = "mhdhowitzer-wielded"
+ fire_sound = 'sound/weapons/emitter2.ogg'
+ w_class = ITEMSIZE_HUGE
+
+ charge_cost = 10000 // Uses large cells, can at max have 3 shots.
+ projectile_type = /obj/item/projectile/beam/tungsten
+ cell_type = /obj/item/weapon/cell/high
+ accept_cell_type = /obj/item/weapon/cell
+
+ accuracy = 75
+ charge_meter = 0
+ one_handed_penalty = 30
+
+ var/power_cycle = FALSE
+
+/obj/item/weapon/gun/energy/maghowitzer/proc/pick_random_target(var/turf/T)
+ var/foundmob = FALSE
+ var/foundmobs = list()
+ for(var/mob/living/L in T.contents)
+ foundmob = TRUE
+ foundmobs += L
+ if(foundmob)
+ var/return_target = pick(foundmobs)
+ return return_target
+ return FALSE
+
+/obj/item/weapon/gun/energy/maghowitzer/attack(atom/A, mob/living/user, def_zone)
+ if(power_cycle)
+ to_chat(user, "\The [src] is already powering up!")
+ return 0
+ var/turf/target_turf = get_turf(A)
+ var/beameffect = user.Beam(target_turf,icon_state="sat_beam",icon='icons/effects/beam.dmi',time=31, maxdistance=10,beam_type=/obj/effect/ebeam,beam_sleep_time=3)
+ if(beameffect)
+ user.visible_message("[user] aims \the [src] at \the [A].")
+ if(power_supply && power_supply.charge >= charge_cost) //Do a delay for pointblanking too.
+ power_cycle = TRUE
+ if(do_after(user, 30))
+ if(A.loc == target_turf)
+ ..(A, user, def_zone)
+ else
+ var/rand_target = pick_random_target(target_turf)
+ if(rand_target)
+ ..(rand_target, user, def_zone)
+ else
+ ..(target_turf, user, def_zone)
+ else
+ if(beameffect)
+ qdel(beameffect)
+ power_cycle = FALSE
+ else
+ ..(A, user, def_zone) //If it can't fire, just bash with no delay.
+
+/obj/item/weapon/gun/energy/maghowitzer/afterattack(atom/A, mob/living/user, adjacent, params)
+ if(power_cycle)
+ to_chat(user, "\The [src] is already powering up!")
+ return 0
+
+ var/turf/target_turf = get_turf(A)
+
+ var/beameffect = user.Beam(target_turf,icon_state="sat_beam",icon='icons/effects/beam.dmi',time=31, maxdistance=10,beam_type=/obj/effect/ebeam,beam_sleep_time=3)
+
+ if(beameffect)
+ user.visible_message("[user] aims \the [src] at \the [A].")
+
+ if(!power_cycle)
+ power_cycle = TRUE
+ if(do_after(user, 30))
+ if(A.loc == target_turf)
+ ..(A, user, adjacent, params)
+ else
+ var/rand_target = pick_random_target(target_turf)
+ if(rand_target)
+ ..(rand_target, user, adjacent, params)
+ else
+ ..(target_turf, user, adjacent, params)
+ else
+ if(beameffect)
+ qdel(beameffect)
+ handle_click_empty(user)
+ power_cycle = FALSE
+ else
+ to_chat(user, "\The [src] is already powering up!")
diff --git a/code/modules/projectiles/guns/magnetic/bore.dm b/code/modules/projectiles/guns/magnetic/bore.dm
new file mode 100644
index 00000000000..e27fdc38d64
--- /dev/null
+++ b/code/modules/projectiles/guns/magnetic/bore.dm
@@ -0,0 +1,141 @@
+/obj/item/weapon/gun/magnetic/matfed
+ name = "portable phoron bore"
+ desc = "A large man-portable tunnel bore, using phorogenic plasma blasts. Point away from user."
+ description_fluff = "An aging Grayson Manufactories mining tool used for rapidly digging through rock. Mass production was discontinued when many of the devices were stolen and used to break into a high security facility by Boiling Point drones."
+ description_antag = "This device is exceptional at breaking down walls, though it is incredibly loud when doing so."
+ description_info = "The projectile of this tool will travel six tiles before dissipating, excavating mineral walls as it does so. It can be reloaded with phoron sheets."
+
+ icon_state = "bore"
+ item_state = "bore"
+ wielded_item_state = "bore-wielded"
+ one_handed_penalty = 5
+
+ projectile_type = /obj/item/projectile/bullet/magnetic/bore
+
+ gun_unreliable = 0
+
+ power_cost = 750
+ load_type = /obj/item/stack/material
+ var/mat_storage = 0 // How much material is stored inside? Input in multiples of 2000 as per auto/protolathe.
+ var/max_mat_storage = 8000 // How much material can be stored inside?
+ var/mat_cost = 500 // How much material is used per-shot?
+ var/ammo_material = MAT_PHORON
+ var/loading = FALSE
+
+/obj/item/weapon/gun/magnetic/matfed/examine(mob/user)
+ . = ..()
+ show_ammo(user)
+
+/obj/item/weapon/gun/magnetic/matfed/update_icon()
+ var/list/overlays_to_add = list()
+ if(removable_components)
+ if(cell)
+ overlays_to_add += image(icon, "[icon_state]_cell")
+ if(capacitor)
+ overlays_to_add += image(icon, "[icon_state]_capacitor")
+ if(!cell || !capacitor)
+ overlays_to_add += image(icon, "[icon_state]_red")
+ else if(capacitor.charge < power_cost)
+ overlays_to_add += image(icon, "[icon_state]_amber")
+ else
+ overlays_to_add += image(icon, "[icon_state]_green")
+ if(mat_storage)
+ overlays_to_add += image(icon, "[icon_state]_loaded")
+
+ overlays = overlays_to_add
+ ..()
+/obj/item/weapon/gun/magnetic/matfed/attack_hand(var/mob/user) // It doesn't keep a loaded item inside.
+ if(user.get_inactive_hand() == src)
+ var/obj/item/removing
+
+ if(cell && removable_components)
+ removing = cell
+ cell = null
+
+ if(removing)
+ removing.forceMove(get_turf(src))
+ user.put_in_hands(removing)
+ user.visible_message("\The [user] removes \the [removing] from \the [src].")
+ playsound(loc, 'sound/machines/click.ogg', 10, 1)
+ update_icon()
+ return
+ . = ..()
+
+/obj/item/weapon/gun/magnetic/matfed/check_ammo()
+ if(mat_storage - mat_cost >= 0)
+ return TRUE
+ return FALSE
+
+/obj/item/weapon/gun/magnetic/matfed/use_ammo()
+ mat_storage -= mat_cost
+
+/obj/item/weapon/gun/magnetic/matfed/show_ammo(var/mob/user)
+ if(mat_storage)
+ to_chat(user, "It has [mat_storage] out of [max_mat_storage] units of [ammo_material] loaded.")
+
+/obj/item/weapon/gun/magnetic/matfed/attackby(var/obj/item/thing, var/mob/user)
+ if(removable_components)
+ if(istype(thing, /obj/item/weapon/cell))
+ if(cell)
+ to_chat(user, "\The [src] already has \a [cell] installed.")
+ return
+ cell = thing
+ user.drop_from_inventory(cell)
+ cell.forceMove(src)
+ playsound(loc, 'sound/machines/click.ogg', 10, 1)
+ user.visible_message("\The [user] slots \the [cell] into \the [src].")
+ update_icon()
+ return
+
+ if(thing.is_screwdriver())
+ if(!capacitor)
+ to_chat(user, "\The [src] has no capacitor installed.")
+ return
+ capacitor.forceMove(get_turf(src))
+ user.put_in_hands(capacitor)
+ user.visible_message("\The [user] unscrews \the [capacitor] from \the [src].")
+ playsound(loc, 'sound/items/Screwdriver.ogg', 50, 1)
+ capacitor = null
+ update_icon()
+ return
+
+ if(istype(thing, /obj/item/weapon/stock_parts/capacitor))
+ if(capacitor)
+ to_chat(user, "\The [src] already has \a [capacitor] installed.")
+ return
+ capacitor = thing
+ user.drop_from_inventory(capacitor)
+ capacitor.forceMove(src)
+ playsound(loc, 'sound/machines/click.ogg', 10, 1)
+ power_per_tick = (power_cost*0.15) * capacitor.rating
+ user.visible_message("\The [user] slots \the [capacitor] into \the [src].")
+ update_icon()
+ return
+
+ if(istype(thing, load_type))
+ loading = TRUE
+ var/obj/item/stack/material/M = thing
+
+ if(!M.material || M.material.name != ammo_material)
+ return
+
+ if(mat_storage + 2000 > max_mat_storage)
+ to_chat(user, "\The [src] cannot hold more [ammo_material].")
+ return
+
+ var/can_hold_val = 0
+ while(can_hold_val < round(max_mat_storage / 2000))
+ if(mat_storage + 2000 <= max_mat_storage && do_after(user,1.5 SECONDS))
+ can_hold_val ++
+ mat_storage += 2000
+ playsound(loc, 'sound/effects/phasein.ogg', 15, 1)
+ else
+ loading = FALSE
+ break
+ M.use(can_hold_val)
+
+ user.visible_message("\The [user] loads \the [src] with \the [M].")
+ playsound(loc, 'sound/weapons/flipblade.ogg', 50, 1)
+ update_icon()
+ return
+ . = ..()
diff --git a/code/modules/projectiles/projectile/hook.dm b/code/modules/projectiles/projectile/hook.dm
new file mode 100644
index 00000000000..ef8e9bc7c69
--- /dev/null
+++ b/code/modules/projectiles/projectile/hook.dm
@@ -0,0 +1,192 @@
+/*
+ * File containing special 'hook' projectiles. Function is dictated by the launcher's intent.
+ */
+
+/obj/item/projectile/energy/hook
+ name = "graviton sphere"
+ icon_state = "bluespace"
+
+ var/beam_state = "b_beam"
+
+ damage = 5
+ step_delay = 2
+ damage_type = BURN
+ check_armour = "energy"
+ armor_penetration = 15
+
+ var/impact_sound = 'sound/effects/uncloak.ogg'
+ var/crack_sound = 'sound/effects/teleport.ogg'
+
+ var/target_distance = null // Shamelessly stolen from arcing projectiles.
+ var/my_tracking_beam = null // Beam made by the launcher. Tracked here to destroy it in time with the impact.
+ var/launcher_intent = null // Stores the launcher's intent.
+
+ var/disarm_chance = 60 // Chance for a successful disarm hit. The inverse is a throw away from the firer.
+
+ var/list/help_messages = list("slaps", "pokes", "nudges", "bumps", "pinches")
+ var/done_mob_unique = FALSE // Has the projectile already done something to a mob?
+
+/obj/item/projectile/energy/hook/launch(atom/target, target_zone, x_offset=0, y_offset=0, angle_offset=0)
+ var/expected_distance = get_dist(target, loc)
+ kill_count = expected_distance // So the hook hits the ground if no mob is hit.
+ target_distance = expected_distance
+ if(firer) // Needed to ensure later checks in impact and on hit function.
+ launcher_intent = firer.a_intent
+ firer.Beam(src,icon_state=beam_state,icon='icons/effects/beam.dmi',time=60, maxdistance=10,beam_type=/obj/effect/ebeam,beam_sleep_time=1)
+
+ if(launcher_intent)
+ switch(launcher_intent)
+ if(I_HURT)
+ check_armour = "bullet"
+ damage *= 3
+ sharp = 1
+ agony = 20
+ if(I_GRAB)
+ check_armour = "melee"
+ damage_type = HALLOSS
+ if(I_DISARM)
+ check_armour = "melee"
+ if(prob(30)) // A chance for a successful hit to either knock someone down, or cause minor disorientation.
+ weaken = 1
+ else
+ stun = 2
+ eyeblur = 3
+ if(I_HELP)
+ silenced = 1
+ damage_type = HALLOSS
+
+ ..() // Does the regular launching stuff.
+
+/obj/item/projectile/energy/hook/on_hit(var/atom/target, var/blocked = 0, var/def_zone = null)
+ if(..())
+ perform_intent_unique(target)
+
+/obj/item/projectile/energy/hook/on_impact(var/atom/A)
+ perform_intent_unique(get_turf(A))
+
+/obj/item/projectile/energy/hook/proc/ranged_disarm(var/mob/living/carbon/human/H)
+ if(istype(H))
+ var/list/holding = list(H.get_active_hand() = 60, H.get_inactive_hand() = 40)
+
+ for(var/obj/item/weapon/gun/W in holding) // Guns are complex devices, both of a mechanical and electronic nature. A weird gravity ball or other type of object trying to pull or grab it is likely not safe.
+ if(W && prob(holding[W]))
+ var/list/turfs = list()
+ for(var/turf/T in view())
+ turfs += T
+ if(turfs.len)
+ var/turf/target = pick(turfs)
+ visible_message("[H]'s [W] goes off due to \the [src]!")
+ return W.afterattack(target,H)
+
+ if(!(H.species.flags & NO_SLIP) && prob(50))
+ var/armor_check = H.run_armor_check(def_zone, "melee")
+ H.apply_effect(3, WEAKEN, armor_check)
+ playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
+ if(armor_check < 60)
+ visible_message("\The [src] has pushed [H]!")
+ else
+ visible_message("\The [src] attempted to push [H]!")
+ return
+
+ else
+ if(H.break_all_grabs(firer))
+ playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
+ return
+
+ for(var/obj/item/I in holding)
+ if(I)
+ H.drop_from_inventory(I)
+ visible_message("\The [src] has disarmed [H]!")
+ playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
+ return
+
+
+/obj/item/projectile/energy/hook/proc/perform_intent_unique(atom/target)
+ playsound(src.loc, impact_sound, 40, 1)
+ var/success = FALSE
+ if(istype(target,/turf))
+ if(launcher_intent)
+ if(launcher_intent != I_HELP && !done_mob_unique)
+ var/target_mob = pick(/mob/living in target.contents)
+
+ if(!target_mob)
+ return
+
+ if(Bump(target_mob, forced=1)) //If we hit a turf, try to force an interaction with a mob on the turf.
+ done_mob_unique = TRUE
+ success = TRUE
+ else if(firer)
+ var/obj/T
+
+ if(original in target.contents && istype(original, /obj))
+ T = original
+
+ var/list/possible_targets = list()
+ for(var/obj/item/I in target.contents)
+ if(!I.anchored)
+ possible_targets += I
+ for(var/obj/structure/S in target.contents)
+ if(!S.anchored)
+ possible_targets += S
+
+ if(!T)
+ if(!possible_targets || !possible_targets.len)
+ return
+ T = pick(possible_targets)
+
+ spawn(2)
+ playsound(target, crack_sound, 40, 1)
+ visible_message("\The [T] is snatched by \the [src]!")
+ T.throw_at(get_turf(firer), 7, 1, src)
+ success = TRUE
+ else if(isliving(target) && !done_mob_unique)
+ var/mob/living/L = target
+ if(launcher_intent)
+ switch(launcher_intent)
+ if(I_HELP)
+ var/message = pick(help_messages)
+ if(message == "slaps")
+ spawn(1)
+ playsound(loc, 'sound/effects/snap.ogg', 50, 1)
+ visible_message("\The [src] [message] [target].")
+ done_mob_unique = TRUE
+ success = TRUE
+ if(I_HURT)
+ if(prob(10) && istype(L, /mob/living/carbon/human))
+ to_chat(L, "\The [src] rips at your hands!")
+ ranged_disarm(L)
+ success = TRUE
+ done_mob_unique = TRUE
+ if(I_DISARM)
+ if(prob(disarm_chance) && istype(L, /mob/living/carbon/human))
+ ranged_disarm(L)
+ else
+ L.visible_message("\The [src] sends \the [L] stumbling backwards.")
+ L.throw_at(get_turf(get_step(L,get_dir(firer,L))), 1, 1, src)
+ done_mob_unique = TRUE
+ success = TRUE
+ if(I_GRAB)
+ var/turf/STurf = get_turf(L)
+ spawn(2)
+ playsound(STurf, crack_sound, 60, 1)
+ L.visible_message("\The [src] rips [L] towards \the [firer]!")
+ L.throw_at(get_turf(get_step(firer,get_dir(firer,L))), 6, 1, src)
+ done_mob_unique = TRUE
+ success = TRUE
+ else if(istype(target, /obj/structure))
+ var/obj/structure/S = target
+ if(!S.anchored)
+ S.throw_at(get_turf(get_step(firer,get_dir(firer,S))), 4, 1, src)
+ success = TRUE
+ qdel(my_tracking_beam)
+ return success
+
+/*
+ * Hook subtypes.
+ */
+
+/obj/item/projectile/energy/hook/ring
+ name = "green orb"
+ icon_state = "green_laser"
+ beam_state = "n_beam"
+ damage = 3
diff --git a/code/modules/projectiles/projectile/magnetic.dm b/code/modules/projectiles/projectile/magnetic.dm
index ed16ea208d0..1d8182aaea7 100644
--- a/code/modules/projectiles/projectile/magnetic.dm
+++ b/code/modules/projectiles/projectile/magnetic.dm
@@ -116,4 +116,29 @@
return ..(target, blocked, def_zone)
/obj/item/projectile/bullet/magnetic/fuelrod/supermatter/check_penetrate()
- return 1
\ No newline at end of file
+ return 1
+
+/obj/item/projectile/bullet/magnetic/bore
+ name = "phorogenic blast"
+ icon_state = "purpleemitter"
+ damage = 20
+ incendiary = 1
+ armor_penetration = 20
+ penetrating = 0
+ check_armour = "melee"
+ irradiate = 20
+ kill_count = 6
+
+/obj/item/projectile/bullet/magnetic/bore/Bump(atom/A, forced=0)
+ if(istype(A, /turf/simulated/mineral))
+ var/turf/simulated/mineral/MI = A
+ loc = get_turf(A) // Careful.
+ permutated.Add(A)
+ MI.GetDrilled(TRUE)
+ return 0
+ else if(istype(A, /turf/simulated/wall) || istype(A, /turf/simulated/shuttle/wall)) // Cause a loud, but relatively minor explosion on the wall it hits.
+ explosion(A, -1, -1, 1, 3)
+ qdel(src)
+ return 1
+ else
+ ..()
diff --git a/code/modules/projectiles/projectile/special.dm b/code/modules/projectiles/projectile/special.dm
index 2e27d125ef3..b60c82e11d9 100644
--- a/code/modules/projectiles/projectile/special.dm
+++ b/code/modules/projectiles/projectile/special.dm
@@ -257,3 +257,82 @@
visible_message("\The [src] splatters a layer of web on \the [target]!")
new /obj/effect/spider/stickyweb(target.loc)
..()
+
+/obj/item/projectile/beam/tungsten
+ name = "core of molten tungsten"
+ icon_state = "energy"
+ fire_sound = 'sound/weapons/emitter2.ogg'
+ pass_flags = PASSTABLE | PASSGRILLE
+ damage = 70
+ damage_type = BURN
+ check_armour = "laser"
+ light_range = 4
+ light_power = 3
+ light_color = "#3300ff"
+
+ muzzle_type = /obj/effect/projectile/tungsten/muzzle
+ tracer_type = /obj/effect/projectile/tungsten/tracer
+ impact_type = /obj/effect/projectile/tungsten/impact
+
+/obj/item/projectile/beam/tungsten/on_hit(var/atom/target, var/blocked = 0)
+ if(isliving(target))
+ var/mob/living/L = target
+ L.add_modifier(/datum/modifier/grievous_wounds, 30 SECONDS)
+ if(ishuman(L))
+ var/mob/living/carbon/human/H = L
+
+ var/target_armor = H.getarmor(def_zone, check_armour)
+ var/obj/item/organ/external/target_limb = H.get_organ(def_zone)
+
+ var/armor_special = 0
+
+ if(target_armor >= 60)
+ var/turf/T = get_step(H, pick(alldirs - src.dir))
+ H.throw_at(T, 1, 1, src)
+ H.apply_damage(20, BURN, def_zone)
+ if(target_limb)
+ armor_special = 2
+ target_limb.fracture()
+
+ else if(target_armor >= 45)
+ H.apply_damage(15, BURN, def_zone)
+ if(target_limb)
+ armor_special = 1
+ target_limb.dislocate()
+
+ else if(target_armor >= 30)
+ H.apply_damage(10, BURN, def_zone)
+ if(prob(30) && target_limb)
+ armor_special = 1
+ target_limb.dislocate()
+
+ else if(target_armor >= 15)
+ H.apply_damage(5, BURN, def_zone)
+ if(prob(15) && target_limb)
+ armor_special = 1
+ target_limb.dislocate()
+
+ if(armor_special > 1)
+ target.visible_message("\The [src] slams into \the [target]'s [target_limb], reverberating loudly!")
+
+ else if(armor_special)
+ target.visible_message("\The [src] slams into \the [target]'s [target_limb] with a low rumble!")
+
+ ..()
+
+/obj/item/projectile/beam/tungsten/on_impact(var/atom/A)
+ if(istype(A,/turf/simulated/shuttle/wall) || istype(A,/turf/simulated/wall) || (istype(A,/turf/simulated/mineral) && A.density) || istype(A,/obj/mecha) || istype(A,/obj/machinery/door))
+ var/blast_dir = src.dir
+ A.visible_message("\The [A] begins to glow!")
+ spawn(2 SECONDS)
+ var/blastloc = get_step(A, blast_dir)
+ if(blastloc)
+ explosion(blastloc, -1, -1, 2, 3)
+ ..()
+
+/obj/item/projectile/beam/tungsten/Bump(atom/A, forced=0)
+ if(istype(A, /obj/structure/window)) //It does not pass through windows. It pulverizes them.
+ var/obj/structure/window/W = A
+ W.shatter()
+ return 0
+ ..()
diff --git a/icons/effects/projectiles.dmi b/icons/effects/projectiles.dmi
index 2bf7813e05b..16683593795 100644
Binary files a/icons/effects/projectiles.dmi and b/icons/effects/projectiles.dmi differ
diff --git a/icons/mob/items/lefthand_guns.dmi b/icons/mob/items/lefthand_guns.dmi
index 72e9c00465a..c0431e2337f 100644
Binary files a/icons/mob/items/lefthand_guns.dmi and b/icons/mob/items/lefthand_guns.dmi differ
diff --git a/icons/mob/items/righthand_guns.dmi b/icons/mob/items/righthand_guns.dmi
index f3f75a86eaa..8047c95f71d 100644
Binary files a/icons/mob/items/righthand_guns.dmi and b/icons/mob/items/righthand_guns.dmi differ
diff --git a/icons/obj/railgun.dmi b/icons/obj/railgun.dmi
index 404aa1ea608..6f633db1e51 100644
Binary files a/icons/obj/railgun.dmi and b/icons/obj/railgun.dmi differ
diff --git a/vorestation.dme b/vorestation.dme
index 3806fae4887..be0b5c773e2 100644
--- a/vorestation.dme
+++ b/vorestation.dme
@@ -2588,7 +2588,11 @@
#include "code\modules\projectiles\guns\modular_guns.dm"
#include "code\modules\projectiles\guns\projectile.dm"
#include "code\modules\projectiles\guns\vox.dm"
+<<<<<<< HEAD:vorestation.dme
#include "code\modules\projectiles\guns\energy\kinetic_accelerator_vr.dm"
+=======
+#include "code\modules\projectiles\guns\energy\hooklauncher.dm"
+>>>>>>> a428fad... Event / Future PoI / Other weaponry & tools. (#5764):polaris.dme
#include "code\modules\projectiles\guns\energy\laser.dm"
#include "code\modules\projectiles\guns\energy\netgun_vr.dm"
#include "code\modules\projectiles\guns\energy\nuclear.dm"
@@ -2606,6 +2610,7 @@
#include "code\modules\projectiles\guns\launcher\pneumatic.dm"
#include "code\modules\projectiles\guns\launcher\rocket.dm"
#include "code\modules\projectiles\guns\launcher\syringe_gun.dm"
+#include "code\modules\projectiles\guns\magnetic\bore.dm"
#include "code\modules\projectiles\guns\magnetic\magnetic.dm"
#include "code\modules\projectiles\guns\magnetic\magnetic_construction.dm"
#include "code\modules\projectiles\guns\magnetic\magnetic_railgun.dm"
@@ -2631,6 +2636,7 @@
#include "code\modules\projectiles\projectile\energy.dm"
#include "code\modules\projectiles\projectile\energy_vr.dm"
#include "code\modules\projectiles\projectile\force.dm"
+#include "code\modules\projectiles\projectile\hook.dm"
#include "code\modules\projectiles\projectile\magnetic.dm"
#include "code\modules\projectiles\projectile\pellets.dm"
#include "code\modules\projectiles\projectile\special.dm"