Conflicts:
	code/modules/admin/topic.dm
This commit is contained in:
Zuhayr
2015-08-22 02:30:14 +09:30
102 changed files with 1220 additions and 1022 deletions
+6 -6
View File
@@ -151,10 +151,10 @@
if (world.time % 3) //to prevent spam
user << "<span class='warning'>[src] is not ready to fire again!</span>"
return
var/shoot_time = (burst - 1)* burst_delay
user.next_move = world.time + shoot_time //no clicking on things while shooting
if(user.client) user.client.move_delay = world.time + shoot_time //no moving while shooting either
user.setClickCooldown(shoot_time) //no clicking on things while shooting
user.setMoveCooldown(shoot_time) //no moving while shooting either
next_fire_time = world.time + shoot_time
//actually attempt to shoot
@@ -186,9 +186,9 @@
update_held_icon()
//update timing
user.next_move = world.time + 4
if(user.client) user.client.move_delay = world.time + move_delay
next_fire_time = world.time + fire_delay
user.setClickCooldown(4)
user.setMoveCooldown(move_delay)
next_fire_time = world.time + fire_delay
if(muzzle_flash)
set_light(0)
@@ -7,10 +7,9 @@
slot_flags = SLOT_BELT|SLOT_BACK
w_class = 3
force = 10
origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 2)
matter = list(DEFAULT_WALL_MATERIAL = 2000)
projectile_type = /obj/item/projectile/beam
fire_delay = 1 //rapid fire
origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 2)
matter = list(DEFAULT_WALL_MATERIAL = 2000)
projectile_type = /obj/item/projectile/beam/midlaser
/obj/item/weapon/gun/energy/laser/mounted
self_recharge = 1
@@ -7,7 +7,7 @@
throw_speed = 2
throw_range = 10
force = 5.0
flags = CONDUCT | USEDELAY
flags = CONDUCT
slot_flags = 0
origin_tech = list(TECH_COMBAT = 8, TECH_MATERIAL = 5)
fire_sound = 'sound/effects/bang.ogg'
+10 -2
View File
@@ -23,10 +23,15 @@
check_armour = "laser"
eyeblur = 2
/obj/item/projectile/beam/midlaser
damage = 40
armor_penetration = 10
/obj/item/projectile/beam/heavylaser
name = "heavy laser"
icon_state = "heavylaser"
damage = 60
armor_penetration = 30
muzzle_type = /obj/effect/projectile/laser_heavy/muzzle
tracer_type = /obj/effect/projectile/laser_heavy/tracer
@@ -35,7 +40,8 @@
/obj/item/projectile/beam/xray
name = "xray beam"
icon_state = "xray"
damage = 30
damage = 25
armor_penetration = 50
muzzle_type = /obj/effect/projectile/xray/muzzle
tracer_type = /obj/effect/projectile/xray/tracer
@@ -45,6 +51,7 @@
name = "pulse"
icon_state = "u_laser"
damage = 50
armor_penetration = 30
muzzle_type = /obj/effect/projectile/laser_pulse/muzzle
tracer_type = /obj/effect/projectile/laser_pulse/tracer
@@ -122,7 +129,8 @@
/obj/item/projectile/beam/sniper
name = "sniper beam"
icon_state = "xray"
damage = 60
damage = 50
armor_penetration = 10
stun = 3
weaken = 3
stutter = 3
+11 -7
View File
@@ -119,7 +119,8 @@
/obj/item/projectile/bullet/shotgun
name = "slug"
damage = 60
damage = 50
armor_penetration = 15
/obj/item/projectile/bullet/shotgun/beanbag //because beanbags are not bullets
name = "beanbag"
@@ -139,21 +140,24 @@
/* "Rifle" rounds */
/obj/item/projectile/bullet/rifle/a762
damage = 30
/obj/item/projectile/bullet/rifle
armor_penetration = 20
penetrating = 1
/obj/item/projectile/bullet/rifle/a762
damage = 25
/obj/item/projectile/bullet/rifle/a556
damage = 35
/obj/item/projectile/bullet/rifle/a145
damage = 80
stun = 3
weaken = 3
penetrating = 5
armor_penetration = 80
hitscan = 1 //so the PTR isn't useless as a sniper weapon
/obj/item/projectile/bullet/rifle/a556
damage = 40
penetrating = 1
/* Miscellaneous */
/obj/item/projectile/bullet/suffocationbullet//How does this even work?