Secborgs now have modified tasers:

- It holds 6 shots 
- It recharges one shot every 10 seconds automatically

Secborgs can no longer run faster then the speed of light. They have standard borg speed.

Changelog updated.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3365 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
johnsonmt88@gmail.com
2012-03-27 21:43:43 +00:00
parent 023aeeb749
commit 4c7d775593
8 changed files with 56 additions and 14 deletions

View File

@@ -52,5 +52,5 @@
var/weaponlock_time = 120
var/lawupdate = 1 //Cyborgs will sync their laws with their AI by default
var/lockcharge //Used when locking down a borg to preserve cell charge
var/speed = 0 //Cause sec borgs gotta go fast
//var/speed = 0 //Cause sec borgs gotta go fast //No they dont!
var/scrambledcodes = 0 // Used to determine if a borg shows up on the robotics console. Setting to one hides them.

View File

@@ -1034,6 +1034,12 @@
maxcharge = 500
g_amt = 40
/obj/item/weapon/cell/secborg
name = "\improper Security borg rechargable D battery"
origin_tech = "powerstorage=0"
maxcharge = 600 //600 max charge / 100 charge per shot = six shots
g_amt = 40
/obj/item/weapon/cell/high
name = "high-capacity power cell"
origin_tech = "powerstorage=2"

View File

@@ -93,7 +93,10 @@
O:icon_state = "flash"
if(istype(O,/obj/item/weapon/gun/energy/taser/cyborg))
if(O:power_supply.charge < O:power_supply.maxcharge)
O:power_supply.give(100)
O:power_supply.give(O:charge_cost)
O:update_icon()
else
O:charge_tick = 0
if(istype(O,/obj/item/weapon/melee/baton))
if(O:charges < 10)
O:charges += 1

View File

@@ -122,7 +122,7 @@
hands.icon_state = "security"
icon_state = "bloodhound"
modtype = "Sec"
speed = -1
//speed = -1 Secborgs have nerfed tasers now, so the speed boost is not necessary
nopush = 1
feedback_inc("cyborg_security",1)

View File

@@ -151,6 +151,7 @@
src.modules += new /obj/item/borg/sight/hud/sec(src)
src.modules += new /obj/item/weapon/handcuffs/cyborg(src)
src.modules += new /obj/item/weapon/melee/baton(src)
src.modules += new /obj/item/weapon/gun/energy/taser/cyborg(src)
src.emag = new /obj/item/weapon/gun/energy/laser/cyborg(src)
return

View File

@@ -6,9 +6,11 @@
if(..()) return 1
return 0
/* No longer needed, but I'll leave it here incase we plan to re-use it.
/mob/living/silicon/robot/movement_delay()
var/tally = 0 //Incase I need to add stuff other than "speed" later
tally = speed
return tally
return tally
*/

View File

@@ -8,19 +8,40 @@
projectile_type = "/obj/item/projectile/energy/electrode"
cell_type = "/obj/item/weapon/cell/crap"
/obj/item/weapon/gun/energy/taser/cyborg
name = "taser gun"
desc = "A small, low capacity gun used for non-lethal takedowns."
icon_state = "taser"
fire_sound = 'Taser.ogg'
charge_cost = 100
projectile_type = "/obj/item/projectile/energy/electrode"
cell_type = "/obj/item/weapon/cell/secborg"
var/charge_tick = 0
var/recharge_time = 10 //Time it takes for shots to recharge (in seconds)
New()
..()
processing_objects.Add(src)
/obj/item/weapon/gun/energy/taser/cyborg/load_into_chamber()//TOOD: change this over to the slowly recharge other cell
if(in_chamber)
Del()
processing_objects.Remove(src)
..()
process() //Every [recharge_time] seconds, recharge a shot for the cyborg
charge_tick++
if(charge_tick < recharge_time) return 0
charge_tick = 0
if(!power_supply) return 0 //sanity
if(isrobot(src.loc))
var/mob/living/silicon/robot/R = src.loc
if(R && R.cell)
R.cell.use(charge_cost) //Take power from the borg...
power_supply.give(charge_cost) //... to recharge the shot
update_icon()
return 1
if(isrobot(src.loc))
var/mob/living/silicon/robot/R = src.loc
if(R && R.cell)
R.cell.use(charge_cost)
in_chamber = new /obj/item/projectile/energy/electrode(src)
return 1
return 0
/obj/item/weapon/gun/energy/stunrevolver