here we go again (#2456)

This commit is contained in:
LetterJay
2017-08-24 19:24:25 -07:00
committed by kevinz000
parent c7ed043fd5
commit 188193eb61
1107 changed files with 25420 additions and 25417 deletions
@@ -1,4 +1,4 @@
/obj/item/weapon/gun/energy/e_gun
/obj/item/gun/energy/e_gun
name = "energy gun"
desc = "A basic hybrid energy gun with two settings: disable and kill."
icon_state = "energy"
@@ -11,47 +11,47 @@
flight_x_offset = 15
flight_y_offset = 10
/obj/item/weapon/gun/energy/e_gun/mini
/obj/item/gun/energy/e_gun/mini
name = "miniature energy gun"
desc = "A small, pistol-sized energy gun with a built-in flashlight. It has two settings: stun and kill."
icon_state = "mini"
item_state = "gun"
w_class = WEIGHT_CLASS_SMALL
cell_type = /obj/item/weapon/stock_parts/cell{charge = 600; maxcharge = 600}
cell_type = /obj/item/stock_parts/cell{charge = 600; maxcharge = 600}
ammo_x_offset = 2
charge_sections = 3
can_flashlight = 0 // Can't attach or detach the flashlight, and override it's icon update
/obj/item/weapon/gun/energy/e_gun/mini/Initialize()
/obj/item/gun/energy/e_gun/mini/Initialize()
gun_light = new /obj/item/device/flashlight/seclite(src)
return ..()
/obj/item/weapon/gun/energy/e_gun/mini/update_icon()
/obj/item/gun/energy/e_gun/mini/update_icon()
..()
if(gun_light && gun_light.on)
add_overlay("mini-light")
/obj/item/weapon/gun/energy/e_gun/stun
/obj/item/gun/energy/e_gun/stun
name = "tactical energy gun"
desc = "Military issue energy gun, is able to fire stun rounds."
icon_state = "energytac"
ammo_x_offset = 2
ammo_type = list(/obj/item/ammo_casing/energy/electrode/spec, /obj/item/ammo_casing/energy/disabler, /obj/item/ammo_casing/energy/laser)
/obj/item/weapon/gun/energy/e_gun/old
/obj/item/gun/energy/e_gun/old
name = "prototype energy gun"
desc = "NT-P:01 Prototype Energy Gun. Early stage development of a unique laser rifle that has multifaceted energy lens allowing the gun to alter the form of projectile it fires on command."
icon_state = "protolaser"
ammo_x_offset = 2
ammo_type = list(/obj/item/ammo_casing/energy/laser, /obj/item/ammo_casing/energy/electrode/old)
/obj/item/weapon/gun/energy/e_gun/mini/practice_phaser
/obj/item/gun/energy/e_gun/mini/practice_phaser
name = "practice phaser"
desc = "A modified version of the basic phaser gun, this one fires less concentrated energy bolts designed for target practice."
ammo_type = list(/obj/item/ammo_casing/energy/disabler, /obj/item/ammo_casing/energy/laser/practice)
icon_state = "decloner"
/obj/item/weapon/gun/energy/e_gun/hos
/obj/item/gun/energy/e_gun/hos
name = "\improper X-01 MultiPhase Energy Gun"
desc = "This is an expensive, modern recreation of an antique laser gun. This gun has several unique firemodes, but lacks the ability to recharge over time."
icon_state = "hoslaser"
@@ -61,7 +61,7 @@
ammo_x_offset = 4
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
/obj/item/weapon/gun/energy/e_gun/dragnet
/obj/item/gun/energy/e_gun/dragnet
name = "\improper DRAGnet"
desc = "The \"Dynamic Rapid-Apprehension of the Guilty\" net is a revolution in law enforcement technology."
icon_state = "dragnet"
@@ -70,12 +70,12 @@
can_flashlight = 0
ammo_x_offset = 1
/obj/item/weapon/gun/energy/e_gun/dragnet/snare
/obj/item/gun/energy/e_gun/dragnet/snare
name = "Energy Snare Launcher"
desc = "Fires an energy snare that slows the target down"
ammo_type = list(/obj/item/ammo_casing/energy/trap)
/obj/item/weapon/gun/energy/e_gun/turret
/obj/item/gun/energy/e_gun/turret
name = "hybrid turret gun"
desc = "A heavy hybrid energy cannon with two settings: Stun and kill."
icon_state = "turretlaser"
@@ -88,7 +88,7 @@
trigger_guard = TRIGGER_GUARD_NONE
ammo_x_offset = 2
/obj/item/weapon/gun/energy/e_gun/nuclear
/obj/item/gun/energy/e_gun/nuclear
name = "advanced energy gun"
desc = "An energy gun with an experimental miniaturized nuclear reactor that automatically charges the internal power cell."
icon_state = "nucgun"
@@ -103,17 +103,17 @@
var/fail_tick = 0
var/fail_chance = 0
/obj/item/weapon/gun/energy/e_gun/nuclear/process()
/obj/item/gun/energy/e_gun/nuclear/process()
if(fail_tick > 0)
fail_tick--
..()
/obj/item/weapon/gun/energy/e_gun/nuclear/shoot_live_shot()
/obj/item/gun/energy/e_gun/nuclear/shoot_live_shot()
failcheck()
update_icon()
..()
/obj/item/weapon/gun/energy/e_gun/nuclear/proc/failcheck()
/obj/item/gun/energy/e_gun/nuclear/proc/failcheck()
if(prob(fail_chance) && isliving(loc))
var/mob/living/M = loc
switch(fail_tick)
@@ -127,11 +127,11 @@
crit_fail = 1
to_chat(M, "<span class='userdanger'>Your [name]'s reactor overloads!</span>")
/obj/item/weapon/gun/energy/e_gun/nuclear/emp_act(severity)
/obj/item/gun/energy/e_gun/nuclear/emp_act(severity)
..()
fail_chance = min(fail_chance + round(15/severity), 100)
/obj/item/weapon/gun/energy/e_gun/nuclear/update_icon()
/obj/item/gun/energy/e_gun/nuclear/update_icon()
..()
if(crit_fail)
add_overlay("[icon_state]_fail_3")
@@ -1,10 +1,10 @@
/obj/item/weapon/gun/energy/kinetic_accelerator
/obj/item/gun/energy/kinetic_accelerator
name = "proto-kinetic accelerator"
desc = "A self recharging, ranged mining tool that does increased damage in low pressure."
icon_state = "kineticgun"
item_state = "kineticgun"
ammo_type = list(/obj/item/ammo_casing/energy/kinetic)
cell_type = /obj/item/weapon/stock_parts/cell/emproof
cell_type = /obj/item/stock_parts/cell/emproof
needs_permit = 0
unique_rename = 1
origin_tech = "combat=3;powerstorage=3;engineering=3"
@@ -26,7 +26,7 @@
var/empty_state = "kineticgun_empty"
var/recharge_timerid
/obj/item/weapon/gun/energy/kinetic_accelerator/examine(mob/user)
/obj/item/gun/energy/kinetic_accelerator/examine(mob/user)
..()
if(max_mod_capacity)
to_chat(user, "<b>[get_remaining_mod_capacity()]%</b> mod capacity remaining.")
@@ -34,8 +34,8 @@
var/obj/item/borg/upgrade/modkit/M = A
to_chat(user, "<span class='notice'>There is a [M.name] mod installed, using <b>[M.cost]%</b> capacity.</span>")
/obj/item/weapon/gun/energy/kinetic_accelerator/attackby(obj/item/A, mob/user)
if(istype(A, /obj/item/weapon/crowbar))
/obj/item/gun/energy/kinetic_accelerator/attackby(obj/item/A, mob/user)
if(istype(A, /obj/item/crowbar))
if(modkits.len)
to_chat(user, "<span class='notice'>You pry the modifications out.</span>")
playsound(loc, A.usesound, 100, 1)
@@ -49,59 +49,59 @@
else
..()
/obj/item/weapon/gun/energy/kinetic_accelerator/proc/get_remaining_mod_capacity()
/obj/item/gun/energy/kinetic_accelerator/proc/get_remaining_mod_capacity()
var/current_capacity_used = 0
for(var/A in get_modkits())
var/obj/item/borg/upgrade/modkit/M = A
current_capacity_used += M.cost
return max_mod_capacity - current_capacity_used
/obj/item/weapon/gun/energy/kinetic_accelerator/proc/get_modkits()
/obj/item/gun/energy/kinetic_accelerator/proc/get_modkits()
. = list()
for(var/A in modkits)
. += A
/obj/item/weapon/gun/energy/kinetic_accelerator/proc/modify_projectile(obj/item/projectile/kinetic/K)
/obj/item/gun/energy/kinetic_accelerator/proc/modify_projectile(obj/item/projectile/kinetic/K)
K.kinetic_gun = src //do something special on-hit, easy!
for(var/A in get_modkits())
var/obj/item/borg/upgrade/modkit/M = A
M.modify_projectile(K)
/obj/item/weapon/gun/energy/kinetic_accelerator/cyborg
/obj/item/gun/energy/kinetic_accelerator/cyborg
holds_charge = TRUE
unique_frequency = TRUE
max_mod_capacity = 80
/obj/item/weapon/gun/energy/kinetic_accelerator/Initialize()
/obj/item/gun/energy/kinetic_accelerator/Initialize()
. = ..()
if(!holds_charge)
empty()
/obj/item/weapon/gun/energy/kinetic_accelerator/shoot_live_shot()
/obj/item/gun/energy/kinetic_accelerator/shoot_live_shot()
. = ..()
attempt_reload()
/obj/item/weapon/gun/energy/kinetic_accelerator/equipped(mob/user)
/obj/item/gun/energy/kinetic_accelerator/equipped(mob/user)
. = ..()
if(!can_shoot())
attempt_reload()
/obj/item/weapon/gun/energy/kinetic_accelerator/dropped()
/obj/item/gun/energy/kinetic_accelerator/dropped()
. = ..()
if(!holds_charge)
// Put it on a delay because moving item from slot to hand
// calls dropped().
addtimer(CALLBACK(src, .proc/empty_if_not_held), 2)
/obj/item/weapon/gun/energy/kinetic_accelerator/proc/empty_if_not_held()
/obj/item/gun/energy/kinetic_accelerator/proc/empty_if_not_held()
if(!ismob(loc))
empty()
/obj/item/weapon/gun/energy/kinetic_accelerator/proc/empty()
/obj/item/gun/energy/kinetic_accelerator/proc/empty()
cell.use(cell.charge)
update_icon()
/obj/item/weapon/gun/energy/kinetic_accelerator/proc/attempt_reload(recharge_time)
/obj/item/gun/energy/kinetic_accelerator/proc/attempt_reload(recharge_time)
if(overheat)
return
if(!recharge_time)
@@ -110,7 +110,7 @@
var/carried = 0
if(!unique_frequency)
for(var/obj/item/weapon/gun/energy/kinetic_accelerator/K in loc.GetAllContents())
for(var/obj/item/gun/energy/kinetic_accelerator/K in loc.GetAllContents())
carried++
@@ -121,10 +121,10 @@
deltimer(recharge_timerid)
recharge_timerid = addtimer(CALLBACK(src, .proc/reload), recharge_time * carried, TIMER_STOPPABLE)
/obj/item/weapon/gun/energy/kinetic_accelerator/emp_act(severity)
/obj/item/gun/energy/kinetic_accelerator/emp_act(severity)
return
/obj/item/weapon/gun/energy/kinetic_accelerator/proc/reload()
/obj/item/gun/energy/kinetic_accelerator/proc/reload()
cell.give(cell.maxcharge)
recharge_newshot(1)
if(!suppressed)
@@ -134,7 +134,7 @@
update_icon()
overheat = FALSE
/obj/item/weapon/gun/energy/kinetic_accelerator/update_icon()
/obj/item/gun/energy/kinetic_accelerator/update_icon()
..()
if(empty_state && !can_shoot())
@@ -149,8 +149,8 @@
/obj/item/ammo_casing/energy/kinetic/ready_proj(atom/target, mob/living/user, quiet, zone_override = "")
..()
if(loc && istype(loc, /obj/item/weapon/gun/energy/kinetic_accelerator))
var/obj/item/weapon/gun/energy/kinetic_accelerator/KA = loc
if(loc && istype(loc, /obj/item/gun/energy/kinetic_accelerator))
var/obj/item/gun/energy/kinetic_accelerator/KA = loc
KA.modify_projectile(BB)
//Projectiles
@@ -165,7 +165,7 @@
var/pressure_decrease_active = FALSE
var/pressure_decrease = 0.25
var/obj/item/weapon/gun/energy/kinetic_accelerator/kinetic_gun
var/obj/item/gun/energy/kinetic_accelerator/kinetic_gun
/obj/item/projectile/kinetic/Destroy()
kinetic_gun = null
@@ -217,7 +217,7 @@
origin_tech = "programming=2;materials=2;magnets=4"
w_class = WEIGHT_CLASS_SMALL
require_module = 1
module_type = /obj/item/weapon/robot_module/miner
module_type = /obj/item/robot_module/miner
var/denied_type = null
var/maximum_of_type = 1
var/cost = 30
@@ -228,7 +228,7 @@
to_chat(user, "<span class='notice'>Occupies <b>[cost]%</b> of mod capacity.</span>")
/obj/item/borg/upgrade/modkit/attackby(obj/item/A, mob/user)
if(istype(A, /obj/item/weapon/gun/energy/kinetic_accelerator) && !issilicon(user))
if(istype(A, /obj/item/gun/energy/kinetic_accelerator) && !issilicon(user))
install(A, user)
else
..()
@@ -237,10 +237,10 @@
if(..())
return
for(var/obj/item/weapon/gun/energy/kinetic_accelerator/cyborg/H in R.module.modules)
for(var/obj/item/gun/energy/kinetic_accelerator/cyborg/H in R.module.modules)
return install(H, usr)
/obj/item/borg/upgrade/modkit/proc/install(obj/item/weapon/gun/energy/kinetic_accelerator/KA, mob/user)
/obj/item/borg/upgrade/modkit/proc/install(obj/item/gun/energy/kinetic_accelerator/KA, mob/user)
. = TRUE
if(denied_type)
var/number_of_denied = 0
@@ -264,18 +264,18 @@
to_chat(user, "<span class='notice'>You don't have room(<b>[KA.get_remaining_mod_capacity()]%</b> remaining, [cost]% needed) to install this modkit. Use a crowbar to remove existing modkits.</span>")
. = FALSE
/obj/item/borg/upgrade/modkit/proc/uninstall(obj/item/weapon/gun/energy/kinetic_accelerator/KA)
/obj/item/borg/upgrade/modkit/proc/uninstall(obj/item/gun/energy/kinetic_accelerator/KA)
forceMove(get_turf(KA))
KA.modkits -= src
/obj/item/borg/upgrade/modkit/proc/modify_projectile(obj/item/projectile/kinetic/K)
//use this one for effects you want to trigger before any damage is done at all and before damage is decreased by pressure
/obj/item/borg/upgrade/modkit/proc/projectile_prehit(obj/item/projectile/kinetic/K, atom/target, obj/item/weapon/gun/energy/kinetic_accelerator/KA)
/obj/item/borg/upgrade/modkit/proc/projectile_prehit(obj/item/projectile/kinetic/K, atom/target, obj/item/gun/energy/kinetic_accelerator/KA)
//use this one for effects you want to trigger before mods that do damage
/obj/item/borg/upgrade/modkit/proc/projectile_strike_predamage(obj/item/projectile/kinetic/K, turf/target_turf, atom/target, obj/item/weapon/gun/energy/kinetic_accelerator/KA)
/obj/item/borg/upgrade/modkit/proc/projectile_strike_predamage(obj/item/projectile/kinetic/K, turf/target_turf, atom/target, obj/item/gun/energy/kinetic_accelerator/KA)
//and this one for things that don't need to trigger before other damage-dealing mods
/obj/item/borg/upgrade/modkit/proc/projectile_strike(obj/item/projectile/kinetic/K, turf/target_turf, atom/target, obj/item/weapon/gun/energy/kinetic_accelerator/KA)
/obj/item/borg/upgrade/modkit/proc/projectile_strike(obj/item/projectile/kinetic/K, turf/target_turf, atom/target, obj/item/gun/energy/kinetic_accelerator/KA)
//Range
/obj/item/borg/upgrade/modkit/range
@@ -304,12 +304,12 @@
desc = "Decreases the cooldown of a kinetic accelerator."
modifier = 2.5
/obj/item/borg/upgrade/modkit/cooldown/install(obj/item/weapon/gun/energy/kinetic_accelerator/KA, mob/user)
/obj/item/borg/upgrade/modkit/cooldown/install(obj/item/gun/energy/kinetic_accelerator/KA, mob/user)
. = ..()
if(.)
KA.overheat_time -= modifier
/obj/item/borg/upgrade/modkit/cooldown/uninstall(obj/item/weapon/gun/energy/kinetic_accelerator/KA)
/obj/item/borg/upgrade/modkit/cooldown/uninstall(obj/item/gun/energy/kinetic_accelerator/KA)
KA.overheat_time += modifier
..()
@@ -320,7 +320,7 @@
var/turf_aoe = FALSE
var/stats_stolen = FALSE
/obj/item/borg/upgrade/modkit/aoe/install(obj/item/weapon/gun/energy/kinetic_accelerator/KA, mob/user)
/obj/item/borg/upgrade/modkit/aoe/install(obj/item/gun/energy/kinetic_accelerator/KA, mob/user)
. = ..()
if(.)
for(var/obj/item/borg/upgrade/modkit/aoe/AOE in KA.modkits) //make sure only one of the aoe modules has values if somebody has multiple
@@ -332,7 +332,7 @@
AOE.turf_aoe = FALSE
AOE.stats_stolen = TRUE
/obj/item/borg/upgrade/modkit/aoe/uninstall(obj/item/weapon/gun/energy/kinetic_accelerator/KA)
/obj/item/borg/upgrade/modkit/aoe/uninstall(obj/item/gun/energy/kinetic_accelerator/KA)
..()
modifier = initial(modifier) //get our modifiers back
turf_aoe = initial(turf_aoe)
@@ -341,7 +341,7 @@
/obj/item/borg/upgrade/modkit/aoe/modify_projectile(obj/item/projectile/kinetic/K)
K.name = "kinetic explosion"
/obj/item/borg/upgrade/modkit/aoe/projectile_strike(obj/item/projectile/kinetic/K, turf/target_turf, atom/target, obj/item/weapon/gun/energy/kinetic_accelerator/KA)
/obj/item/borg/upgrade/modkit/aoe/projectile_strike(obj/item/projectile/kinetic/K, turf/target_turf, atom/target, obj/item/gun/energy/kinetic_accelerator/KA)
if(stats_stolen)
return
new /obj/effect/temp_visual/explosion/fast(target_turf)
@@ -381,7 +381,7 @@
modifier = -14 //Makes the cooldown 3 seconds(with no cooldown mods) if you miss. Don't miss.
cost = 50
/obj/item/borg/upgrade/modkit/cooldown/repeater/projectile_strike_predamage(obj/item/projectile/kinetic/K, turf/target_turf, atom/target, obj/item/weapon/gun/energy/kinetic_accelerator/KA)
/obj/item/borg/upgrade/modkit/cooldown/repeater/projectile_strike_predamage(obj/item/projectile/kinetic/K, turf/target_turf, atom/target, obj/item/gun/energy/kinetic_accelerator/KA)
var/valid_repeat = FALSE
if(isliving(target))
var/mob/living/L = target
@@ -401,7 +401,7 @@
cost = 20
var/static/list/damage_heal_order = list(BRUTE, BURN, OXY)
/obj/item/borg/upgrade/modkit/lifesteal/projectile_prehit(obj/item/projectile/kinetic/K, atom/target, obj/item/weapon/gun/energy/kinetic_accelerator/KA)
/obj/item/borg/upgrade/modkit/lifesteal/projectile_prehit(obj/item/projectile/kinetic/K, atom/target, obj/item/gun/energy/kinetic_accelerator/KA)
if(isliving(target) && isliving(K.firer))
var/mob/living/L = target
if(L.stat == DEAD)
@@ -416,7 +416,7 @@
cost = 30
modifier = 0.25 //A bonus 15 damage if you burst the field on a target, 60 if you lure them into it.
/obj/item/borg/upgrade/modkit/resonator_blasts/projectile_strike(obj/item/projectile/kinetic/K, turf/target_turf, atom/target, obj/item/weapon/gun/energy/kinetic_accelerator/KA)
/obj/item/borg/upgrade/modkit/resonator_blasts/projectile_strike(obj/item/projectile/kinetic/K, turf/target_turf, atom/target, obj/item/gun/energy/kinetic_accelerator/KA)
if(target_turf && !ismineralturf(target_turf)) //Don't make fields on mineral turfs.
var/obj/effect/temp_visual/resonance/R = locate(/obj/effect/temp_visual/resonance) in target_turf
if(R)
@@ -434,7 +434,7 @@
var/maximum_bounty = 25
var/list/bounties_reaped = list()
/obj/item/borg/upgrade/modkit/bounty/projectile_prehit(obj/item/projectile/kinetic/K, atom/target, obj/item/weapon/gun/energy/kinetic_accelerator/KA)
/obj/item/borg/upgrade/modkit/bounty/projectile_prehit(obj/item/projectile/kinetic/K, atom/target, obj/item/gun/energy/kinetic_accelerator/KA)
if(isliving(target))
var/mob/living/L = target
var/list/existing_marks = L.has_status_effect_list(STATUS_EFFECT_SYPHONMARK)
@@ -445,7 +445,7 @@
qdel(SM)
L.apply_status_effect(STATUS_EFFECT_SYPHONMARK, src)
/obj/item/borg/upgrade/modkit/bounty/projectile_strike(obj/item/projectile/kinetic/K, turf/target_turf, atom/target, obj/item/weapon/gun/energy/kinetic_accelerator/KA)
/obj/item/borg/upgrade/modkit/bounty/projectile_strike(obj/item/projectile/kinetic/K, turf/target_turf, atom/target, obj/item/gun/energy/kinetic_accelerator/KA)
if(isliving(target))
var/mob/living/L = target
if(bounties_reaped[L.type])
@@ -484,12 +484,12 @@
cost = 20
denied_type = /obj/item/borg/upgrade/modkit/trigger_guard
/obj/item/borg/upgrade/modkit/trigger_guard/install(obj/item/weapon/gun/energy/kinetic_accelerator/KA, mob/user)
/obj/item/borg/upgrade/modkit/trigger_guard/install(obj/item/gun/energy/kinetic_accelerator/KA, mob/user)
. = ..()
if(.)
KA.trigger_guard = TRIGGER_GUARD_ALLOW_ALL
/obj/item/borg/upgrade/modkit/trigger_guard/uninstall(obj/item/weapon/gun/energy/kinetic_accelerator/KA)
/obj/item/borg/upgrade/modkit/trigger_guard/uninstall(obj/item/gun/energy/kinetic_accelerator/KA)
KA.trigger_guard = TRIGGER_GUARD_NORMAL
..()
@@ -504,13 +504,13 @@
var/chassis_icon = "kineticgun_u"
var/chassis_name = "super-kinetic accelerator"
/obj/item/borg/upgrade/modkit/chassis_mod/install(obj/item/weapon/gun/energy/kinetic_accelerator/KA, mob/user)
/obj/item/borg/upgrade/modkit/chassis_mod/install(obj/item/gun/energy/kinetic_accelerator/KA, mob/user)
. = ..()
if(.)
KA.icon_state = chassis_icon
KA.name = chassis_name
/obj/item/borg/upgrade/modkit/chassis_mod/uninstall(obj/item/weapon/gun/energy/kinetic_accelerator/KA)
/obj/item/borg/upgrade/modkit/chassis_mod/uninstall(obj/item/gun/energy/kinetic_accelerator/KA)
KA.icon_state = initial(KA.icon_state)
KA.name = initial(KA.name)
..()
+14 -14
View File
@@ -1,4 +1,4 @@
/obj/item/weapon/gun/energy/laser
/obj/item/gun/energy/laser
name = "laser gun"
desc = "A basic energy-based laser gun that fires concentrated beams of light which pass through glass and thin metal."
icon_state = "laser"
@@ -10,7 +10,7 @@
ammo_x_offset = 1
shaded_charge = 1
/obj/item/weapon/gun/energy/laser/practice
/obj/item/gun/energy/laser/practice
name = "practice laser gun"
desc = "A modified version of the basic laser gun, this one fires less concentrated energy bolts designed for target practice."
origin_tech = "combat=2;magnets=2"
@@ -18,20 +18,20 @@
clumsy_check = 0
needs_permit = 0
/obj/item/weapon/gun/energy/laser/retro
/obj/item/gun/energy/laser/retro
name ="retro laser gun"
icon_state = "retro"
desc = "An older model of the basic lasergun, no longer used by Nanotrasen's private security or military forces. Nevertheless, it is still quite deadly and easy to maintain, making it a favorite amongst pirates and other outlaws."
ammo_x_offset = 3
/obj/item/weapon/gun/energy/laser/retro/old
/obj/item/gun/energy/laser/retro/old
name ="laser gun"
icon_state = "retro"
desc = "First generation lasergun, developed by Nanotrasen. Suffers from ammo issues but its unique ability to recharge its ammo without the need of a magazine helps compensate. You really hope someone has developed a better lasergun while you were in cyro."
ammo_type = list(/obj/item/ammo_casing/energy/lasergun/old)
ammo_x_offset = 3
/obj/item/weapon/gun/energy/laser/captain
/obj/item/gun/energy/laser/captain
name = "antique laser gun"
icon_state = "caplaser"
item_state = "caplaser"
@@ -42,7 +42,7 @@
selfcharge = 1
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
/obj/item/weapon/gun/energy/laser/captain/scattershot
/obj/item/gun/energy/laser/captain/scattershot
name = "scatter shot laser rifle"
icon_state = "lasercannon"
item_state = "laser"
@@ -50,21 +50,21 @@
origin_tech = "combat=5;materials=4;powerstorage=4"
ammo_type = list(/obj/item/ammo_casing/energy/laser/scatter, /obj/item/ammo_casing/energy/laser)
/obj/item/weapon/gun/energy/laser/cyborg
/obj/item/gun/energy/laser/cyborg
can_charge = 0
desc = "An energy-based laser gun that draws power from the cyborg's internal energy cell directly. So this is what freedom looks like?"
origin_tech = null
use_cyborg_cell = 1
/obj/item/weapon/gun/energy/laser/cyborg/emp_act()
/obj/item/gun/energy/laser/cyborg/emp_act()
return
/obj/item/weapon/gun/energy/laser/scatter
/obj/item/gun/energy/laser/scatter
name = "scatter laser gun"
desc = "A laser gun equipped with a refraction kit that spreads bolts."
ammo_type = list(/obj/item/ammo_casing/energy/laser/scatter, /obj/item/ammo_casing/energy/laser)
/obj/item/weapon/gun/energy/laser/scatter/shotty
/obj/item/gun/energy/laser/scatter/shotty
name = "energy shotgun"
icon = 'icons/obj/guns/projectile.dmi'
icon_state = "cshotgun"
@@ -76,7 +76,7 @@
///Laser Cannon
/obj/item/weapon/gun/energy/lasercannon
/obj/item/gun/energy/lasercannon
name = "accelerator laser cannon"
desc = "An advanced laser cannon that does more damage the farther away the target is."
icon_state = "lasercannon"
@@ -106,7 +106,7 @@
damage += 7
transform *= 1 + ((damage/7) * 0.2)//20% larger per tile
/obj/item/weapon/gun/energy/xray
/obj/item/gun/energy/xray
name = "x-ray laser gun"
desc = "A high-power laser gun capable of expelling concentrated x-ray blasts that pass through multiple soft targets and heavier materials"
icon_state = "xray"
@@ -118,7 +118,7 @@
////////Laser Tag////////////////////
/obj/item/weapon/gun/energy/laser/bluetag
/obj/item/gun/energy/laser/bluetag
name = "laser tag gun"
icon_state = "bluetag"
desc = "A retro laser gun modified to fire harmless blue beams of light. Sound effects included!"
@@ -130,7 +130,7 @@
ammo_x_offset = 2
selfcharge = 1
/obj/item/weapon/gun/energy/laser/redtag
/obj/item/gun/energy/laser/redtag
name = "laser tag gun"
icon_state = "redtag"
desc = "A retro laser gun modified to fire harmless beams red of light. Sound effects included!"
@@ -1,4 +1,4 @@
/obj/item/weapon/gun/energy/megabuster
/obj/item/gun/energy/megabuster
name = "Mega-buster"
desc = "An arm-mounted buster toy!"
icon_state = "megabuster"
@@ -9,12 +9,12 @@
needs_permit = 0
selfcharge = 1
icon = 'icons/obj/guns/VGguns.dmi'
/obj/item/weapon/gun/energy/megabuster/proto
/obj/item/gun/energy/megabuster/proto
name = "Proto-buster"
icon_state = "protobuster"
item_state = "protobuster"
/obj/item/weapon/gun/energy/mmlbuster
/obj/item/gun/energy/mmlbuster
name = "Buster Cannon"
desc = "An antique arm-mounted buster cannon."
icon = 'icons/obj/guns/VGguns.dmi'
@@ -1,4 +1,4 @@
/obj/item/weapon/gun/energy/plasma //Not intended to be used, use its children instead.
/obj/item/gun/energy/plasma //Not intended to be used, use its children instead.
name = "plasma gun"
desc = "A high-power plasma gun. You shouldn't ever see this."
icon_state = "xray"
@@ -8,7 +8,7 @@
shaded_charge = 1
/obj/item/weapon/gun/energy/plasma/rifle
/obj/item/gun/energy/plasma/rifle
name = "plasma cannon"
desc = "A state of the art cannon utilizing plasma in a uranium-235 lined core to output hi-power, radiating bolts of energy."
icon_state = "alienrifle"
@@ -20,7 +20,7 @@
/obj/item/weapon/gun/energy/plasma/light
/obj/item/gun/energy/plasma/light
name = "plasma rifle"
desc = "A state of the art rifle utilizing plasma in a uranium-235 lined core to output radiating bolts of energy."
icon_state = "lightalienrifle"
@@ -30,7 +30,7 @@
ammo_x_offset = 2
/obj/item/weapon/gun/energy/plasma/MP40k
/obj/item/gun/energy/plasma/MP40k
name = "Plasma MP40k"
desc = "A plasma MP40k. Ich liebe den geruch von plasma am morgen."
icon_state = "PlasMP"
@@ -41,7 +41,7 @@
//Laser rifles, technically lazer, but w/e
/obj/item/weapon/gun/energy/laser/rifle
/obj/item/gun/energy/laser/rifle
name = "laser rifle"
desc = "A laser rifle issued to high ranking members of a certain shadow corporation."
icon_state = "xcomlasergun"
@@ -50,7 +50,7 @@
ammo_type = list(/obj/item/ammo_casing/energy/lasergun)
ammo_x_offset = 4
/obj/item/weapon/gun/energy/laser/LaserAK
/obj/item/gun/energy/laser/LaserAK
name = "Laser AK470"
desc = "A laser AK. Death solves all problems -- No man, no problem."
icon_state = "LaserAK"
+18 -18
View File
@@ -1,4 +1,4 @@
/obj/item/weapon/gun/energy/pulse
/obj/item/gun/energy/pulse
name = "pulse rifle"
desc = "A heavy-duty, multifaceted energy rifle with three modes. Preferred by front-line combat personnel."
icon_state = "pulse"
@@ -9,15 +9,15 @@
flags_1 = CONDUCT_1
slot_flags = SLOT_BACK
ammo_type = list(/obj/item/ammo_casing/energy/laser/pulse, /obj/item/ammo_casing/energy/electrode, /obj/item/ammo_casing/energy/laser)
cell_type = "/obj/item/weapon/stock_parts/cell/pulse"
cell_type = "/obj/item/stock_parts/cell/pulse"
/obj/item/weapon/gun/energy/pulse/emp_act(severity)
/obj/item/gun/energy/pulse/emp_act(severity)
return
/obj/item/weapon/gun/energy/pulse/prize
/obj/item/gun/energy/pulse/prize
pin = /obj/item/device/firing_pin
/obj/item/weapon/gun/energy/pulse/prize/Initialize()
/obj/item/gun/energy/pulse/prize/Initialize()
. = ..()
GLOB.poi_list += src
var/msg = "A pulse rifle prize has been created at [ADMIN_COORDJMP(src)]"
@@ -27,52 +27,52 @@
notify_ghosts("Someone won a pulse rifle as a prize!", source = src, action = NOTIFY_ORBIT)
/obj/item/weapon/gun/energy/pulse/prize/Destroy()
/obj/item/gun/energy/pulse/prize/Destroy()
GLOB.poi_list -= src
. = ..()
/obj/item/weapon/gun/energy/pulse/loyalpin
/obj/item/gun/energy/pulse/loyalpin
pin = /obj/item/device/firing_pin/implant/mindshield
/obj/item/weapon/gun/energy/pulse/carbine
/obj/item/gun/energy/pulse/carbine
name = "pulse carbine"
desc = "A compact variant of the pulse rifle with less firepower but easier storage."
w_class = WEIGHT_CLASS_NORMAL
slot_flags = SLOT_BELT
icon_state = "pulse_carbine"
item_state = null
cell_type = "/obj/item/weapon/stock_parts/cell/pulse/carbine"
cell_type = "/obj/item/stock_parts/cell/pulse/carbine"
can_flashlight = 1
flight_x_offset = 18
flight_y_offset = 12
/obj/item/weapon/gun/energy/pulse/carbine/loyalpin
/obj/item/gun/energy/pulse/carbine/loyalpin
pin = /obj/item/device/firing_pin/implant/mindshield
/obj/item/weapon/gun/energy/pulse/pistol
/obj/item/gun/energy/pulse/pistol
name = "pulse pistol"
desc = "A pulse rifle in an easily concealed handgun package with low capacity."
w_class = WEIGHT_CLASS_SMALL
slot_flags = SLOT_BELT
icon_state = "pulse_pistol"
item_state = "gun"
cell_type = "/obj/item/weapon/stock_parts/cell/pulse/pistol"
cell_type = "/obj/item/stock_parts/cell/pulse/pistol"
/obj/item/weapon/gun/energy/pulse/pistol/loyalpin
/obj/item/gun/energy/pulse/pistol/loyalpin
pin = /obj/item/device/firing_pin/implant/mindshield
/obj/item/weapon/gun/energy/pulse/destroyer
/obj/item/gun/energy/pulse/destroyer
name = "pulse destroyer"
desc = "A heavy-duty energy rifle built for pure destruction."
cell_type = "/obj/item/weapon/stock_parts/cell/infinite"
cell_type = "/obj/item/stock_parts/cell/infinite"
ammo_type = list(/obj/item/ammo_casing/energy/laser/pulse)
/obj/item/weapon/gun/energy/pulse/destroyer/attack_self(mob/living/user)
/obj/item/gun/energy/pulse/destroyer/attack_self(mob/living/user)
to_chat(user, "<span class='danger'>[src.name] has three settings, and they are all DESTROY.</span>")
/obj/item/weapon/gun/energy/pulse/pistol/m1911
/obj/item/gun/energy/pulse/pistol/m1911
name = "\improper M1911-P"
desc = "A compact pulse core in a classic handgun frame for Nanotrasen officers. It's not the size of the gun, it's the size of the hole it puts through people."
icon_state = "m1911"
item_state = "gun"
cell_type = "/obj/item/weapon/stock_parts/cell/infinite"
cell_type = "/obj/item/stock_parts/cell/infinite"
+39 -39
View File
@@ -1,4 +1,4 @@
/obj/item/weapon/gun/energy/ionrifle
/obj/item/gun/energy/ionrifle
name = "ion rifle"
desc = "A man-portable anti-armor weapon designed to disable mechanical threats at range."
icon_state = "ionrifle"
@@ -13,10 +13,10 @@
flight_x_offset = 17
flight_y_offset = 9
/obj/item/weapon/gun/energy/ionrifle/emp_act(severity)
/obj/item/gun/energy/ionrifle/emp_act(severity)
return
/obj/item/weapon/gun/energy/ionrifle/carbine
/obj/item/gun/energy/ionrifle/carbine
name = "ion carbine"
desc = "The MK.II Prototype Ion Projector is a lightweight carbine version of the larger ion rifle, built to be ergonomic and efficient."
icon_state = "ioncarbine"
@@ -27,7 +27,7 @@
flight_x_offset = 18
flight_y_offset = 11
/obj/item/weapon/gun/energy/decloner
/obj/item/gun/energy/decloner
name = "biological demolecularisor"
desc = "A gun that discharges high amounts of controlled radiation to slowly break a target into component elements."
icon_state = "decloner"
@@ -36,13 +36,13 @@
pin = null
ammo_x_offset = 1
/obj/item/weapon/gun/energy/decloner/update_icon()
/obj/item/gun/energy/decloner/update_icon()
..()
var/obj/item/ammo_casing/energy/shot = ammo_type[select]
if(cell.charge > shot.e_cost)
add_overlay("decloner_spin")
/obj/item/weapon/gun/energy/floragun
/obj/item/gun/energy/floragun
name = "floral somatoray"
desc = "A tool that discharges controlled radiation which induces mutation in plant cells."
icon_state = "flora"
@@ -53,18 +53,18 @@
ammo_x_offset = 1
selfcharge = 1
/obj/item/weapon/gun/energy/meteorgun
/obj/item/gun/energy/meteorgun
name = "meteor gun"
desc = "For the love of god, make sure you're aiming this the right way!"
icon_state = "meteor_gun"
item_state = "c20r"
w_class = WEIGHT_CLASS_BULKY
ammo_type = list(/obj/item/ammo_casing/energy/meteor)
cell_type = "/obj/item/weapon/stock_parts/cell/potato"
cell_type = "/obj/item/stock_parts/cell/potato"
clumsy_check = 0 //Admin spawn only, might as well let clowns use it.
selfcharge = 1
/obj/item/weapon/gun/energy/meteorgun/pen
/obj/item/gun/energy/meteorgun/pen
name = "meteor pen"
desc = "The pen is mightier than the sword."
icon = 'icons/obj/bureaucracy.dmi'
@@ -74,7 +74,7 @@
righthand_file = 'icons/mob/inhands/items_righthand.dmi'
w_class = WEIGHT_CLASS_TINY
/obj/item/weapon/gun/energy/mindflayer
/obj/item/gun/energy/mindflayer
name = "\improper Mind Flayer"
desc = "A prototype weapon recovered from the ruins of Research-Station Epsilon."
icon_state = "xray"
@@ -82,7 +82,7 @@
ammo_type = list(/obj/item/ammo_casing/energy/mindflayer)
ammo_x_offset = 2
/obj/item/weapon/gun/energy/kinetic_accelerator/crossbow
/obj/item/gun/energy/kinetic_accelerator/crossbow
name = "mini energy crossbow"
desc = "A weapon favored by syndicate stealth specialists."
icon_state = "crossbow"
@@ -101,14 +101,14 @@
max_mod_capacity = 0
empty_state = null
/obj/item/weapon/gun/energy/kinetic_accelerator/crossbow/halloween
/obj/item/gun/energy/kinetic_accelerator/crossbow/halloween
name = "candy corn crossbow"
desc = "A weapon favored by Syndicate trick-or-treaters."
icon_state = "crossbow_halloween"
item_state = "crossbow"
ammo_type = list(/obj/item/ammo_casing/energy/bolt/halloween)
/obj/item/weapon/gun/energy/kinetic_accelerator/crossbow/large
/obj/item/gun/energy/kinetic_accelerator/crossbow/large
name = "energy crossbow"
desc = "A reverse engineered weapon using syndicate technology."
icon_state = "crossbowlarge"
@@ -119,7 +119,7 @@
ammo_type = list(/obj/item/ammo_casing/energy/bolt/large)
pin = null
/obj/item/weapon/gun/energy/plasmacutter
/obj/item/gun/energy/plasmacutter
name = "plasma cutter"
desc = "A mining tool capable of expelling concentrated plasma bursts. You could use it to cut limbs off xenos! Or, you know, mine stuff."
icon_state = "plasmacutter"
@@ -135,19 +135,19 @@
heat = 3800
toolspeed = 0.7 //plasmacutters can be used as welders for a few things, and are faster than standard welders
/obj/item/weapon/gun/energy/plasmacutter/examine(mob/user)
/obj/item/gun/energy/plasmacutter/examine(mob/user)
..()
if(cell)
to_chat(user, "<span class='notice'>[src] is [round(cell.percent())]% charged.</span>")
/obj/item/weapon/gun/energy/plasmacutter/attackby(obj/item/A, mob/user)
/obj/item/gun/energy/plasmacutter/attackby(obj/item/A, mob/user)
if(istype(A, /obj/item/stack/sheet/mineral/plasma))
var/obj/item/stack/sheet/S = A
S.use(1)
cell.give(1000)
recharge_newshot(1)
to_chat(user, "<span class='notice'>You insert [A] in [src], recharging it.</span>")
else if(istype(A, /obj/item/weapon/ore/plasma))
else if(istype(A, /obj/item/ore/plasma))
qdel(A)
cell.give(500)
recharge_newshot(1)
@@ -155,17 +155,17 @@
else
..()
/obj/item/weapon/gun/energy/plasmacutter/update_icon()
/obj/item/gun/energy/plasmacutter/update_icon()
return
/obj/item/weapon/gun/energy/plasmacutter/adv
/obj/item/gun/energy/plasmacutter/adv
name = "advanced plasma cutter"
icon_state = "adv_plasmacutter"
origin_tech = "combat=3;materials=4;magnets=3;plasmatech=4;engineering=2"
force = 15
ammo_type = list(/obj/item/ammo_casing/energy/plasma/adv)
/obj/item/weapon/gun/energy/wormhole_projector
/obj/item/gun/energy/wormhole_projector
name = "bluespace wormhole projector"
desc = "A projector that emits high density quantum-coupled bluespace beams."
ammo_type = list(/obj/item/ammo_casing/energy/wormhole, /obj/item/ammo_casing/energy/wormhole/orange)
@@ -175,32 +175,32 @@
var/obj/effect/portal/p_blue
var/obj/effect/portal/p_orange
/obj/item/weapon/gun/energy/wormhole_projector/update_icon()
/obj/item/gun/energy/wormhole_projector/update_icon()
icon_state = "[initial(icon_state)][select]"
item_state = icon_state
return
/obj/item/weapon/gun/energy/wormhole_projector/process_chamber()
/obj/item/gun/energy/wormhole_projector/process_chamber()
..()
select_fire()
/obj/item/weapon/gun/energy/wormhole_projector/proc/on_portal_destroy(obj/effect/portal/P)
/obj/item/gun/energy/wormhole_projector/proc/on_portal_destroy(obj/effect/portal/P)
if(P == p_blue)
p_blue = null
else if(P == p_orange)
p_orange = null
/obj/item/weapon/gun/energy/wormhole_projector/proc/has_blue_portal()
/obj/item/gun/energy/wormhole_projector/proc/has_blue_portal()
if(istype(p_blue) && !QDELETED(p_blue))
return TRUE
return FALSE
/obj/item/weapon/gun/energy/wormhole_projector/proc/has_orange_portal()
/obj/item/gun/energy/wormhole_projector/proc/has_orange_portal()
if(istype(p_orange) && !QDELETED(p_orange))
return TRUE
return FALSE
/obj/item/weapon/gun/energy/wormhole_projector/proc/crosslink()
/obj/item/gun/energy/wormhole_projector/proc/crosslink()
if(!has_blue_portal() && !has_orange_portal())
return
if(!has_blue_portal() && has_orange_portal())
@@ -212,7 +212,7 @@
p_orange.link_portal(p_blue)
p_blue.link_portal(p_orange)
/obj/item/weapon/gun/energy/wormhole_projector/proc/create_portal(obj/item/projectile/beam/wormhole/W, turf/target)
/obj/item/gun/energy/wormhole_projector/proc/create_portal(obj/item/projectile/beam/wormhole/W, turf/target)
var/obj/effect/portal/P = new /obj/effect/portal(target, src, 300, null, FALSE, null)
if(istype(W, /obj/item/projectile/beam/wormhole/orange))
qdel(p_orange)
@@ -225,38 +225,38 @@
/* 3d printer 'pseudo guns' for borgs */
/obj/item/weapon/gun/energy/printer
/obj/item/gun/energy/printer
name = "cyborg lmg"
desc = "A machinegun that fires 3d-printed flechettes slowly regenerated using a cyborg's internal power source."
icon_state = "l6closed0"
icon = 'icons/obj/guns/projectile.dmi'
cell_type = "/obj/item/weapon/stock_parts/cell/secborg"
cell_type = "/obj/item/stock_parts/cell/secborg"
ammo_type = list(/obj/item/ammo_casing/energy/c3dbullet)
can_charge = 0
use_cyborg_cell = 1
/obj/item/weapon/gun/energy/printer/update_icon()
/obj/item/gun/energy/printer/update_icon()
return
/obj/item/weapon/gun/energy/printer/emp_act()
/obj/item/gun/energy/printer/emp_act()
return
/obj/item/weapon/gun/energy/temperature
/obj/item/gun/energy/temperature
name = "temperature gun"
icon_state = "freezegun"
desc = "A gun that changes temperatures."
origin_tech = "combat=4;materials=4;powerstorage=3;magnets=2"
ammo_type = list(/obj/item/ammo_casing/energy/temp, /obj/item/ammo_casing/energy/temp/hot)
cell_type = "/obj/item/weapon/stock_parts/cell/high"
cell_type = "/obj/item/stock_parts/cell/high"
pin = null
/obj/item/weapon/gun/energy/temperature/security
/obj/item/gun/energy/temperature/security
name = "security temperature gun"
desc = "A weapon that can only be used to its full potential by the truly robust."
origin_tech = "combat=2;materials=2;powerstorage=1;magnets=1"
pin = /obj/item/device/firing_pin
/obj/item/weapon/gun/energy/laser/instakill
/obj/item/gun/energy/laser/instakill
name = "instakill rifle"
icon_state = "instagib"
item_state = "instagib"
@@ -265,22 +265,22 @@
force = 60
origin_tech = "combat=7;magnets=6"
/obj/item/weapon/gun/energy/laser/instakill/red
/obj/item/gun/energy/laser/instakill/red
desc = "A specialized ASMD laser-rifle, capable of flat-out disintegrating most targets in a single hit. This one has a red design."
icon_state = "instagibred"
item_state = "instagibred"
ammo_type = list(/obj/item/ammo_casing/energy/instakill/red)
/obj/item/weapon/gun/energy/laser/instakill/blue
/obj/item/gun/energy/laser/instakill/blue
desc = "A specialized ASMD laser-rifle, capable of flat-out disintegrating most targets in a single hit. This one has a blue design."
icon_state = "instagibblue"
item_state = "instagibblue"
ammo_type = list(/obj/item/ammo_casing/energy/instakill/blue)
/obj/item/weapon/gun/energy/laser/instakill/emp_act() //implying you could stop the instagib
/obj/item/gun/energy/laser/instakill/emp_act() //implying you could stop the instagib
return
/obj/item/weapon/gun/energy/gravity_gun
/obj/item/gun/energy/gravity_gun
name = "one-point bluespace-gravitational manipulator"
desc = "An experimental, multi-mode device that fires bolts of Zero-Point Energy, causing local distortions in gravity."
ammo_type = list(/obj/item/ammo_casing/energy/gravityrepulse, /obj/item/ammo_casing/energy/gravityattract, /obj/item/ammo_casing/energy/gravitychaos)
+6 -6
View File
@@ -1,4 +1,4 @@
/obj/item/weapon/gun/energy/taser
/obj/item/gun/energy/taser
name = "taser gun"
desc = "A low-capacity, energy-based stun gun used by security teams to subdue targets at range."
icon_state = "taser"
@@ -7,7 +7,7 @@
origin_tech = "combat=3"
ammo_x_offset = 3
/obj/item/weapon/gun/energy/tesla_revolver
/obj/item/gun/energy/tesla_revolver
name = "tesla gun"
desc = "An experimental gun based on an experimental engine, it's about as likely to kill its operator as it is the target."
icon_state = "tesla"
@@ -18,7 +18,7 @@
pin = null
shaded_charge = 1
/obj/item/weapon/gun/energy/e_gun/advtaser
/obj/item/gun/energy/e_gun/advtaser
name = "hybrid taser"
desc = "A dual-mode taser designed to fire both short-range high-power electrodes and long-range disabler beams."
icon_state = "advtaser"
@@ -26,14 +26,14 @@
origin_tech = "combat=4"
ammo_x_offset = 2
/obj/item/weapon/gun/energy/e_gun/advtaser/cyborg
/obj/item/gun/energy/e_gun/advtaser/cyborg
name = "cyborg taser"
desc = "An integrated hybrid taser that draws directly from a cyborg's power cell. The weapon contains a limiter to prevent the cyborg's power cell from overheating."
can_flashlight = 0
can_charge = 0
use_cyborg_cell = 1
/obj/item/weapon/gun/energy/disabler
/obj/item/gun/energy/disabler
name = "disabler"
desc = "A self-defense weapon that exhausts organic targets, weakening them until they collapse."
icon_state = "disabler"
@@ -42,7 +42,7 @@
ammo_type = list(/obj/item/ammo_casing/energy/disabler)
ammo_x_offset = 3
/obj/item/weapon/gun/energy/disabler/cyborg
/obj/item/gun/energy/disabler/cyborg
name = "cyborg disabler"
desc = "An integrated disabler that draws from a cyborg's power cell. This weapon contains a limiter to prevent the cyborg's power cell from overheating."
can_charge = 0