update (#3)
* testing, further improvements. Tired. * FLAK * Automatic changelog generation for PR #9971 [ci skip] * Update preferences.dm * Automatic changelog generation for PR #9736 [ci skip] * this cannot go wrong * oop * Changes required to enable for maintenance protocols All combat mechs that are special get their internals_access increased so the pilots of the deathsquad / nuke team can fix up their mechs without having to steal a robotics ID. Also removes engineering from being able to access mech internals, seems weird to have if only robotics is allowed to handle mechs, probably remnant of engineering robotics? * Automatic changelog generation for PR #10115 [ci skip] * Port boops and handshakes * Update code/modules/mob/living/carbon/carbon_defense.dm Co-Authored-By: deathride58 <deathride58@users.noreply.github.com> * Update code/modules/mob/living/carbon/carbon_defense.dm Co-Authored-By: deathride58 <deathride58@users.noreply.github.com> * AAAAA * Add a nose boop sound * Add a boop sound effect * Make the boop louder. * Fixes pubby wall meds being var-edited snowflakes. * Commit suggestions Co-Authored-By: deathride58 <deathride58@users.noreply.github.com> * Commit suggestions Co-Authored-By: deathride58 <deathride58@users.noreply.github.com> * Commit suggestions Co-Authored-By: deathride58 <deathride58@users.noreply.github.com> * Commit suggestions Co-Authored-By: deathride58 <deathride58@users.noreply.github.com> * Commit suggestions Co-Authored-By: deathride58 <deathride58@users.noreply.github.com> * Commit suggestions Co-Authored-By: deathride58 <deathride58@users.noreply.github.com> * Fixes AI being unable to talk through the holopad. * Travis had a stroke. * ports "Standardize obj/updateicon() and update_icons() to update_icon()" * Update supply.dm * Update code/modules/vending/cola.dm Co-Authored-By: Ghom <42542238+Ghommie@users.noreply.github.com> * Brings carbon action intent hotkeys down to living. * Update drink_reagents.dm * Automatic changelog generation for PR #10180 [ci skip] * Automatic changelog generation for PR #10181 [ci skip] * Porting a few martial art code updates. * Adds gas miners to all maps. * Compress secK9 * whoops * Hopefully this won't screw up travis. * Two slimepeople fixes. * Automatic changelog generation for PR #10072 [ci skip] * Automatic changelog generation for PR #10225 [ci skip] * Update drink_reagents.dm * Automatic changelog generation for PR #10203 [ci skip] * Automatic changelog generation for PR #10157 [ci skip] * Automatic changelog generation for PR #10155 [ci skip] * Automatic changelog generation for PR #10111 [ci skip] * Automatic changelog generation for PR #10216 [ci skip] * Automatic changelog generation for PR #10172 [ci skip] * Automatic changelog generation for PR #10026 [ci skip] * Automatic changelog generation for PR #10076 [ci skip] * Update drinks.dm * Automatic changelog generation for PR #10153 [ci skip] * ?? * Update snacks.dm * oops * probably fixes only neutral traits existing * Automatic changelog generation for PR #10227 [ci skip] * argk * Chef buffs chef buffs tastier food. "The strong flavor of" was always in game but someone put it behind an else if statement that would never proc. Now if there's more than 45% (or 30% if you are a lizzard, hissss) of a reagent in a beaker, you will taste a strong flavor! Hurrah! * Automatic changelog generation for PR #10228 [ci skip] * fixes the sprites * Actually hold on So that not everything in the game now tastes like STRONG FLAVOUR. That'd be annoying. * Magic number man bad, also all heads can spam CC now * im baby dumb and removed "a hint of" by accident. Okay whoops haha there we go now both strong and weak should work. * oh hey macros. slightly less ugly ™ * modular man bad. now mörge this so chefs can make delicious dish, hemk. * Update carbon.dm * lolman acctually knows how the stuff work * AAAAAAAAAAAAAAAAAAAA * Update flashbang.dm * thank you based ghomtainer (when) Co-Authored-By: Ghom <42542238+Ghommie@users.noreply.github.com> * thank you based ghomtainer (when) 2x how did i not notice this * Automatic changelog generation for PR #10204 [ci skip] * Converts the main timsorts file from relative pathing to absolute pathing. * Ports "Added TRAIT_DISK_VERIFIER, refactors how fake disk checks work slightly" * wew * Automatic changelog generation for PR #10090 [ci skip] * Add the sprite for the landmark * Make it include my files * Automatic changelog generation for PR #10067 [ci skip] * Automatic changelog generation for PR #10160 [ci skip] * drop * Automatic changelog generation for PR #10079 [ci skip] * Automatic changelog generation for PR #10207 [ci skip] * Automatic changelog generation for PR #10214 [ci skip] * Update mob.dm * Update mob.dm * Redo my changes on Box Hopefully this will fix the conflict with the fire alarms. * h * Automatic changelog generation for PR #10193 [ci skip] * I'm a god. How can you defeat a god? What a grand and intoxicating innocence, how can you be so naive? * Automatic changelog generation for PR #10054 [ci skip] * Automatic changelog generation for PR #10126 [ci skip] * Automatic changelog generation for PR #10142 [ci skip] * Automatic changelog generation for PR #10051 [ci skip] * Automatic changelog generation for PR #9925 [ci skip] * Automatic changelog generation for PR #9563 [ci skip] * Atomises out the magicnumber change * Automatic changelog generation for PR #10231 [ci skip] * Automatic changelog generation for PR #10235 [ci skip] * Automatic changelog generation for PR #10200 [ci skip] * Fix the nose boop. * Remove extra indentations * Update inhand_holder.dm * hhh * ghom help * ff * ff * Automatic changelog generation for PR #10058 [ci skip] * Automatic changelog generation for PR #10059 [ci skip] * Automatic changelog generation for PR #9596 [ci skip] * Automatic changelog generation for PR #9940 [ci skip] * Automatic changelog generation for PR #10232 [ci skip] * Automatic changelog generation for PR #10141 [ci skip] * Begone crap. * I gotta go fast. * QoL Update Move the Engines to a subfolder to be cleaner when there will be 20 submaps on different maps and change the Tesla Submap to incorporate a few changes I did for the Singulo submap. * Magic number baaad * Make things even more organized * Better safe than sorry. * Automatic changelog generation for PR #10164 [ci skip] * Automatic changelog generation for PR #10120 [ci skip] * Automatic changelog generation for PR #10257 [ci skip] * typo * Unnecessary OOC note. * Is merging someone else's PR you personally fixed considerable as self-merging? * I'm playing dirty because we have too many PRs to merge anyway. * Automatic changelog generation for PR #10096 [ci skip] * Automatic changelog generation for PR #9950 [ci skip] * Automatic changelog generation for PR #10190 [ci skip] * Automatic changelog generation for PR #9830 [ci skip] * Suggestions * Fix indentation * lowered to 10 after i struggled to open tickets panel * FUUUUUUUUUUUCK * Nerfs fun * FUUUUUUUUUCK v2 * Automatic changelog generation for PR #10263 [ci skip] * QoL Update - Rename the cameras and place two more - Unanchor the shields generators and emitters because they were bugged and will save more time - Put more rad closets on the Singulo - Put more insuls on the Tesla since they protect - Moved the Engineer clothing locker to Boxstation instead of having it in the Engine - Added a button to the shutters on the north side of PA - Added a marker to show where to place the console - Rewire the power wire to be more in a straight line. * Forgot a " * Forgot a button on the Tesla * Update supply.dm * readds sprites * Fills white first aid kits to the brim. Ergo how I was fooled into believing it was a tweak and not a nerf. * Connect the fuel pipe to somewhere * no more 40% time dilation * Update __donator.dm * Update modular_citadel/code/modules/client/loadout/__donator.dm Co-Authored-By: Ghom <42542238+Ghommie@users.noreply.github.com> * Update modular_citadel/code/modules/client/loadout/__donator.dm Co-Authored-By: Ghom <42542238+Ghommie@users.noreply.github.com> * Update modular_citadel/code/modules/client/loadout/__donator.dm Co-Authored-By: Ghom <42542238+Ghommie@users.noreply.github.com> * Update custom_items.dm * Automatic changelog generation for PR #10254 [ci skip] * Fix areas and tiles getting ripped off * Also give Tesla's emitters R-floors * Automatic changelog generation for PR #10093 [ci skip] * Automatic changelog generation for PR #10210 [ci skip] * Automatic changelog generation for PR #10246 [ci skip] * Update custom_items.dm * Automatic changelog generation for PR #10218 [ci skip] * Automatic changelog generation for PR #10274 [ci skip] * Add the option to restrict the Engine that spawn * Revert "Add the option to restrict the Engine that spawn" This reverts commite3e1f91635. * Revert "Revert "Add the option to restrict the Engine that spawn"" This reverts commitd851beea16. * Add config options * Move the config up to avoid conflict * Automatic changelog generation for PR #10245 [ci skip] Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: kevinz000 <2003111+kevinz000@users.noreply.github.com> Co-authored-by: CitadelStationBot <citadelstationcommunity@gmail.com> Co-authored-by: Lin <linzolle@gmail.com> Co-authored-by: kappa-sama <44128284+kappa-sama@users.noreply.github.com> Co-authored-by: DeltaFire15 <46569814+DeltaFire15@users.noreply.github.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> Co-authored-by: BlackMajor <henrydyer6@hotmail.com> Co-authored-by: deathride58 <deathride58@users.noreply.github.com> Co-authored-by: Putnam3145 <putnam3145@gmail.com> Co-authored-by: Trilbyspaceclone <30435998+Trilbyspaceclone@users.noreply.github.com> Co-authored-by: GrayRachnid <Gray_icy@hotmail.com> Co-authored-by: B1gb3ast <Yeremyrus@live.nl> Co-authored-by: Seris02 <49109742+Seris02@users.noreply.github.com> Co-authored-by: lolman360 <22850904+lolman360@users.noreply.github.com> Co-authored-by: nik707 <38332985+nik707@users.noreply.github.com> Co-authored-by: LetterJay <9606363+LetterJay@users.noreply.github.com>
This commit is contained in:
@@ -67,3 +67,8 @@
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fire_sound = 'sound/weapons/emitter.ogg'
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e_cost = 2000 //20,000 is in the cell making this 10 shots before reload
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projectile_type = /obj/item/projectile/beam/emitter
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/obj/item/ammo_casing/energy/shrink
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projectile_type = /obj/item/projectile/beam/shrink
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select_name = "shrink ray"
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e_cost = 200
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@@ -198,8 +198,13 @@
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/obj/item/gun/can_trigger_gun(mob/living/user)
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. = ..()
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if(!.)
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return
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if(!handle_pins(user))
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return FALSE
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if(HAS_TRAIT(user, TRAIT_PACIFISM) && chambered?.harmful) // If the user has the pacifist trait, then they won't be able to fire [src] if the round chambered inside of [src] is lethal.
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to_chat(user, "<span class='notice'> [src] is lethally chambered! You don't want to risk harming anyone...</span>")
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return FALSE
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/obj/item/gun/proc/handle_pins(mob/living/user)
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if(pin)
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@@ -275,10 +280,6 @@
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addtimer(CALLBACK(src, .proc/process_burst, user, target, message, params, zone_override, sprd, randomized_gun_spread, randomized_bonus_spread, rand_spr, i), fire_delay * (i - 1))
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else
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if(chambered)
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if(HAS_TRAIT(user, TRAIT_PACIFISM)) // If the user has the pacifist trait, then they won't be able to fire [src] if the round chambered inside of [src] is lethal.
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if(chambered.harmful) // Is the bullet chambered harmful?
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to_chat(user, "<span class='notice'> [src] is lethally chambered! You don't want to risk harming anyone...</span>")
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return
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sprd = round((rand() - 0.5) * DUALWIELD_PENALTY_EXTRA_MULTIPLIER * (randomized_gun_spread + randomized_bonus_spread))
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if(!chambered.fire_casing(target, user, params, , suppressed, zone_override, sprd, src))
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shoot_with_empty_chamber(user)
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@@ -225,10 +225,11 @@
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spread = 2
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/obj/item/gun/ballistic/shotgun/automatic/combat/compact/AltClick(mob/living/user)
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. = ..()
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if(!istype(user) || !user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
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return
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toggle_stock(user)
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. = ..()
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return TRUE
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/obj/item/gun/ballistic/shotgun/automatic/combat/compact/examine(mob/user)
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. = ..()
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@@ -289,8 +290,10 @@
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to_chat(user, "You switch to tube A.")
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/obj/item/gun/ballistic/shotgun/automatic/dual_tube/AltClick(mob/living/user)
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. = ..()
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if(!istype(user) || !user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
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return
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pump()
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return TRUE
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// DOUBLE BARRELED SHOTGUN and IMPROVISED SHOTGUN are in revolver.dm
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@@ -151,3 +151,17 @@
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max_syringes = 1
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desc = "[initial(desc)] It has a [B] strapped to it, but it doesn't seem to be doing anything."
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..()
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/obj/item/gun/syringe/blowgun
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name = "blowgun"
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desc = "Fire syringes at a short distance."
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icon_state = "blowgun"
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item_state = "blowgun"
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fire_sound = 'sound/items/syringeproj.ogg'
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/obj/item/gun/syringe/blowgun/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
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visible_message("<span class='danger'>[user] starts aiming with a blowgun!</span>")
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if(do_after(user, 25, target = src))
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user.adjustStaminaLoss(20)
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user.adjustOxyLoss(20)
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..()
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@@ -180,7 +180,7 @@
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else
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new /obj/effect/temp_visual/dir_setting/bloodsplatter(target_loca, splatter_dir, bloodtype_to_color())
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if(iscarbon(L))
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if(iscarbon(L) && !HAS_TRAIT(L, TRAIT_NOMARROW))
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var/mob/living/carbon/C = L
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C.bleed(damage)
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else
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@@ -190,3 +190,21 @@
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var/mob/living/carbon/M = target
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M.visible_message("<span class='danger'>[M] explodes into a shower of gibs!</span>")
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M.gib()
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//a shrink ray that shrinks stuff, which grows back after a short while.
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/obj/item/projectile/beam/shrink
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name = "shrink ray"
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icon_state = "blue_laser"
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hitsound = 'sound/weapons/shrink_hit.ogg'
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damage = 0
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damage_type = STAMINA
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flag = "energy"
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impact_effect_type = /obj/effect/temp_visual/impact_effect/shrink
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light_color = LIGHT_COLOR_BLUE
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var/shrink_time = 90
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/obj/item/projectile/beam/shrink/on_hit(atom/target, blocked = FALSE)
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. = ..()
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if(isopenturf(target) || istype(target, /turf/closed/indestructible))//shrunk floors wouldnt do anything except look weird, i-walls shouldnt be bypassable
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return
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target.AddComponent(/datum/component/shrink, shrink_time)
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@@ -1,203 +0,0 @@
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/obj/item/projectile/energy
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name = "energy"
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icon_state = "spark"
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damage = 0
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damage_type = BURN
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flag = "energy"
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is_reflectable = TRUE
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/obj/item/projectile/energy/chameleon
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nodamage = TRUE
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/obj/item/projectile/energy/electrode
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name = "electrode"
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icon_state = "spark"
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color = "#FFFF00"
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nodamage = 1
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knockdown = 100
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stutter = 5
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jitter = 20
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hitsound = 'sound/weapons/taserhit.ogg'
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range = 7
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tracer_type = /obj/effect/projectile/tracer/stun
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muzzle_type = /obj/effect/projectile/muzzle/stun
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impact_type = /obj/effect/projectile/impact/stun
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/obj/item/projectile/energy/electrode/on_hit(atom/target, blocked = FALSE)
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. = ..()
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if(!ismob(target) || blocked >= 100) //Fully blocked by mob or collided with dense object - burst into sparks!
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do_sparks(1, TRUE, src)
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else if(iscarbon(target))
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var/mob/living/carbon/C = target
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if(C.dna && C.dna.check_mutation(HULK))
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C.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ))
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else if((C.status_flags & CANKNOCKDOWN) && !HAS_TRAIT(C, TRAIT_STUNIMMUNE))
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addtimer(CALLBACK(C, /mob/living/carbon.proc/do_jitter_animation, jitter), 5)
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/obj/item/projectile/energy/electrode/on_range() //to ensure the bolt sparks when it reaches the end of its range if it didn't hit a target yet
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do_sparks(1, TRUE, src)
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..()
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/obj/item/projectile/energy/net
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name = "energy netting"
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icon_state = "e_netting"
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damage = 10
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damage_type = STAMINA
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hitsound = 'sound/weapons/taserhit.ogg'
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range = 10
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/obj/item/projectile/energy/net/Initialize()
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. = ..()
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SpinAnimation()
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/obj/item/projectile/energy/net/on_hit(atom/target, blocked = FALSE)
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if(isliving(target))
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var/turf/Tloc = get_turf(target)
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if(!locate(/obj/effect/nettingportal) in Tloc)
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new /obj/effect/nettingportal(Tloc)
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..()
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/obj/item/projectile/energy/net/on_range()
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do_sparks(1, TRUE, src)
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..()
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/obj/effect/nettingportal
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name = "DRAGnet teleportation field"
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desc = "A field of bluespace energy, locking on to teleport a target."
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icon = 'icons/effects/effects.dmi'
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icon_state = "dragnetfield"
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light_range = 3
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anchored = TRUE
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/obj/effect/nettingportal/Initialize()
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. = ..()
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var/obj/item/radio/beacon/teletarget = null
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for(var/obj/machinery/computer/teleporter/com in GLOB.machines)
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if(com.target)
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if(com.power_station && com.power_station.teleporter_hub && com.power_station.engaged)
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teletarget = com.target
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addtimer(CALLBACK(src, .proc/pop, teletarget), 30)
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/obj/effect/nettingportal/proc/pop(teletarget)
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if(teletarget)
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for(var/mob/living/L in get_turf(src))
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do_teleport(L, teletarget, 2)//teleport what's in the tile to the beacon
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else
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for(var/mob/living/L in get_turf(src))
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do_teleport(L, L, 15) //Otherwise it just warps you off somewhere.
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qdel(src)
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/obj/effect/nettingportal/singularity_act()
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return
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/obj/effect/nettingportal/singularity_pull()
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return
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/obj/item/projectile/energy/trap
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name = "energy snare"
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icon_state = "e_snare"
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nodamage = 1
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knockdown = 20
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hitsound = 'sound/weapons/taserhit.ogg'
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range = 4
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/obj/item/projectile/energy/trap/on_hit(atom/target, blocked = FALSE)
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if(!ismob(target) || blocked >= 100) //Fully blocked by mob or collided with dense object - drop a trap
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new/obj/item/restraints/legcuffs/beartrap/energy(get_turf(loc))
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else if(iscarbon(target))
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var/obj/item/restraints/legcuffs/beartrap/B = new /obj/item/restraints/legcuffs/beartrap/energy(get_turf(target))
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B.Crossed(target)
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..()
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/obj/item/projectile/energy/trap/on_range()
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new /obj/item/restraints/legcuffs/beartrap/energy(loc)
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..()
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/obj/item/projectile/energy/trap/cyborg
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name = "Energy Bola"
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icon_state = "e_snare"
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nodamage = 1
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knockdown = 0
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hitsound = 'sound/weapons/taserhit.ogg'
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range = 10
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/obj/item/projectile/energy/trap/cyborg/on_hit(atom/target, blocked = FALSE)
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if(!ismob(target) || blocked >= 100)
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do_sparks(1, TRUE, src)
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qdel(src)
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if(iscarbon(target))
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var/obj/item/restraints/legcuffs/beartrap/B = new /obj/item/restraints/legcuffs/beartrap/energy/cyborg(get_turf(target))
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B.Crossed(target)
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QDEL_IN(src, 10)
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..()
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/obj/item/projectile/energy/trap/cyborg/on_range()
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do_sparks(1, TRUE, src)
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qdel(src)
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/obj/item/projectile/energy/declone
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name = "radiation beam"
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icon_state = "declone"
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damage = 20
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damage_type = CLONE
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irradiate = 10
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impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser
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/obj/item/projectile/energy/dart //ninja throwing dart
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name = "dart"
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icon_state = "toxin"
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damage = 5
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damage_type = TOX
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knockdown = 100
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range = 7
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/obj/item/projectile/energy/bolt //ebow bolts
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name = "bolt"
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icon_state = "cbbolt"
|
||||
damage = 8
|
||||
damage_type = TOX
|
||||
nodamage = 0
|
||||
knockdown = 100
|
||||
stutter = 5
|
||||
|
||||
/obj/item/projectile/energy/bolt/halloween
|
||||
name = "candy corn"
|
||||
icon_state = "candy_corn"
|
||||
|
||||
/obj/item/projectile/energy/bolt/large
|
||||
damage = 20
|
||||
|
||||
/obj/item/projectile/energy/tesla
|
||||
name = "tesla bolt"
|
||||
icon_state = "tesla_projectile"
|
||||
impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
|
||||
var/chain
|
||||
|
||||
/obj/item/projectile/energy/tesla/fire(setAngle)
|
||||
if(firer)
|
||||
chain = firer.Beam(src, icon_state = "lightning[rand(1, 12)]", time = INFINITY, maxdistance = INFINITY)
|
||||
..()
|
||||
|
||||
/obj/item/projectile/energy/tesla/Destroy()
|
||||
qdel(chain)
|
||||
return ..()
|
||||
|
||||
/obj/item/projectile/energy/tesla/revolver
|
||||
name = "energy orb"
|
||||
|
||||
/obj/item/projectile/energy/tesla/revolver/on_hit(atom/target)
|
||||
. = ..()
|
||||
if(isliving(target))
|
||||
tesla_zap(target, 3, 10000)
|
||||
qdel(src)
|
||||
|
||||
/obj/item/projectile/energy/tesla/cannon
|
||||
name = "tesla orb"
|
||||
|
||||
/obj/item/projectile/energy/tesla/cannon/on_hit(atom/target)
|
||||
. = ..()
|
||||
tesla_zap(target, 3, 10000, explosive = FALSE, stun_mobs = FALSE)
|
||||
qdel(src)
|
||||
@@ -23,6 +23,7 @@
|
||||
var/mob/living/carbon/C = target
|
||||
SEND_SIGNAL(C, COMSIG_ADD_MOOD_EVENT, "tased", /datum/mood_event/tased)
|
||||
SEND_SIGNAL(C, COMSIG_LIVING_MINOR_SHOCK)
|
||||
C.IgniteMob()
|
||||
if(C.dna && C.dna.check_mutation(HULK))
|
||||
C.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ), forced = "hulk")
|
||||
else if((C.status_flags & CANKNOCKDOWN) && !HAS_TRAIT(C, TRAIT_STUNIMMUNE))
|
||||
|
||||
@@ -507,4 +507,32 @@
|
||||
return
|
||||
var/turf/T = get_turf(target)
|
||||
for(var/i=0, i<50, i+=10)
|
||||
addtimer(CALLBACK(GLOBAL_PROC, .proc/explosion, T, -1, exp_heavy, exp_light, exp_flash, FALSE, FALSE, exp_fire), i)
|
||||
addtimer(CALLBACK(GLOBAL_PROC, .proc/explosion, T, -1, exp_heavy, exp_light, exp_flash, FALSE, FALSE, exp_fire), i)
|
||||
|
||||
/obj/item/projectile/magic/nuclear
|
||||
name = "\proper blazing manliness"
|
||||
icon_state = "nuclear"
|
||||
nodamage = TRUE
|
||||
var/mob/living/victim = null
|
||||
var/used = 0
|
||||
|
||||
/obj/item/projectile/magic/nuclear/on_hit(target)
|
||||
if(used)
|
||||
return
|
||||
new/obj/effect/temp_visual/slugboom(get_turf(src))
|
||||
if(ismob(target))
|
||||
if(target == victim)
|
||||
return
|
||||
used = 1
|
||||
visible_message("<span class='danger'>[victim] slams into [target] with explosive force!</span>")
|
||||
explosion(src, 2, 3, 4, -1, TRUE, FALSE, 5)
|
||||
else
|
||||
used = 1
|
||||
victim.take_overall_damage(30,30)
|
||||
victim.Knockdown(60)
|
||||
explosion(src, -1, -1, -1, -1, FALSE, FALSE, 5)
|
||||
|
||||
/obj/item/projectile/magic/nuclear/Destroy()
|
||||
for(var/atom/movable/AM in contents)
|
||||
AM.forceMove(get_turf(src))
|
||||
. = ..()
|
||||
@@ -6,7 +6,6 @@
|
||||
damage_type = BURN
|
||||
hitsound = 'sound/weapons/sear.ogg'
|
||||
hitsound_wall = 'sound/weapons/effects/searwall.ogg'
|
||||
icon = 'modular_citadel/icons/obj/VGprojectile.dmi'
|
||||
lefthand_file = 'modular_citadel/icons/mob/citadel/guns_lefthand.dmi'
|
||||
righthand_file = 'modular_citadel/icons/mob/citadel/guns_righthand.dmi'
|
||||
|
||||
@@ -14,6 +13,5 @@
|
||||
name = "buster pellet"
|
||||
icon_state = "megabuster"
|
||||
nodamage = 1
|
||||
icon = 'modular_citadel/icons/obj/VGprojectile.dmi'
|
||||
lefthand_file = 'modular_citadel/icons/mob/citadel/guns_lefthand.dmi'
|
||||
righthand_file = 'modular_citadel/icons/mob/citadel/guns_righthand.dmi'
|
||||
|
||||
@@ -1,5 +1,4 @@
|
||||
obj/item/projectile/energy/plasmabolt
|
||||
icon = 'modular_citadel/icons/obj/VGProjectile.dmi'
|
||||
name = "plasma bolt"
|
||||
icon_state = "plasma"
|
||||
flag = "energy"
|
||||
|
||||
Reference in New Issue
Block a user