Merge remote-tracking branch 'citadel/master' into mobility_flags
This commit is contained in:
@@ -1,85 +1,85 @@
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/obj/item/ammo_casing
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name = "bullet casing"
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desc = "A bullet casing."
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icon = 'icons/obj/ammo.dmi'
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icon_state = "s-casing"
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flags_1 = CONDUCT_1
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slot_flags = ITEM_SLOT_BELT
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throwforce = 0
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w_class = WEIGHT_CLASS_TINY
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materials = list(MAT_METAL = 500)
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var/fire_sound = null //What sound should play when this ammo is fired
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var/caliber = null //Which kind of guns it can be loaded into
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var/projectile_type = null //The bullet type to create when New() is called
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var/obj/item/projectile/BB = null //The loaded bullet
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var/pellets = 1 //Pellets for spreadshot
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var/variance = 0 //Variance for inaccuracy fundamental to the casing
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var/randomspread = 0 //Randomspread for automatics
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var/delay = 0 //Delay for energy weapons
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var/click_cooldown_override = 0 //Override this to make your gun have a faster fire rate, in tenths of a second. 4 is the default gun cooldown.
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var/firing_effect_type = /obj/effect/temp_visual/dir_setting/firing_effect //the visual effect appearing when the ammo is fired.
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var/heavy_metal = TRUE
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var/harmful = TRUE //pacifism check for boolet, set to FALSE if bullet is non-lethal
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/obj/item/ammo_casing/spent
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name = "spent bullet casing"
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BB = null
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/obj/item/ammo_casing/Initialize()
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. = ..()
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if(projectile_type)
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BB = new projectile_type(src)
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pixel_x = rand(-10, 10)
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pixel_y = rand(-10, 10)
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setDir(pick(GLOB.alldirs))
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update_icon()
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/obj/item/ammo_casing/update_icon()
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..()
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icon_state = "[initial(icon_state)][BB ? "-live" : ""]"
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desc = "[initial(desc)][BB ? "" : " This one is spent."]"
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//proc to magically refill a casing with a new projectile
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/obj/item/ammo_casing/proc/newshot() //For energy weapons, syringe gun, shotgun shells and wands (!).
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if(!BB)
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BB = new projectile_type(src, src)
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/obj/item/ammo_casing/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/ammo_box))
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var/obj/item/ammo_box/box = I
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if(isturf(loc))
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var/boolets = 0
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for(var/obj/item/ammo_casing/bullet in loc)
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if (box.stored_ammo.len >= box.max_ammo)
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break
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if (bullet.BB)
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if (box.give_round(bullet, 0))
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boolets++
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else
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continue
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if (boolets > 0)
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box.update_icon()
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to_chat(user, "<span class='notice'>You collect [boolets] shell\s. [box] now contains [box.stored_ammo.len] shell\s.</span>")
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else
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to_chat(user, "<span class='warning'>You fail to collect anything!</span>")
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else
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return ..()
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/obj/item/ammo_casing/throw_impact(atom/A)
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if(heavy_metal)
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bounce_away(FALSE, NONE)
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. = ..()
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/obj/item/ammo_casing/proc/bounce_away(still_warm = FALSE, bounce_delay = 3)
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update_icon()
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SpinAnimation(10, 1)
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var/matrix/M = matrix(transform)
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M.Turn(rand(-170,170))
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transform = M
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pixel_x = rand(-12, 12)
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pixel_y = rand(-12, 12)
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var/turf/T = get_turf(src)
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if(still_warm && T && T.bullet_sizzle)
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addtimer(CALLBACK(GLOBAL_PROC, .proc/playsound, src, 'sound/items/welder.ogg', 20, 1), bounce_delay) //If the turf is made of water and the shell casing is still hot, make a sizzling sound when it's ejected.
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else if(T && T.bullet_bounce_sound)
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addtimer(CALLBACK(GLOBAL_PROC, .proc/playsound, src, T.bullet_bounce_sound, 60, 1), bounce_delay) //Soft / non-solid turfs that shouldn't make a sound when a shell casing is ejected over them.
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/obj/item/ammo_casing
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name = "bullet casing"
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desc = "A bullet casing."
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icon = 'icons/obj/ammo.dmi'
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icon_state = "s-casing"
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flags_1 = CONDUCT_1
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slot_flags = ITEM_SLOT_BELT
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throwforce = 0
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w_class = WEIGHT_CLASS_TINY
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materials = list(MAT_METAL = 500)
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var/fire_sound = null //What sound should play when this ammo is fired
|
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var/caliber = null //Which kind of guns it can be loaded into
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var/projectile_type = null //The bullet type to create when New() is called
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var/obj/item/projectile/BB = null //The loaded bullet
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var/pellets = 1 //Pellets for spreadshot
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var/variance = 0 //Variance for inaccuracy fundamental to the casing
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var/randomspread = 0 //Randomspread for automatics
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var/delay = 0 //Delay for energy weapons
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var/click_cooldown_override = 0 //Override this to make your gun have a faster fire rate, in tenths of a second. 4 is the default gun cooldown.
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var/firing_effect_type = /obj/effect/temp_visual/dir_setting/firing_effect //the visual effect appearing when the ammo is fired.
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var/heavy_metal = TRUE
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var/harmful = TRUE //pacifism check for boolet, set to FALSE if bullet is non-lethal
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/obj/item/ammo_casing/spent
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name = "spent bullet casing"
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BB = null
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/obj/item/ammo_casing/Initialize()
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. = ..()
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if(projectile_type)
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BB = new projectile_type(src)
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pixel_x = rand(-10, 10)
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pixel_y = rand(-10, 10)
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setDir(pick(GLOB.alldirs))
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update_icon()
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/obj/item/ammo_casing/update_icon()
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..()
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icon_state = "[initial(icon_state)][BB ? "-live" : ""]"
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desc = "[initial(desc)][BB ? "" : " This one is spent."]"
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//proc to magically refill a casing with a new projectile
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/obj/item/ammo_casing/proc/newshot() //For energy weapons, syringe gun, shotgun shells and wands (!).
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if(!BB)
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BB = new projectile_type(src, src)
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/obj/item/ammo_casing/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/ammo_box))
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var/obj/item/ammo_box/box = I
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if(isturf(loc))
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var/boolets = 0
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for(var/obj/item/ammo_casing/bullet in loc)
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if (box.stored_ammo.len >= box.max_ammo)
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break
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if (bullet.BB)
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if (box.give_round(bullet, 0))
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boolets++
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else
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continue
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if (boolets > 0)
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box.update_icon()
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to_chat(user, "<span class='notice'>You collect [boolets] shell\s. [box] now contains [box.stored_ammo.len] shell\s.</span>")
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else
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to_chat(user, "<span class='warning'>You fail to collect anything!</span>")
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else
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return ..()
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/obj/item/ammo_casing/throw_impact(atom/A)
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if(heavy_metal)
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bounce_away(FALSE, NONE)
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. = ..()
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/obj/item/ammo_casing/proc/bounce_away(still_warm = FALSE, bounce_delay = 3)
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update_icon()
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SpinAnimation(10, 1)
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var/matrix/M = matrix(transform)
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M.Turn(rand(-170,170))
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transform = M
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pixel_x = rand(-12, 12)
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pixel_y = rand(-12, 12)
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var/turf/T = get_turf(src)
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if(still_warm && T && T.bullet_sizzle)
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addtimer(CALLBACK(GLOBAL_PROC, .proc/playsound, src, 'sound/items/welder.ogg', 20, 1), bounce_delay) //If the turf is made of water and the shell casing is still hot, make a sizzling sound when it's ejected.
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else if(T && T.bullet_bounce_sound)
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addtimer(CALLBACK(GLOBAL_PROC, .proc/playsound, src, T.bullet_bounce_sound, 60, 1), bounce_delay) //Soft / non-solid turfs that shouldn't make a sound when a shell casing is ejected over them.
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@@ -1,63 +1,63 @@
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/obj/item/ammo_casing/proc/fire_casing(atom/target, mob/living/user, params, distro, quiet, zone_override, spread, atom/fired_from)
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distro += variance
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for (var/i = max(1, pellets), i > 0, i--)
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var/targloc = get_turf(target)
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ready_proj(target, user, quiet, zone_override, fired_from)
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if(distro) //We have to spread a pixel-precision bullet. throw_proj was called before so angles should exist by now...
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if(randomspread)
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spread = round((rand() - 0.5) * distro)
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else //Smart spread
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spread = round((i / pellets - 0.5) * distro)
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if(!throw_proj(target, targloc, user, params, spread))
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return 0
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if(i > 1)
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newshot()
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if(click_cooldown_override)
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user.changeNext_move(click_cooldown_override)
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else
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user.changeNext_move(CLICK_CD_RANGE)
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user.newtonian_move(get_dir(target, user))
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update_icon()
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return 1
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/obj/item/ammo_casing/proc/ready_proj(atom/target, mob/living/user, quiet, zone_override = "", fired_from)
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if (!BB)
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return
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BB.original = target
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BB.firer = user
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BB.fired_from = fired_from
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if (zone_override)
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BB.def_zone = zone_override
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else
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BB.def_zone = user.zone_selected
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BB.suppressed = quiet
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||||
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if(reagents && BB.reagents)
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reagents.trans_to(BB, reagents.total_volume) //For chemical darts/bullets
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qdel(reagents)
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/obj/item/ammo_casing/proc/throw_proj(atom/target, turf/targloc, mob/living/user, params, spread)
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var/turf/curloc = get_turf(user)
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if (!istype(targloc) || !istype(curloc) || !BB)
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return 0
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var/firing_dir
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if(BB.firer)
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firing_dir = BB.firer.dir
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if(!BB.suppressed && firing_effect_type)
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new firing_effect_type(get_turf(src), firing_dir)
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var/direct_target
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||||
if(targloc == curloc)
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if(target) //if the target is right on our location we'll skip the travelling code in the proj's fire()
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direct_target = target
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if(!direct_target)
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BB.preparePixelProjectile(target, user, params, spread)
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BB.fire(null, direct_target)
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BB = null
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return 1
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/obj/item/ammo_casing/proc/spread(turf/target, turf/current, distro)
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var/dx = abs(target.x - current.x)
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var/dy = abs(target.y - current.y)
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return locate(target.x + round(gaussian(0, distro) * (dy+2)/8, 1), target.y + round(gaussian(0, distro) * (dx+2)/8, 1), target.z)
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/obj/item/ammo_casing/proc/fire_casing(atom/target, mob/living/user, params, distro, quiet, zone_override, spread, atom/fired_from)
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distro += variance
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for (var/i = max(1, pellets), i > 0, i--)
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var/targloc = get_turf(target)
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ready_proj(target, user, quiet, zone_override, fired_from)
|
||||
if(distro) //We have to spread a pixel-precision bullet. throw_proj was called before so angles should exist by now...
|
||||
if(randomspread)
|
||||
spread = round((rand() - 0.5) * distro)
|
||||
else //Smart spread
|
||||
spread = round((i / pellets - 0.5) * distro)
|
||||
if(!throw_proj(target, targloc, user, params, spread))
|
||||
return 0
|
||||
if(i > 1)
|
||||
newshot()
|
||||
if(click_cooldown_override)
|
||||
user.changeNext_move(click_cooldown_override)
|
||||
else
|
||||
user.changeNext_move(CLICK_CD_RANGE)
|
||||
user.newtonian_move(get_dir(target, user))
|
||||
update_icon()
|
||||
return 1
|
||||
|
||||
/obj/item/ammo_casing/proc/ready_proj(atom/target, mob/living/user, quiet, zone_override = "", fired_from)
|
||||
if (!BB)
|
||||
return
|
||||
BB.original = target
|
||||
BB.firer = user
|
||||
BB.fired_from = fired_from
|
||||
if (zone_override)
|
||||
BB.def_zone = zone_override
|
||||
else
|
||||
BB.def_zone = user.zone_selected
|
||||
BB.suppressed = quiet
|
||||
|
||||
if(reagents && BB.reagents)
|
||||
reagents.trans_to(BB, reagents.total_volume) //For chemical darts/bullets
|
||||
qdel(reagents)
|
||||
|
||||
/obj/item/ammo_casing/proc/throw_proj(atom/target, turf/targloc, mob/living/user, params, spread)
|
||||
var/turf/curloc = get_turf(user)
|
||||
if (!istype(targloc) || !istype(curloc) || !BB)
|
||||
return 0
|
||||
|
||||
var/firing_dir
|
||||
if(BB.firer)
|
||||
firing_dir = BB.firer.dir
|
||||
if(!BB.suppressed && firing_effect_type)
|
||||
new firing_effect_type(get_turf(src), firing_dir)
|
||||
|
||||
var/direct_target
|
||||
if(targloc == curloc)
|
||||
if(target) //if the target is right on our location we'll skip the travelling code in the proj's fire()
|
||||
direct_target = target
|
||||
if(!direct_target)
|
||||
BB.preparePixelProjectile(target, user, params, spread)
|
||||
BB.fire(null, direct_target)
|
||||
BB = null
|
||||
return 1
|
||||
|
||||
/obj/item/ammo_casing/proc/spread(turf/target, turf/current, distro)
|
||||
var/dx = abs(target.x - current.x)
|
||||
var/dy = abs(target.y - current.y)
|
||||
return locate(target.x + round(gaussian(0, distro) * (dy+2)/8, 1), target.y + round(gaussian(0, distro) * (dx+2)/8, 1), target.z)
|
||||
|
||||
@@ -1,23 +1,23 @@
|
||||
// 1.95x129mm (SAW)
|
||||
|
||||
/obj/item/ammo_casing/mm195x129
|
||||
name = "1.95x129mm bullet casing"
|
||||
desc = "A 1.95x129mm bullet casing."
|
||||
icon_state = "762-casing"
|
||||
caliber = "mm195129"
|
||||
projectile_type = /obj/item/projectile/bullet/mm195x129
|
||||
|
||||
/obj/item/ammo_casing/mm195x129/ap
|
||||
name = "1.95x129mm armor-piercing bullet casing"
|
||||
desc = "A 1.95x129mm bullet casing designed with a hardened-tipped core to help penetrate armored targets."
|
||||
projectile_type = /obj/item/projectile/bullet/mm195x129_ap
|
||||
|
||||
/obj/item/ammo_casing/mm195x129/hollow
|
||||
name = "1.95x129mm hollow-point bullet casing"
|
||||
desc = "A 1.95x129mm bullet casing designed to cause more damage to unarmored targets."
|
||||
projectile_type = /obj/item/projectile/bullet/mm195x129_hp
|
||||
|
||||
/obj/item/ammo_casing/mm195x129/incen
|
||||
name = "1.95x129mm incendiary bullet casing"
|
||||
desc = "A 1.95x129mm bullet casing designed with a chemical-filled capsule on the tip that when bursted, reacts with the atmosphere to produce a fireball, engulfing the target in flames."
|
||||
projectile_type = /obj/item/projectile/bullet/incendiary/mm195x129
|
||||
// 1.95x129mm (SAW)
|
||||
|
||||
/obj/item/ammo_casing/mm195x129
|
||||
name = "1.95x129mm bullet casing"
|
||||
desc = "A 1.95x129mm bullet casing."
|
||||
icon_state = "762-casing"
|
||||
caliber = "mm195129"
|
||||
projectile_type = /obj/item/projectile/bullet/mm195x129
|
||||
|
||||
/obj/item/ammo_casing/mm195x129/ap
|
||||
name = "1.95x129mm armor-piercing bullet casing"
|
||||
desc = "A 1.95x129mm bullet casing designed with a hardened-tipped core to help penetrate armored targets."
|
||||
projectile_type = /obj/item/projectile/bullet/mm195x129_ap
|
||||
|
||||
/obj/item/ammo_casing/mm195x129/hollow
|
||||
name = "1.95x129mm hollow-point bullet casing"
|
||||
desc = "A 1.95x129mm bullet casing designed to cause more damage to unarmored targets."
|
||||
projectile_type = /obj/item/projectile/bullet/mm195x129_hp
|
||||
|
||||
/obj/item/ammo_casing/mm195x129/incen
|
||||
name = "1.95x129mm incendiary bullet casing"
|
||||
desc = "A 1.95x129mm bullet casing designed with a chemical-filled capsule on the tip that when bursted, reacts with the atmosphere to produce a fireball, engulfing the target in flames."
|
||||
projectile_type = /obj/item/projectile/bullet/incendiary/mm195x129
|
||||
|
||||
@@ -1,50 +1,50 @@
|
||||
// 10mm (Stechkin)
|
||||
|
||||
/obj/item/ammo_casing/c10mm
|
||||
name = ".10mm bullet casing"
|
||||
desc = "A 10mm bullet casing."
|
||||
caliber = "10mm"
|
||||
projectile_type = /obj/item/projectile/bullet/c10mm
|
||||
|
||||
/obj/item/ammo_casing/c10mm/ap
|
||||
name = ".10mm armor-piercing bullet casing"
|
||||
desc = "A 10mm armor-piercing bullet casing."
|
||||
projectile_type = /obj/item/projectile/bullet/c10mm_ap
|
||||
|
||||
/obj/item/ammo_casing/c10mm/hp
|
||||
name = ".10mm hollow-point bullet casing"
|
||||
desc = "A 10mm hollow-point bullet casing."
|
||||
projectile_type = /obj/item/projectile/bullet/c10mm_hp
|
||||
|
||||
/obj/item/ammo_casing/c10mm/fire
|
||||
name = ".10mm incendiary bullet casing"
|
||||
desc = "A 10mm incendiary bullet casing."
|
||||
projectile_type = /obj/item/projectile/bullet/incendiary/c10mm
|
||||
|
||||
// 9mm (Stechkin APS)
|
||||
|
||||
/obj/item/ammo_casing/c9mm
|
||||
name = "9mm bullet casing"
|
||||
desc = "A 9mm bullet casing."
|
||||
caliber = "9mm"
|
||||
projectile_type = /obj/item/projectile/bullet/c9mm
|
||||
|
||||
/obj/item/ammo_casing/c9mm/ap
|
||||
name = "9mm armor-piercing bullet casing"
|
||||
desc = "A 9mm armor-piercing bullet casing."
|
||||
projectile_type =/obj/item/projectile/bullet/c9mm_ap
|
||||
|
||||
/obj/item/ammo_casing/c9mm/inc
|
||||
name = "9mm incendiary bullet casing"
|
||||
desc = "A 9mm incendiary bullet casing."
|
||||
projectile_type = /obj/item/projectile/bullet/incendiary/c9mm
|
||||
|
||||
|
||||
// .50AE (Desert Eagle)
|
||||
|
||||
/obj/item/ammo_casing/a50AE
|
||||
name = ".50AE bullet casing"
|
||||
desc = "A .50AE bullet casing."
|
||||
caliber = ".50"
|
||||
projectile_type = /obj/item/projectile/bullet/a50AE
|
||||
|
||||
// 10mm (Stechkin)
|
||||
|
||||
/obj/item/ammo_casing/c10mm
|
||||
name = ".10mm bullet casing"
|
||||
desc = "A 10mm bullet casing."
|
||||
caliber = "10mm"
|
||||
projectile_type = /obj/item/projectile/bullet/c10mm
|
||||
|
||||
/obj/item/ammo_casing/c10mm/ap
|
||||
name = ".10mm armor-piercing bullet casing"
|
||||
desc = "A 10mm armor-piercing bullet casing."
|
||||
projectile_type = /obj/item/projectile/bullet/c10mm_ap
|
||||
|
||||
/obj/item/ammo_casing/c10mm/hp
|
||||
name = ".10mm hollow-point bullet casing"
|
||||
desc = "A 10mm hollow-point bullet casing."
|
||||
projectile_type = /obj/item/projectile/bullet/c10mm_hp
|
||||
|
||||
/obj/item/ammo_casing/c10mm/fire
|
||||
name = ".10mm incendiary bullet casing"
|
||||
desc = "A 10mm incendiary bullet casing."
|
||||
projectile_type = /obj/item/projectile/bullet/incendiary/c10mm
|
||||
|
||||
// 9mm (Stechkin APS)
|
||||
|
||||
/obj/item/ammo_casing/c9mm
|
||||
name = "9mm bullet casing"
|
||||
desc = "A 9mm bullet casing."
|
||||
caliber = "9mm"
|
||||
projectile_type = /obj/item/projectile/bullet/c9mm
|
||||
|
||||
/obj/item/ammo_casing/c9mm/ap
|
||||
name = "9mm armor-piercing bullet casing"
|
||||
desc = "A 9mm armor-piercing bullet casing."
|
||||
projectile_type =/obj/item/projectile/bullet/c9mm_ap
|
||||
|
||||
/obj/item/ammo_casing/c9mm/inc
|
||||
name = "9mm incendiary bullet casing"
|
||||
desc = "A 9mm incendiary bullet casing."
|
||||
projectile_type = /obj/item/projectile/bullet/incendiary/c9mm
|
||||
|
||||
|
||||
// .50AE (Desert Eagle)
|
||||
|
||||
/obj/item/ammo_casing/a50AE
|
||||
name = ".50AE bullet casing"
|
||||
desc = "A .50AE bullet casing."
|
||||
caliber = ".50"
|
||||
projectile_type = /obj/item/projectile/bullet/a50AE
|
||||
|
||||
|
||||
@@ -1,50 +1,50 @@
|
||||
// .357 (Syndie Revolver)
|
||||
|
||||
/obj/item/ammo_casing/a357
|
||||
name = ".357 bullet casing"
|
||||
desc = "A .357 bullet casing."
|
||||
caliber = "357"
|
||||
projectile_type = /obj/item/projectile/bullet/a357
|
||||
|
||||
/obj/item/ammo_casing/a357/ap
|
||||
name = ".357 armor-piercing bullet casing"
|
||||
desc = "A .357 armor-piercing bullet casing."
|
||||
projectile_type = /obj/item/projectile/bullet/a357/ap
|
||||
|
||||
// 7.62x38mmR (Nagant Revolver)
|
||||
|
||||
/obj/item/ammo_casing/n762
|
||||
name = "7.62x38mmR bullet casing"
|
||||
desc = "A 7.62x38mmR bullet casing."
|
||||
caliber = "n762"
|
||||
projectile_type = /obj/item/projectile/bullet/n762
|
||||
|
||||
// .38 (Detective's Gun)
|
||||
|
||||
/obj/item/ammo_casing/c38
|
||||
name = ".38 rubber bullet casing"
|
||||
desc = "A .38 rubber bullet casing."
|
||||
caliber = "38"
|
||||
projectile_type = /obj/item/projectile/bullet/c38/rubber
|
||||
|
||||
/obj/item/ammo_casing/c38/lethal
|
||||
name = ".38 bullet casing"
|
||||
desc = "A .38 bullet casing"
|
||||
projectile_type = /obj/item/projectile/bullet/c38
|
||||
|
||||
/obj/item/ammo_casing/c38/trac
|
||||
name = ".38 TRAC bullet casing"
|
||||
desc = "A .38 \"TRAC\" bullet casing."
|
||||
projectile_type = /obj/item/projectile/bullet/c38/trac
|
||||
|
||||
/obj/item/ammo_casing/c38/hotshot
|
||||
name = ".38 Hot Shot bullet casing"
|
||||
desc = "A .38 Hot Shot bullet casing."
|
||||
caliber = "38"
|
||||
projectile_type = /obj/item/projectile/bullet/c38/hotshot
|
||||
|
||||
/obj/item/ammo_casing/c38/iceblox
|
||||
name = ".38 Iceblox bullet casing"
|
||||
desc = "A .38 Iceblox bullet casing."
|
||||
caliber = "38"
|
||||
// .357 (Syndie Revolver)
|
||||
|
||||
/obj/item/ammo_casing/a357
|
||||
name = ".357 bullet casing"
|
||||
desc = "A .357 bullet casing."
|
||||
caliber = "357"
|
||||
projectile_type = /obj/item/projectile/bullet/a357
|
||||
|
||||
/obj/item/ammo_casing/a357/ap
|
||||
name = ".357 armor-piercing bullet casing"
|
||||
desc = "A .357 armor-piercing bullet casing."
|
||||
projectile_type = /obj/item/projectile/bullet/a357/ap
|
||||
|
||||
// 7.62x38mmR (Nagant Revolver)
|
||||
|
||||
/obj/item/ammo_casing/n762
|
||||
name = "7.62x38mmR bullet casing"
|
||||
desc = "A 7.62x38mmR bullet casing."
|
||||
caliber = "n762"
|
||||
projectile_type = /obj/item/projectile/bullet/n762
|
||||
|
||||
// .38 (Detective's Gun)
|
||||
|
||||
/obj/item/ammo_casing/c38
|
||||
name = ".38 rubber bullet casing"
|
||||
desc = "A .38 rubber bullet casing."
|
||||
caliber = "38"
|
||||
projectile_type = /obj/item/projectile/bullet/c38/rubber
|
||||
|
||||
/obj/item/ammo_casing/c38/lethal
|
||||
name = ".38 bullet casing"
|
||||
desc = "A .38 bullet casing"
|
||||
projectile_type = /obj/item/projectile/bullet/c38
|
||||
|
||||
/obj/item/ammo_casing/c38/trac
|
||||
name = ".38 TRAC bullet casing"
|
||||
desc = "A .38 \"TRAC\" bullet casing."
|
||||
projectile_type = /obj/item/projectile/bullet/c38/trac
|
||||
|
||||
/obj/item/ammo_casing/c38/hotshot
|
||||
name = ".38 Hot Shot bullet casing"
|
||||
desc = "A .38 Hot Shot bullet casing."
|
||||
caliber = "38"
|
||||
projectile_type = /obj/item/projectile/bullet/c38/hotshot
|
||||
|
||||
/obj/item/ammo_casing/c38/iceblox
|
||||
name = ".38 Iceblox bullet casing"
|
||||
desc = "A .38 Iceblox bullet casing."
|
||||
caliber = "38"
|
||||
projectile_type = /obj/item/projectile/bullet/c38/iceblox
|
||||
@@ -1,28 +1,28 @@
|
||||
// 7.62 (Nagant Rifle)
|
||||
|
||||
/obj/item/ammo_casing/a762
|
||||
name = "7.62 bullet casing"
|
||||
desc = "A 7.62 bullet casing."
|
||||
icon_state = "762-casing"
|
||||
caliber = "a762"
|
||||
projectile_type = /obj/item/projectile/bullet/a762
|
||||
|
||||
/obj/item/ammo_casing/a762/enchanted
|
||||
projectile_type = /obj/item/projectile/bullet/a762_enchanted
|
||||
|
||||
// 5.56mm (M-90gl Carbine)
|
||||
|
||||
/obj/item/ammo_casing/a556
|
||||
name = "5.56mm bullet casing"
|
||||
desc = "A 5.56mm bullet casing."
|
||||
caliber = "a556"
|
||||
projectile_type = /obj/item/projectile/bullet/a556
|
||||
|
||||
// 40mm (Grenade Launcher)
|
||||
|
||||
/obj/item/ammo_casing/a40mm
|
||||
name = "40mm HE shell"
|
||||
desc = "A cased high explosive grenade that can only be activated once fired out of a grenade launcher."
|
||||
caliber = "40mm"
|
||||
icon_state = "40mmHE"
|
||||
projectile_type = /obj/item/projectile/bullet/a40mm
|
||||
// 7.62 (Nagant Rifle)
|
||||
|
||||
/obj/item/ammo_casing/a762
|
||||
name = "7.62 bullet casing"
|
||||
desc = "A 7.62 bullet casing."
|
||||
icon_state = "762-casing"
|
||||
caliber = "a762"
|
||||
projectile_type = /obj/item/projectile/bullet/a762
|
||||
|
||||
/obj/item/ammo_casing/a762/enchanted
|
||||
projectile_type = /obj/item/projectile/bullet/a762_enchanted
|
||||
|
||||
// 5.56mm (M-90gl Carbine)
|
||||
|
||||
/obj/item/ammo_casing/a556
|
||||
name = "5.56mm bullet casing"
|
||||
desc = "A 5.56mm bullet casing."
|
||||
caliber = "a556"
|
||||
projectile_type = /obj/item/projectile/bullet/a556
|
||||
|
||||
// 40mm (Grenade Launcher)
|
||||
|
||||
/obj/item/ammo_casing/a40mm
|
||||
name = "40mm HE shell"
|
||||
desc = "A cased high explosive grenade that can only be activated once fired out of a grenade launcher."
|
||||
caliber = "40mm"
|
||||
icon_state = "40mmHE"
|
||||
projectile_type = /obj/item/projectile/bullet/a40mm
|
||||
|
||||
@@ -1,141 +1,141 @@
|
||||
// Shotgun
|
||||
|
||||
/obj/item/ammo_casing/shotgun
|
||||
name = "shotgun slug"
|
||||
desc = "A 12 gauge lead slug."
|
||||
icon_state = "blshell"
|
||||
caliber = "shotgun"
|
||||
projectile_type = /obj/item/projectile/bullet/shotgun_slug
|
||||
materials = list(MAT_METAL=4000)
|
||||
|
||||
/obj/item/ammo_casing/shotgun/beanbag
|
||||
name = "beanbag slug"
|
||||
desc = "A weak beanbag slug for riot control."
|
||||
icon_state = "bshell"
|
||||
projectile_type = /obj/item/projectile/bullet/shotgun_beanbag
|
||||
materials = list(MAT_METAL=250)
|
||||
|
||||
/obj/item/ammo_casing/shotgun/incendiary
|
||||
name = "incendiary slug"
|
||||
desc = "An incendiary-coated shotgun slug."
|
||||
icon_state = "ishell"
|
||||
projectile_type = /obj/item/projectile/bullet/incendiary/shotgun
|
||||
|
||||
/obj/item/ammo_casing/shotgun/dragonsbreath
|
||||
name = "dragonsbreath shell"
|
||||
desc = "A shotgun shell which fires a spread of incendiary pellets."
|
||||
icon_state = "ishell2"
|
||||
projectile_type = /obj/item/projectile/bullet/incendiary/shotgun/dragonsbreath
|
||||
pellets = 4
|
||||
variance = 35
|
||||
|
||||
/obj/item/ammo_casing/shotgun/stunslug
|
||||
name = "taser slug"
|
||||
desc = "A stunning taser slug."
|
||||
icon_state = "stunshell"
|
||||
projectile_type = /obj/item/projectile/bullet/shotgun_stunslug
|
||||
materials = list(MAT_METAL=250)
|
||||
|
||||
/obj/item/ammo_casing/shotgun/meteorslug
|
||||
name = "meteorslug shell"
|
||||
desc = "A shotgun shell rigged with CMC technology, which launches a massive slug when fired."
|
||||
icon_state = "mshell"
|
||||
projectile_type = /obj/item/projectile/bullet/shotgun_meteorslug
|
||||
|
||||
/obj/item/ammo_casing/shotgun/pulseslug
|
||||
name = "pulse slug"
|
||||
desc = "A delicate device which can be loaded into a shotgun. The primer acts as a button which triggers the gain medium and fires a powerful \
|
||||
energy blast. While the heat and power drain limit it to one use, it can still allow an operator to engage targets that ballistic ammunition \
|
||||
would have difficulty with."
|
||||
icon_state = "pshell"
|
||||
projectile_type = /obj/item/projectile/beam/pulse/shotgun
|
||||
|
||||
/obj/item/ammo_casing/shotgun/frag12
|
||||
name = "FRAG-12 slug"
|
||||
desc = "A high explosive breaching round for a 12 gauge shotgun."
|
||||
icon_state = "heshell"
|
||||
projectile_type = /obj/item/projectile/bullet/shotgun_frag12
|
||||
|
||||
/obj/item/ammo_casing/shotgun/buckshot
|
||||
name = "buckshot shell"
|
||||
desc = "A 12 gauge buckshot shell."
|
||||
icon_state = "gshell"
|
||||
projectile_type = /obj/item/projectile/bullet/pellet/shotgun_buckshot
|
||||
pellets = 6
|
||||
variance = 25
|
||||
|
||||
/obj/item/ammo_casing/shotgun/rubbershot
|
||||
name = "rubber shot"
|
||||
desc = "A shotgun casing filled with densely-packed rubber balls, used to incapacitate crowds from a distance."
|
||||
icon_state = "bshell"
|
||||
projectile_type = /obj/item/projectile/bullet/pellet/shotgun_rubbershot
|
||||
pellets = 6
|
||||
variance = 25
|
||||
materials = list(MAT_METAL=4000)
|
||||
|
||||
/obj/item/ammo_casing/shotgun/improvised
|
||||
name = "improvised shell"
|
||||
desc = "An extremely weak shotgun shell with multiple small pellets made out of metal shards."
|
||||
icon_state = "improvshell"
|
||||
projectile_type = /obj/item/projectile/bullet/pellet/shotgun_improvised
|
||||
materials = list(MAT_METAL=250)
|
||||
pellets = 10
|
||||
variance = 25
|
||||
|
||||
/obj/item/ammo_casing/shotgun/ion
|
||||
name = "ion shell"
|
||||
desc = "An advanced shotgun shell which uses a subspace ansible crystal to produce an effect similar to a standard ion rifle. \
|
||||
The unique properties of the crystal split the pulse into a spread of individually weaker bolts."
|
||||
icon_state = "ionshell"
|
||||
projectile_type = /obj/item/projectile/ion/weak
|
||||
pellets = 4
|
||||
variance = 35
|
||||
|
||||
/obj/item/ammo_casing/shotgun/laserslug
|
||||
name = "scatter laser shell"
|
||||
desc = "An advanced shotgun shell that uses a micro laser to replicate the effects of a scatter laser weapon in a ballistic package."
|
||||
icon_state = "lshell"
|
||||
projectile_type = /obj/item/projectile/beam/weak
|
||||
pellets = 6
|
||||
variance = 35
|
||||
|
||||
/obj/item/ammo_casing/shotgun/techshell
|
||||
name = "unloaded technological shell"
|
||||
desc = "A high-tech shotgun shell which can be loaded with materials to produce unique effects."
|
||||
icon_state = "cshell"
|
||||
projectile_type = null
|
||||
|
||||
/obj/item/ammo_casing/shotgun/dart
|
||||
name = "shotgun dart"
|
||||
desc = "A dart for use in shotguns. Can be injected with up to 30 units of any chemical."
|
||||
icon_state = "cshell"
|
||||
projectile_type = /obj/item/projectile/bullet/dart
|
||||
var/reagent_amount = 30
|
||||
|
||||
/obj/item/ammo_casing/shotgun/dart/Initialize()
|
||||
. = ..()
|
||||
create_reagents(reagent_amount, OPENCONTAINER)
|
||||
|
||||
/obj/item/ammo_casing/shotgun/dart/attackby()
|
||||
return
|
||||
|
||||
/obj/item/ammo_casing/shotgun/dart/noreact
|
||||
name = "cryostasis shotgun dart"
|
||||
desc = "A dart for use in shotguns. Uses technology similar to cryostasis beakers to keep internal reagents from reacting. Can be injected with up to 10 units of any chemical."
|
||||
icon_state = "cnrshell"
|
||||
reagent_amount = 10
|
||||
|
||||
/obj/item/ammo_casing/shotgun/dart/noreact/Initialize()
|
||||
. = ..()
|
||||
ENABLE_BITFIELD(reagents.reagents_holder_flags, NO_REACT)
|
||||
|
||||
/obj/item/ammo_casing/shotgun/dart/bioterror
|
||||
desc = "A shotgun dart filled with deadly toxins."
|
||||
|
||||
/obj/item/ammo_casing/shotgun/dart/bioterror/Initialize()
|
||||
. = ..()
|
||||
reagents.add_reagent("neurotoxin", 6)
|
||||
reagents.add_reagent("spore", 6)
|
||||
reagents.add_reagent("mutetoxin", 6) //;HELP OPS IN MAINT
|
||||
reagents.add_reagent("coniine", 6)
|
||||
reagents.add_reagent("sodium_thiopental", 6)
|
||||
// Shotgun
|
||||
|
||||
/obj/item/ammo_casing/shotgun
|
||||
name = "shotgun slug"
|
||||
desc = "A 12 gauge lead slug."
|
||||
icon_state = "blshell"
|
||||
caliber = "shotgun"
|
||||
projectile_type = /obj/item/projectile/bullet/shotgun_slug
|
||||
materials = list(MAT_METAL=4000)
|
||||
|
||||
/obj/item/ammo_casing/shotgun/beanbag
|
||||
name = "beanbag slug"
|
||||
desc = "A weak beanbag slug for riot control."
|
||||
icon_state = "bshell"
|
||||
projectile_type = /obj/item/projectile/bullet/shotgun_beanbag
|
||||
materials = list(MAT_METAL=250)
|
||||
|
||||
/obj/item/ammo_casing/shotgun/incendiary
|
||||
name = "incendiary slug"
|
||||
desc = "An incendiary-coated shotgun slug."
|
||||
icon_state = "ishell"
|
||||
projectile_type = /obj/item/projectile/bullet/incendiary/shotgun
|
||||
|
||||
/obj/item/ammo_casing/shotgun/dragonsbreath
|
||||
name = "dragonsbreath shell"
|
||||
desc = "A shotgun shell which fires a spread of incendiary pellets."
|
||||
icon_state = "ishell2"
|
||||
projectile_type = /obj/item/projectile/bullet/incendiary/shotgun/dragonsbreath
|
||||
pellets = 4
|
||||
variance = 35
|
||||
|
||||
/obj/item/ammo_casing/shotgun/stunslug
|
||||
name = "taser slug"
|
||||
desc = "A stunning taser slug."
|
||||
icon_state = "stunshell"
|
||||
projectile_type = /obj/item/projectile/bullet/shotgun_stunslug
|
||||
materials = list(MAT_METAL=250)
|
||||
|
||||
/obj/item/ammo_casing/shotgun/meteorslug
|
||||
name = "meteorslug shell"
|
||||
desc = "A shotgun shell rigged with CMC technology, which launches a massive slug when fired."
|
||||
icon_state = "mshell"
|
||||
projectile_type = /obj/item/projectile/bullet/shotgun_meteorslug
|
||||
|
||||
/obj/item/ammo_casing/shotgun/pulseslug
|
||||
name = "pulse slug"
|
||||
desc = "A delicate device which can be loaded into a shotgun. The primer acts as a button which triggers the gain medium and fires a powerful \
|
||||
energy blast. While the heat and power drain limit it to one use, it can still allow an operator to engage targets that ballistic ammunition \
|
||||
would have difficulty with."
|
||||
icon_state = "pshell"
|
||||
projectile_type = /obj/item/projectile/beam/pulse/shotgun
|
||||
|
||||
/obj/item/ammo_casing/shotgun/frag12
|
||||
name = "FRAG-12 slug"
|
||||
desc = "A high explosive breaching round for a 12 gauge shotgun."
|
||||
icon_state = "heshell"
|
||||
projectile_type = /obj/item/projectile/bullet/shotgun_frag12
|
||||
|
||||
/obj/item/ammo_casing/shotgun/buckshot
|
||||
name = "buckshot shell"
|
||||
desc = "A 12 gauge buckshot shell."
|
||||
icon_state = "gshell"
|
||||
projectile_type = /obj/item/projectile/bullet/pellet/shotgun_buckshot
|
||||
pellets = 6
|
||||
variance = 25
|
||||
|
||||
/obj/item/ammo_casing/shotgun/rubbershot
|
||||
name = "rubber shot"
|
||||
desc = "A shotgun casing filled with densely-packed rubber balls, used to incapacitate crowds from a distance."
|
||||
icon_state = "bshell"
|
||||
projectile_type = /obj/item/projectile/bullet/pellet/shotgun_rubbershot
|
||||
pellets = 6
|
||||
variance = 25
|
||||
materials = list(MAT_METAL=4000)
|
||||
|
||||
/obj/item/ammo_casing/shotgun/improvised
|
||||
name = "improvised shell"
|
||||
desc = "An extremely weak shotgun shell with multiple small pellets made out of metal shards."
|
||||
icon_state = "improvshell"
|
||||
projectile_type = /obj/item/projectile/bullet/pellet/shotgun_improvised
|
||||
materials = list(MAT_METAL=250)
|
||||
pellets = 10
|
||||
variance = 25
|
||||
|
||||
/obj/item/ammo_casing/shotgun/ion
|
||||
name = "ion shell"
|
||||
desc = "An advanced shotgun shell which uses a subspace ansible crystal to produce an effect similar to a standard ion rifle. \
|
||||
The unique properties of the crystal split the pulse into a spread of individually weaker bolts."
|
||||
icon_state = "ionshell"
|
||||
projectile_type = /obj/item/projectile/ion/weak
|
||||
pellets = 4
|
||||
variance = 35
|
||||
|
||||
/obj/item/ammo_casing/shotgun/laserslug
|
||||
name = "scatter laser shell"
|
||||
desc = "An advanced shotgun shell that uses a micro laser to replicate the effects of a scatter laser weapon in a ballistic package."
|
||||
icon_state = "lshell"
|
||||
projectile_type = /obj/item/projectile/beam/weak
|
||||
pellets = 6
|
||||
variance = 35
|
||||
|
||||
/obj/item/ammo_casing/shotgun/techshell
|
||||
name = "unloaded technological shell"
|
||||
desc = "A high-tech shotgun shell which can be loaded with materials to produce unique effects."
|
||||
icon_state = "cshell"
|
||||
projectile_type = null
|
||||
|
||||
/obj/item/ammo_casing/shotgun/dart
|
||||
name = "shotgun dart"
|
||||
desc = "A dart for use in shotguns. Can be injected with up to 30 units of any chemical."
|
||||
icon_state = "cshell"
|
||||
projectile_type = /obj/item/projectile/bullet/dart
|
||||
var/reagent_amount = 30
|
||||
|
||||
/obj/item/ammo_casing/shotgun/dart/Initialize()
|
||||
. = ..()
|
||||
create_reagents(reagent_amount, OPENCONTAINER)
|
||||
|
||||
/obj/item/ammo_casing/shotgun/dart/attackby()
|
||||
return
|
||||
|
||||
/obj/item/ammo_casing/shotgun/dart/noreact
|
||||
name = "cryostasis shotgun dart"
|
||||
desc = "A dart for use in shotguns. Uses technology similar to cryostasis beakers to keep internal reagents from reacting. Can be injected with up to 10 units of any chemical."
|
||||
icon_state = "cnrshell"
|
||||
reagent_amount = 10
|
||||
|
||||
/obj/item/ammo_casing/shotgun/dart/noreact/Initialize()
|
||||
. = ..()
|
||||
ENABLE_BITFIELD(reagents.reagents_holder_flags, NO_REACT)
|
||||
|
||||
/obj/item/ammo_casing/shotgun/dart/bioterror
|
||||
desc = "A shotgun dart filled with deadly toxins."
|
||||
|
||||
/obj/item/ammo_casing/shotgun/dart/bioterror/Initialize()
|
||||
. = ..()
|
||||
reagents.add_reagent(/datum/reagent/toxin/fentanyl, 6)
|
||||
reagents.add_reagent(/datum/reagent/toxin/spore, 6)
|
||||
reagents.add_reagent(/datum/reagent/toxin/mutetoxin, 6) //;HELP OPS IN MAINT
|
||||
reagents.add_reagent(/datum/reagent/toxin/coniine, 6)
|
||||
reagents.add_reagent(/datum/reagent/toxin/sodium_thiopental, 6)
|
||||
|
||||
@@ -1,32 +1,32 @@
|
||||
// 4.6x30mm (Autorifles)
|
||||
|
||||
/obj/item/ammo_casing/c46x30mm
|
||||
name = "4.6x30mm bullet casing"
|
||||
desc = "A 4.6x30mm bullet casing."
|
||||
caliber = "4.6x30mm"
|
||||
projectile_type = /obj/item/projectile/bullet/c46x30mm
|
||||
|
||||
/obj/item/ammo_casing/c46x30mm/ap
|
||||
name = "4.6x30mm armor-piercing bullet casing"
|
||||
desc = "A 4.6x30mm armor-piercing bullet casing."
|
||||
projectile_type = /obj/item/projectile/bullet/c46x30mm_ap
|
||||
|
||||
/obj/item/ammo_casing/c46x30mm/inc
|
||||
name = "4.6x30mm incendiary bullet casing"
|
||||
desc = "A 4.6x30mm incendiary bullet casing."
|
||||
projectile_type = /obj/item/projectile/bullet/incendiary/c46x30mm
|
||||
|
||||
// .45 (M1911 + C20r)
|
||||
|
||||
/obj/item/ammo_casing/c45
|
||||
name = ".45 bullet casing"
|
||||
desc = "A .45 bullet casing."
|
||||
caliber = ".45"
|
||||
projectile_type = /obj/item/projectile/bullet/c45
|
||||
|
||||
/obj/item/ammo_casing/c45/nostamina
|
||||
projectile_type = /obj/item/projectile/bullet/c45_nostamina
|
||||
|
||||
/obj/item/ammo_casing/c45/kitchengun
|
||||
desc = "A .45 bullet casing. It has a small sponge attached to it."
|
||||
projectile_type = /obj/item/projectile/bullet/c45_cleaning
|
||||
// 4.6x30mm (Autorifles)
|
||||
|
||||
/obj/item/ammo_casing/c46x30mm
|
||||
name = "4.6x30mm bullet casing"
|
||||
desc = "A 4.6x30mm bullet casing."
|
||||
caliber = "4.6x30mm"
|
||||
projectile_type = /obj/item/projectile/bullet/c46x30mm
|
||||
|
||||
/obj/item/ammo_casing/c46x30mm/ap
|
||||
name = "4.6x30mm armor-piercing bullet casing"
|
||||
desc = "A 4.6x30mm armor-piercing bullet casing."
|
||||
projectile_type = /obj/item/projectile/bullet/c46x30mm_ap
|
||||
|
||||
/obj/item/ammo_casing/c46x30mm/inc
|
||||
name = "4.6x30mm incendiary bullet casing"
|
||||
desc = "A 4.6x30mm incendiary bullet casing."
|
||||
projectile_type = /obj/item/projectile/bullet/incendiary/c46x30mm
|
||||
|
||||
// .45 (M1911 + C20r)
|
||||
|
||||
/obj/item/ammo_casing/c45
|
||||
name = ".45 bullet casing"
|
||||
desc = "A .45 bullet casing."
|
||||
caliber = ".45"
|
||||
projectile_type = /obj/item/projectile/bullet/c45
|
||||
|
||||
/obj/item/ammo_casing/c45/nostamina
|
||||
projectile_type = /obj/item/projectile/bullet/c45_nostamina
|
||||
|
||||
/obj/item/ammo_casing/c45/kitchengun
|
||||
desc = "A .45 bullet casing. It has a small sponge attached to it."
|
||||
projectile_type = /obj/item/projectile/bullet/c45_cleaning
|
||||
|
||||
@@ -1,20 +1,20 @@
|
||||
// .50 (Sniper)
|
||||
|
||||
/obj/item/ammo_casing/p50
|
||||
name = ".50 bullet casing"
|
||||
desc = "A .50 bullet casing."
|
||||
caliber = ".50"
|
||||
projectile_type = /obj/item/projectile/bullet/p50
|
||||
icon_state = ".50"
|
||||
|
||||
/obj/item/ammo_casing/p50/soporific
|
||||
name = ".50 soporific bullet casing"
|
||||
desc = "A .50 bullet casing, specialised in sending the target to sleep, instead of hell."
|
||||
projectile_type = /obj/item/projectile/bullet/p50/soporific
|
||||
icon_state = "sleeper"
|
||||
harmful = FALSE
|
||||
|
||||
/obj/item/ammo_casing/p50/penetrator
|
||||
name = ".50 penetrator round bullet casing"
|
||||
desc = "A .50 caliber penetrator round casing."
|
||||
projectile_type = /obj/item/projectile/bullet/p50/penetrator
|
||||
// .50 (Sniper)
|
||||
|
||||
/obj/item/ammo_casing/p50
|
||||
name = ".50 bullet casing"
|
||||
desc = "A .50 bullet casing."
|
||||
caliber = ".50"
|
||||
projectile_type = /obj/item/projectile/bullet/p50
|
||||
icon_state = ".50"
|
||||
|
||||
/obj/item/ammo_casing/p50/soporific
|
||||
name = ".50 soporific bullet casing"
|
||||
desc = "A .50 bullet casing, specialised in sending the target to sleep, instead of hell."
|
||||
projectile_type = /obj/item/projectile/bullet/p50/soporific
|
||||
icon_state = "sleeper"
|
||||
harmful = FALSE
|
||||
|
||||
/obj/item/ammo_casing/p50/penetrator
|
||||
name = ".50 penetrator round bullet casing"
|
||||
desc = "A .50 caliber penetrator round casing."
|
||||
projectile_type = /obj/item/projectile/bullet/p50/penetrator
|
||||
|
||||
@@ -1,16 +1,16 @@
|
||||
/obj/item/ammo_casing/caseless
|
||||
desc = "A caseless bullet casing."
|
||||
firing_effect_type = null
|
||||
heavy_metal = FALSE
|
||||
|
||||
/obj/item/ammo_casing/caseless/fire_casing(atom/target, mob/living/user, params, distro, quiet, zone_override, spread, atom/fired_from)
|
||||
if (..()) //successfully firing
|
||||
moveToNullspace()
|
||||
QDEL_NULL(src)
|
||||
return TRUE
|
||||
else
|
||||
return FALSE
|
||||
|
||||
/obj/item/ammo_casing/caseless/update_icon()
|
||||
..()
|
||||
icon_state = "[initial(icon_state)]"
|
||||
/obj/item/ammo_casing/caseless
|
||||
desc = "A caseless bullet casing."
|
||||
firing_effect_type = null
|
||||
heavy_metal = FALSE
|
||||
|
||||
/obj/item/ammo_casing/caseless/fire_casing(atom/target, mob/living/user, params, distro, quiet, zone_override, spread, atom/fired_from)
|
||||
if (..()) //successfully firing
|
||||
moveToNullspace()
|
||||
QDEL_NULL(src)
|
||||
return TRUE
|
||||
else
|
||||
return FALSE
|
||||
|
||||
/obj/item/ammo_casing/caseless/update_icon()
|
||||
..()
|
||||
icon_state = "[initial(icon_state)]"
|
||||
|
||||
@@ -1,65 +1,65 @@
|
||||
/obj/item/ammo_casing/caseless/foam_dart
|
||||
name = "foam dart"
|
||||
desc = "It's nerf or nothing! Ages 8 and up."
|
||||
projectile_type = /obj/item/projectile/bullet/reusable/foam_dart
|
||||
caliber = "foam_force"
|
||||
icon = 'icons/obj/guns/toy.dmi'
|
||||
icon_state = "foamdart"
|
||||
materials = list(MAT_METAL = 11.25)
|
||||
harmful = FALSE
|
||||
var/modified = FALSE
|
||||
|
||||
/obj/item/ammo_casing/caseless/foam_dart/update_icon()
|
||||
..()
|
||||
if (modified)
|
||||
icon_state = "foamdart_empty"
|
||||
desc = "It's nerf or nothing! ... Although, this one doesn't look too safe."
|
||||
if(BB)
|
||||
BB.icon_state = "foamdart_empty"
|
||||
else
|
||||
icon_state = initial(icon_state)
|
||||
desc = "It's nerf or nothing! Ages 8 and up."
|
||||
if(BB)
|
||||
BB.icon_state = initial(BB.icon_state)
|
||||
|
||||
|
||||
/obj/item/ammo_casing/caseless/foam_dart/attackby(obj/item/A, mob/user, params)
|
||||
var/obj/item/projectile/bullet/reusable/foam_dart/FD = BB
|
||||
if (istype(A, /obj/item/screwdriver) && !modified)
|
||||
modified = TRUE
|
||||
FD.modified = TRUE
|
||||
FD.damage_type = BRUTE
|
||||
to_chat(user, "<span class='notice'>You pop the safety cap off [src].</span>")
|
||||
update_icon()
|
||||
else if (istype(A, /obj/item/pen))
|
||||
if(modified)
|
||||
if(!FD.pen)
|
||||
harmful = TRUE
|
||||
if(!user.transferItemToLoc(A, FD))
|
||||
return
|
||||
FD.pen = A
|
||||
FD.damage = 5
|
||||
FD.nodamage = FALSE
|
||||
to_chat(user, "<span class='notice'>You insert [A] into [src].</span>")
|
||||
else
|
||||
to_chat(user, "<span class='warning'>There's already something in [src].</span>")
|
||||
else
|
||||
to_chat(user, "<span class='warning'>The safety cap prevents you from inserting [A] into [src].</span>")
|
||||
else
|
||||
return ..()
|
||||
|
||||
/obj/item/ammo_casing/caseless/foam_dart/attack_self(mob/living/user)
|
||||
var/obj/item/projectile/bullet/reusable/foam_dart/FD = BB
|
||||
if(FD.pen)
|
||||
FD.damage = initial(FD.damage)
|
||||
FD.nodamage = initial(FD.nodamage)
|
||||
user.put_in_hands(FD.pen)
|
||||
to_chat(user, "<span class='notice'>You remove [FD.pen] from [src].</span>")
|
||||
FD.pen = null
|
||||
|
||||
/obj/item/ammo_casing/caseless/foam_dart/riot
|
||||
name = "riot foam dart"
|
||||
desc = "Whose smart idea was it to use toys as crowd control? Ages 18 and up."
|
||||
projectile_type = /obj/item/projectile/bullet/reusable/foam_dart/riot
|
||||
icon_state = "foamdart_riot"
|
||||
materials = list(MAT_METAL = 1125)
|
||||
/obj/item/ammo_casing/caseless/foam_dart
|
||||
name = "foam dart"
|
||||
desc = "It's nerf or nothing! Ages 8 and up."
|
||||
projectile_type = /obj/item/projectile/bullet/reusable/foam_dart
|
||||
caliber = "foam_force"
|
||||
icon = 'icons/obj/guns/toy.dmi'
|
||||
icon_state = "foamdart"
|
||||
materials = list(MAT_METAL = 11.25)
|
||||
harmful = FALSE
|
||||
var/modified = FALSE
|
||||
|
||||
/obj/item/ammo_casing/caseless/foam_dart/update_icon()
|
||||
..()
|
||||
if (modified)
|
||||
icon_state = "foamdart_empty"
|
||||
desc = "It's nerf or nothing! ... Although, this one doesn't look too safe."
|
||||
if(BB)
|
||||
BB.icon_state = "foamdart_empty"
|
||||
else
|
||||
icon_state = initial(icon_state)
|
||||
desc = "It's nerf or nothing! Ages 8 and up."
|
||||
if(BB)
|
||||
BB.icon_state = initial(BB.icon_state)
|
||||
|
||||
|
||||
/obj/item/ammo_casing/caseless/foam_dart/attackby(obj/item/A, mob/user, params)
|
||||
var/obj/item/projectile/bullet/reusable/foam_dart/FD = BB
|
||||
if (istype(A, /obj/item/screwdriver) && !modified)
|
||||
modified = TRUE
|
||||
FD.modified = TRUE
|
||||
FD.damage_type = BRUTE
|
||||
to_chat(user, "<span class='notice'>You pop the safety cap off [src].</span>")
|
||||
update_icon()
|
||||
else if (istype(A, /obj/item/pen))
|
||||
if(modified)
|
||||
if(!FD.pen)
|
||||
harmful = TRUE
|
||||
if(!user.transferItemToLoc(A, FD))
|
||||
return
|
||||
FD.pen = A
|
||||
FD.damage = 5
|
||||
FD.nodamage = FALSE
|
||||
to_chat(user, "<span class='notice'>You insert [A] into [src].</span>")
|
||||
else
|
||||
to_chat(user, "<span class='warning'>There's already something in [src].</span>")
|
||||
else
|
||||
to_chat(user, "<span class='warning'>The safety cap prevents you from inserting [A] into [src].</span>")
|
||||
else
|
||||
return ..()
|
||||
|
||||
/obj/item/ammo_casing/caseless/foam_dart/attack_self(mob/living/user)
|
||||
var/obj/item/projectile/bullet/reusable/foam_dart/FD = BB
|
||||
if(FD.pen)
|
||||
FD.damage = initial(FD.damage)
|
||||
FD.nodamage = initial(FD.nodamage)
|
||||
user.put_in_hands(FD.pen)
|
||||
to_chat(user, "<span class='notice'>You remove [FD.pen] from [src].</span>")
|
||||
FD.pen = null
|
||||
|
||||
/obj/item/ammo_casing/caseless/foam_dart/riot
|
||||
name = "riot foam dart"
|
||||
desc = "Whose smart idea was it to use toys as crowd control? Ages 18 and up."
|
||||
projectile_type = /obj/item/projectile/bullet/reusable/foam_dart/riot
|
||||
icon_state = "foamdart_riot"
|
||||
materials = list(MAT_METAL = 1125)
|
||||
|
||||
@@ -1,22 +1,22 @@
|
||||
/obj/item/ammo_casing/caseless/magspear
|
||||
name = "magnetic spear"
|
||||
desc = "A reusable spear that is typically loaded into kinetic spearguns."
|
||||
projectile_type = /obj/item/projectile/bullet/reusable/magspear
|
||||
caliber = "speargun"
|
||||
icon_state = "magspear"
|
||||
throwforce = 15 //still deadly when thrown
|
||||
throw_speed = 3
|
||||
|
||||
/obj/item/ammo_casing/caseless/laser
|
||||
name = "laser casing"
|
||||
desc = "You shouldn't be seeing this."
|
||||
caliber = "laser"
|
||||
icon_state = "s-casing-live"
|
||||
projectile_type = /obj/item/projectile/beam
|
||||
fire_sound = 'sound/weapons/laser.ogg'
|
||||
firing_effect_type = /obj/effect/temp_visual/dir_setting/firing_effect/energy
|
||||
|
||||
/obj/item/ammo_casing/caseless/laser/gatling
|
||||
projectile_type = /obj/item/projectile/beam/weak/penetrator
|
||||
variance = 0.8
|
||||
click_cooldown_override = 1
|
||||
/obj/item/ammo_casing/caseless/magspear
|
||||
name = "magnetic spear"
|
||||
desc = "A reusable spear that is typically loaded into kinetic spearguns."
|
||||
projectile_type = /obj/item/projectile/bullet/reusable/magspear
|
||||
caliber = "speargun"
|
||||
icon_state = "magspear"
|
||||
throwforce = 15 //still deadly when thrown
|
||||
throw_speed = 3
|
||||
|
||||
/obj/item/ammo_casing/caseless/laser
|
||||
name = "laser casing"
|
||||
desc = "You shouldn't be seeing this."
|
||||
caliber = "laser"
|
||||
icon_state = "s-casing-live"
|
||||
projectile_type = /obj/item/projectile/beam
|
||||
fire_sound = 'sound/weapons/laser.ogg'
|
||||
firing_effect_type = /obj/effect/temp_visual/dir_setting/firing_effect/energy
|
||||
|
||||
/obj/item/ammo_casing/caseless/laser/gatling
|
||||
projectile_type = /obj/item/projectile/beam/weak/penetrator
|
||||
variance = 0.8
|
||||
click_cooldown_override = 1
|
||||
|
||||
@@ -1,19 +1,19 @@
|
||||
/obj/item/ammo_casing/caseless/rocket
|
||||
name = "\improper PM-9HE"
|
||||
desc = "An 84mm High Explosive rocket. Fire at people and pray."
|
||||
caliber = "84mm"
|
||||
icon_state = "srm-8"
|
||||
projectile_type = /obj/item/projectile/bullet/a84mm_he
|
||||
|
||||
/obj/item/ammo_casing/caseless/rocket/hedp
|
||||
name = "\improper PM-9HEDP"
|
||||
desc = "An 84mm High Explosive Dual Purpose rocket. Pointy end toward mechs."
|
||||
caliber = "84mm"
|
||||
icon_state = "84mm-hedp"
|
||||
projectile_type = /obj/item/projectile/bullet/a84mm
|
||||
|
||||
/obj/item/ammo_casing/caseless/a75
|
||||
desc = "A .75 bullet casing."
|
||||
caliber = "75"
|
||||
icon_state = "s-casing-live"
|
||||
projectile_type = /obj/item/projectile/bullet/gyro
|
||||
/obj/item/ammo_casing/caseless/rocket
|
||||
name = "\improper PM-9HE"
|
||||
desc = "An 84mm High Explosive rocket. Fire at people and pray."
|
||||
caliber = "84mm"
|
||||
icon_state = "srm-8"
|
||||
projectile_type = /obj/item/projectile/bullet/a84mm_he
|
||||
|
||||
/obj/item/ammo_casing/caseless/rocket/hedp
|
||||
name = "\improper PM-9HEDP"
|
||||
desc = "An 84mm High Explosive Dual Purpose rocket. Pointy end toward mechs."
|
||||
caliber = "84mm"
|
||||
icon_state = "84mm-hedp"
|
||||
projectile_type = /obj/item/projectile/bullet/a84mm
|
||||
|
||||
/obj/item/ammo_casing/caseless/a75
|
||||
desc = "A .75 bullet casing."
|
||||
caliber = "75"
|
||||
icon_state = "s-casing-live"
|
||||
projectile_type = /obj/item/projectile/bullet/gyro
|
||||
|
||||
@@ -1,10 +1,10 @@
|
||||
/obj/item/ammo_casing/energy
|
||||
name = "energy weapon lens"
|
||||
desc = "The part of the gun that makes the laser go pew."
|
||||
caliber = "energy"
|
||||
projectile_type = /obj/item/projectile/energy
|
||||
var/e_cost = 100 //The amount of energy a cell needs to expend to create this shot.
|
||||
var/select_name = "energy"
|
||||
fire_sound = 'sound/weapons/laser.ogg'
|
||||
firing_effect_type = /obj/effect/temp_visual/dir_setting/firing_effect/energy
|
||||
heavy_metal = FALSE
|
||||
/obj/item/ammo_casing/energy
|
||||
name = "energy weapon lens"
|
||||
desc = "The part of the gun that makes the laser go pew."
|
||||
caliber = "energy"
|
||||
projectile_type = /obj/item/projectile/energy
|
||||
var/e_cost = 100 //The amount of energy a cell needs to expend to create this shot.
|
||||
var/select_name = "energy"
|
||||
fire_sound = 'sound/weapons/laser.ogg'
|
||||
firing_effect_type = /obj/effect/temp_visual/dir_setting/firing_effect/energy
|
||||
heavy_metal = FALSE
|
||||
|
||||
@@ -1,12 +1,12 @@
|
||||
/obj/item/ammo_casing/energy/bolt
|
||||
projectile_type = /obj/item/projectile/energy/bolt
|
||||
select_name = "bolt"
|
||||
e_cost = 500
|
||||
fire_sound = 'sound/weapons/genhit.ogg'
|
||||
|
||||
/obj/item/ammo_casing/energy/bolt/halloween
|
||||
projectile_type = /obj/item/projectile/energy/bolt/halloween
|
||||
|
||||
/obj/item/ammo_casing/energy/bolt/large
|
||||
projectile_type = /obj/item/projectile/energy/bolt/large
|
||||
select_name = "heavy bolt"
|
||||
/obj/item/ammo_casing/energy/bolt
|
||||
projectile_type = /obj/item/projectile/energy/bolt
|
||||
select_name = "bolt"
|
||||
e_cost = 500
|
||||
fire_sound = 'sound/weapons/genhit.ogg'
|
||||
|
||||
/obj/item/ammo_casing/energy/bolt/halloween
|
||||
projectile_type = /obj/item/projectile/energy/bolt/halloween
|
||||
|
||||
/obj/item/ammo_casing/energy/bolt/large
|
||||
projectile_type = /obj/item/projectile/energy/bolt/large
|
||||
select_name = "heavy bolt"
|
||||
|
||||
@@ -1,29 +1,29 @@
|
||||
/obj/item/ammo_casing/energy/gravity
|
||||
e_cost = 0
|
||||
fire_sound = 'sound/weapons/wave.ogg'
|
||||
select_name = "gravity"
|
||||
delay = 50
|
||||
var/obj/item/gun/energy/gravity_gun/gun
|
||||
|
||||
/obj/item/ammo_casing/energy/gravity/Initialize(mapload)
|
||||
if(istype(loc,/obj/item/gun/energy/gravity_gun))
|
||||
gun = loc
|
||||
. = ..()
|
||||
|
||||
/obj/item/ammo_casing/energy/gravity/Destroy()
|
||||
gun = null
|
||||
. = ..()
|
||||
|
||||
/obj/item/ammo_casing/energy/gravity/repulse
|
||||
projectile_type = /obj/item/projectile/gravityrepulse
|
||||
select_name = "repulse"
|
||||
|
||||
/obj/item/ammo_casing/energy/gravity/attract
|
||||
projectile_type = /obj/item/projectile/gravityattract
|
||||
select_name = "attract"
|
||||
|
||||
/obj/item/ammo_casing/energy/gravity/chaos
|
||||
projectile_type = /obj/item/projectile/gravitychaos
|
||||
select_name = "chaos"
|
||||
|
||||
|
||||
/obj/item/ammo_casing/energy/gravity
|
||||
e_cost = 0
|
||||
fire_sound = 'sound/weapons/wave.ogg'
|
||||
select_name = "gravity"
|
||||
delay = 50
|
||||
var/obj/item/gun/energy/gravity_gun/gun
|
||||
|
||||
/obj/item/ammo_casing/energy/gravity/Initialize(mapload)
|
||||
if(istype(loc,/obj/item/gun/energy/gravity_gun))
|
||||
gun = loc
|
||||
. = ..()
|
||||
|
||||
/obj/item/ammo_casing/energy/gravity/Destroy()
|
||||
gun = null
|
||||
. = ..()
|
||||
|
||||
/obj/item/ammo_casing/energy/gravity/repulse
|
||||
projectile_type = /obj/item/projectile/gravityrepulse
|
||||
select_name = "repulse"
|
||||
|
||||
/obj/item/ammo_casing/energy/gravity/attract
|
||||
projectile_type = /obj/item/projectile/gravityattract
|
||||
select_name = "attract"
|
||||
|
||||
/obj/item/ammo_casing/energy/gravity/chaos
|
||||
projectile_type = /obj/item/projectile/gravitychaos
|
||||
select_name = "chaos"
|
||||
|
||||
|
||||
|
||||
@@ -1,73 +1,73 @@
|
||||
/obj/item/ammo_casing/energy/laser
|
||||
projectile_type = /obj/item/projectile/beam/laser
|
||||
select_name = "kill"
|
||||
|
||||
/obj/item/ammo_casing/energy/lasergun
|
||||
projectile_type = /obj/item/projectile/beam/laser
|
||||
e_cost = 83
|
||||
select_name = "kill"
|
||||
|
||||
/obj/item/ammo_casing/energy/lasergun/old
|
||||
projectile_type = /obj/item/projectile/beam/laser
|
||||
e_cost = 200
|
||||
select_name = "kill"
|
||||
|
||||
/obj/item/ammo_casing/energy/laser/hos
|
||||
e_cost = 100
|
||||
|
||||
/obj/item/ammo_casing/energy/laser/practice
|
||||
projectile_type = /obj/item/projectile/beam/practice
|
||||
select_name = "practice"
|
||||
harmful = FALSE
|
||||
|
||||
/obj/item/ammo_casing/energy/laser/scatter
|
||||
projectile_type = /obj/item/projectile/beam/scatter
|
||||
pellets = 5
|
||||
variance = 25
|
||||
select_name = "scatter"
|
||||
|
||||
/obj/item/ammo_casing/energy/laser/scatter/disabler
|
||||
projectile_type = /obj/item/projectile/beam/disabler
|
||||
pellets = 3
|
||||
variance = 15
|
||||
harmful = FALSE
|
||||
|
||||
/obj/item/ammo_casing/energy/laser/heavy
|
||||
projectile_type = /obj/item/projectile/beam/laser/heavylaser
|
||||
select_name = "anti-vehicle"
|
||||
fire_sound = 'sound/weapons/lasercannonfire.ogg'
|
||||
|
||||
/obj/item/ammo_casing/energy/laser/pulse
|
||||
projectile_type = /obj/item/projectile/beam/pulse
|
||||
e_cost = 200
|
||||
select_name = "DESTROY"
|
||||
fire_sound = 'sound/weapons/pulse.ogg'
|
||||
|
||||
/obj/item/ammo_casing/energy/laser/bluetag
|
||||
projectile_type = /obj/item/projectile/beam/lasertag/bluetag
|
||||
select_name = "bluetag"
|
||||
harmful = FALSE
|
||||
|
||||
/obj/item/ammo_casing/energy/laser/bluetag/hitscan
|
||||
projectile_type = /obj/item/projectile/beam/lasertag/bluetag/hitscan
|
||||
|
||||
/obj/item/ammo_casing/energy/laser/redtag
|
||||
projectile_type = /obj/item/projectile/beam/lasertag/redtag
|
||||
select_name = "redtag"
|
||||
harmful = FALSE
|
||||
|
||||
/obj/item/ammo_casing/energy/laser/redtag/hitscan
|
||||
projectile_type = /obj/item/projectile/beam/lasertag/redtag/hitscan
|
||||
|
||||
/obj/item/ammo_casing/energy/laser/redtag/hitscan/holy
|
||||
projectile_type = /obj/item/projectile/beam/lasertag/redtag/hitscan/holy
|
||||
|
||||
/obj/item/ammo_casing/energy/xray
|
||||
projectile_type = /obj/item/projectile/beam/xray
|
||||
e_cost = 50
|
||||
fire_sound = 'sound/weapons/laser3.ogg'
|
||||
|
||||
/obj/item/ammo_casing/energy/mindflayer
|
||||
projectile_type = /obj/item/projectile/beam/mindflayer
|
||||
select_name = "MINDFUCK"
|
||||
fire_sound = 'sound/weapons/laser.ogg'
|
||||
/obj/item/ammo_casing/energy/laser
|
||||
projectile_type = /obj/item/projectile/beam/laser
|
||||
select_name = "kill"
|
||||
|
||||
/obj/item/ammo_casing/energy/lasergun
|
||||
projectile_type = /obj/item/projectile/beam/laser
|
||||
e_cost = 83
|
||||
select_name = "kill"
|
||||
|
||||
/obj/item/ammo_casing/energy/lasergun/old
|
||||
projectile_type = /obj/item/projectile/beam/laser
|
||||
e_cost = 200
|
||||
select_name = "kill"
|
||||
|
||||
/obj/item/ammo_casing/energy/laser/hos
|
||||
e_cost = 100
|
||||
|
||||
/obj/item/ammo_casing/energy/laser/practice
|
||||
projectile_type = /obj/item/projectile/beam/practice
|
||||
select_name = "practice"
|
||||
harmful = FALSE
|
||||
|
||||
/obj/item/ammo_casing/energy/laser/scatter
|
||||
projectile_type = /obj/item/projectile/beam/scatter
|
||||
pellets = 5
|
||||
variance = 25
|
||||
select_name = "scatter"
|
||||
|
||||
/obj/item/ammo_casing/energy/laser/scatter/disabler
|
||||
projectile_type = /obj/item/projectile/beam/disabler
|
||||
pellets = 3
|
||||
variance = 15
|
||||
harmful = FALSE
|
||||
|
||||
/obj/item/ammo_casing/energy/laser/heavy
|
||||
projectile_type = /obj/item/projectile/beam/laser/heavylaser
|
||||
select_name = "anti-vehicle"
|
||||
fire_sound = 'sound/weapons/lasercannonfire.ogg'
|
||||
|
||||
/obj/item/ammo_casing/energy/laser/pulse
|
||||
projectile_type = /obj/item/projectile/beam/pulse
|
||||
e_cost = 200
|
||||
select_name = "DESTROY"
|
||||
fire_sound = 'sound/weapons/pulse.ogg'
|
||||
|
||||
/obj/item/ammo_casing/energy/laser/bluetag
|
||||
projectile_type = /obj/item/projectile/beam/lasertag/bluetag
|
||||
select_name = "bluetag"
|
||||
harmful = FALSE
|
||||
|
||||
/obj/item/ammo_casing/energy/laser/bluetag/hitscan
|
||||
projectile_type = /obj/item/projectile/beam/lasertag/bluetag/hitscan
|
||||
|
||||
/obj/item/ammo_casing/energy/laser/redtag
|
||||
projectile_type = /obj/item/projectile/beam/lasertag/redtag
|
||||
select_name = "redtag"
|
||||
harmful = FALSE
|
||||
|
||||
/obj/item/ammo_casing/energy/laser/redtag/hitscan
|
||||
projectile_type = /obj/item/projectile/beam/lasertag/redtag/hitscan
|
||||
|
||||
/obj/item/ammo_casing/energy/laser/redtag/hitscan/holy
|
||||
projectile_type = /obj/item/projectile/beam/lasertag/redtag/hitscan/holy
|
||||
|
||||
/obj/item/ammo_casing/energy/xray
|
||||
projectile_type = /obj/item/projectile/beam/xray
|
||||
e_cost = 50
|
||||
fire_sound = 'sound/weapons/laser3.ogg'
|
||||
|
||||
/obj/item/ammo_casing/energy/mindflayer
|
||||
projectile_type = /obj/item/projectile/beam/mindflayer
|
||||
select_name = "MINDFUCK"
|
||||
fire_sound = 'sound/weapons/laser.ogg'
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
/obj/item/ammo_casing/energy/c3dbullet
|
||||
projectile_type = /obj/item/projectile/bullet/c3d
|
||||
select_name = "spraydown"
|
||||
fire_sound = 'sound/weapons/gunshot_smg.ogg'
|
||||
e_cost = 20
|
||||
firing_effect_type = /obj/effect/temp_visual/dir_setting/firing_effect
|
||||
/obj/item/ammo_casing/energy/c3dbullet
|
||||
projectile_type = /obj/item/projectile/bullet/c3d
|
||||
select_name = "spraydown"
|
||||
fire_sound = 'sound/weapons/gunshot_smg.ogg'
|
||||
e_cost = 20
|
||||
firing_effect_type = /obj/effect/temp_visual/dir_setting/firing_effect
|
||||
|
||||
@@ -1,11 +1,15 @@
|
||||
/obj/item/ammo_casing/energy/plasma
|
||||
projectile_type = /obj/item/projectile/plasma
|
||||
select_name = "plasma burst"
|
||||
fire_sound = 'sound/weapons/plasma_cutter.ogg'
|
||||
delay = 15
|
||||
e_cost = 25
|
||||
|
||||
/obj/item/ammo_casing/energy/plasma/adv
|
||||
projectile_type = /obj/item/projectile/plasma/adv
|
||||
delay = 10
|
||||
e_cost = 10
|
||||
/obj/item/ammo_casing/energy/plasma
|
||||
projectile_type = /obj/item/projectile/plasma
|
||||
select_name = "plasma burst"
|
||||
fire_sound = 'sound/weapons/plasma_cutter.ogg'
|
||||
delay = 15
|
||||
e_cost = 25
|
||||
|
||||
/obj/item/ammo_casing/energy/plasma/adv
|
||||
projectile_type = /obj/item/projectile/plasma/adv
|
||||
delay = 10
|
||||
e_cost = 10
|
||||
|
||||
/obj/item/ammo_casing/energy/plasma/weak
|
||||
projectile_type = /obj/item/projectile/plasma/weak
|
||||
e_cost = 100
|
||||
@@ -1,20 +1,20 @@
|
||||
/obj/item/ammo_casing/energy/wormhole
|
||||
projectile_type = /obj/item/projectile/beam/wormhole
|
||||
e_cost = 0
|
||||
fire_sound = 'sound/weapons/pulse3.ogg'
|
||||
var/obj/item/gun/energy/wormhole_projector/gun = null
|
||||
select_name = "blue"
|
||||
|
||||
/obj/item/ammo_casing/energy/wormhole/orange
|
||||
projectile_type = /obj/item/projectile/beam/wormhole/orange
|
||||
select_name = "orange"
|
||||
|
||||
/obj/item/ammo_casing/energy/wormhole/Initialize(mapload, obj/item/gun/energy/wormhole_projector/wh)
|
||||
. = ..()
|
||||
gun = wh
|
||||
|
||||
/obj/item/ammo_casing/energy/wormhole/throw_proj()
|
||||
. = ..()
|
||||
if(istype(BB, /obj/item/projectile/beam/wormhole))
|
||||
var/obj/item/projectile/beam/wormhole/WH = BB
|
||||
WH.gun = gun
|
||||
/obj/item/ammo_casing/energy/wormhole
|
||||
projectile_type = /obj/item/projectile/beam/wormhole
|
||||
e_cost = 0
|
||||
fire_sound = 'sound/weapons/pulse3.ogg'
|
||||
var/obj/item/gun/energy/wormhole_projector/gun = null
|
||||
select_name = "blue"
|
||||
|
||||
/obj/item/ammo_casing/energy/wormhole/orange
|
||||
projectile_type = /obj/item/projectile/beam/wormhole/orange
|
||||
select_name = "orange"
|
||||
|
||||
/obj/item/ammo_casing/energy/wormhole/Initialize(mapload, obj/item/gun/energy/wormhole_projector/wh)
|
||||
. = ..()
|
||||
gun = wh
|
||||
|
||||
/obj/item/ammo_casing/energy/wormhole/throw_proj()
|
||||
. = ..()
|
||||
if(istype(BB, /obj/item/projectile/beam/wormhole))
|
||||
var/obj/item/projectile/beam/wormhole/WH = BB
|
||||
WH.gun = gun
|
||||
|
||||
@@ -1,74 +1,74 @@
|
||||
/obj/item/ammo_casing/energy/ion
|
||||
projectile_type = /obj/item/projectile/ion
|
||||
select_name = "ion"
|
||||
fire_sound = 'sound/weapons/ionrifle.ogg'
|
||||
|
||||
/obj/item/ammo_casing/energy/declone
|
||||
projectile_type = /obj/item/projectile/energy/declone
|
||||
select_name = "declone"
|
||||
fire_sound = 'sound/weapons/pulse3.ogg'
|
||||
|
||||
/obj/item/ammo_casing/energy/flora
|
||||
fire_sound = 'sound/effects/stealthoff.ogg'
|
||||
harmful = FALSE
|
||||
|
||||
/obj/item/ammo_casing/energy/flora/yield
|
||||
projectile_type = /obj/item/projectile/energy/florayield
|
||||
select_name = "yield"
|
||||
|
||||
/obj/item/ammo_casing/energy/flora/mut
|
||||
projectile_type = /obj/item/projectile/energy/floramut
|
||||
select_name = "mutation"
|
||||
|
||||
/obj/item/ammo_casing/energy/temp
|
||||
projectile_type = /obj/item/projectile/temp
|
||||
select_name = "freeze"
|
||||
e_cost = 250
|
||||
fire_sound = 'sound/weapons/pulse3.ogg'
|
||||
|
||||
/obj/item/ammo_casing/energy/temp/hot
|
||||
projectile_type = /obj/item/projectile/temp/hot
|
||||
select_name = "bake"
|
||||
|
||||
/obj/item/ammo_casing/energy/meteor
|
||||
projectile_type = /obj/item/projectile/meteor
|
||||
select_name = "goddamn meteor"
|
||||
|
||||
/obj/item/ammo_casing/energy/net
|
||||
projectile_type = /obj/item/projectile/energy/net
|
||||
select_name = "netting"
|
||||
pellets = 6
|
||||
variance = 40
|
||||
harmful = FALSE
|
||||
|
||||
/obj/item/ammo_casing/energy/trap
|
||||
projectile_type = /obj/item/projectile/energy/trap
|
||||
select_name = "snare"
|
||||
harmful = FALSE
|
||||
|
||||
/obj/item/ammo_casing/energy/instakill
|
||||
projectile_type = /obj/item/projectile/beam/instakill
|
||||
e_cost = 0
|
||||
select_name = "DESTROY"
|
||||
|
||||
/obj/item/ammo_casing/energy/instakill/blue
|
||||
projectile_type = /obj/item/projectile/beam/instakill/blue
|
||||
|
||||
/obj/item/ammo_casing/energy/instakill/red
|
||||
projectile_type = /obj/item/projectile/beam/instakill/red
|
||||
|
||||
/obj/item/ammo_casing/energy/tesla_revolver
|
||||
fire_sound = 'sound/magic/lightningbolt.ogg'
|
||||
e_cost = 200
|
||||
select_name = "stun"
|
||||
projectile_type = /obj/item/projectile/energy/tesla/revolver
|
||||
|
||||
/obj/item/ammo_casing/energy/emitter
|
||||
fire_sound = 'sound/weapons/emitter.ogg'
|
||||
e_cost = 2000 //20,000 is in the cell making this 10 shots before reload
|
||||
projectile_type = /obj/item/projectile/beam/emitter
|
||||
|
||||
/obj/item/ammo_casing/energy/shrink
|
||||
projectile_type = /obj/item/projectile/beam/shrink
|
||||
select_name = "shrink ray"
|
||||
/obj/item/ammo_casing/energy/ion
|
||||
projectile_type = /obj/item/projectile/ion
|
||||
select_name = "ion"
|
||||
fire_sound = 'sound/weapons/ionrifle.ogg'
|
||||
|
||||
/obj/item/ammo_casing/energy/declone
|
||||
projectile_type = /obj/item/projectile/energy/declone
|
||||
select_name = "declone"
|
||||
fire_sound = 'sound/weapons/pulse3.ogg'
|
||||
|
||||
/obj/item/ammo_casing/energy/flora
|
||||
fire_sound = 'sound/effects/stealthoff.ogg'
|
||||
harmful = FALSE
|
||||
|
||||
/obj/item/ammo_casing/energy/flora/yield
|
||||
projectile_type = /obj/item/projectile/energy/florayield
|
||||
select_name = "yield"
|
||||
|
||||
/obj/item/ammo_casing/energy/flora/mut
|
||||
projectile_type = /obj/item/projectile/energy/floramut
|
||||
select_name = "mutation"
|
||||
|
||||
/obj/item/ammo_casing/energy/temp
|
||||
projectile_type = /obj/item/projectile/temp
|
||||
select_name = "freeze"
|
||||
e_cost = 250
|
||||
fire_sound = 'sound/weapons/pulse3.ogg'
|
||||
|
||||
/obj/item/ammo_casing/energy/temp/hot
|
||||
projectile_type = /obj/item/projectile/temp/hot
|
||||
select_name = "bake"
|
||||
|
||||
/obj/item/ammo_casing/energy/meteor
|
||||
projectile_type = /obj/item/projectile/meteor
|
||||
select_name = "goddamn meteor"
|
||||
|
||||
/obj/item/ammo_casing/energy/net
|
||||
projectile_type = /obj/item/projectile/energy/net
|
||||
select_name = "netting"
|
||||
pellets = 6
|
||||
variance = 40
|
||||
harmful = FALSE
|
||||
|
||||
/obj/item/ammo_casing/energy/trap
|
||||
projectile_type = /obj/item/projectile/energy/trap
|
||||
select_name = "snare"
|
||||
harmful = FALSE
|
||||
|
||||
/obj/item/ammo_casing/energy/instakill
|
||||
projectile_type = /obj/item/projectile/beam/instakill
|
||||
e_cost = 0
|
||||
select_name = "DESTROY"
|
||||
|
||||
/obj/item/ammo_casing/energy/instakill/blue
|
||||
projectile_type = /obj/item/projectile/beam/instakill/blue
|
||||
|
||||
/obj/item/ammo_casing/energy/instakill/red
|
||||
projectile_type = /obj/item/projectile/beam/instakill/red
|
||||
|
||||
/obj/item/ammo_casing/energy/tesla_revolver
|
||||
fire_sound = 'sound/magic/lightningbolt.ogg'
|
||||
e_cost = 200
|
||||
select_name = "stun"
|
||||
projectile_type = /obj/item/projectile/energy/tesla/revolver
|
||||
|
||||
/obj/item/ammo_casing/energy/emitter
|
||||
fire_sound = 'sound/weapons/emitter.ogg'
|
||||
e_cost = 2000 //20,000 is in the cell making this 10 shots before reload
|
||||
projectile_type = /obj/item/projectile/beam/emitter
|
||||
|
||||
/obj/item/ammo_casing/energy/shrink
|
||||
projectile_type = /obj/item/projectile/beam/shrink
|
||||
select_name = "shrink ray"
|
||||
e_cost = 200
|
||||
@@ -1,30 +1,30 @@
|
||||
/obj/item/ammo_casing/energy/electrode
|
||||
projectile_type = /obj/item/projectile/energy/electrode
|
||||
select_name = "stun"
|
||||
fire_sound = 'sound/weapons/taser.ogg'
|
||||
e_cost = 200
|
||||
harmful = FALSE
|
||||
|
||||
/obj/item/ammo_casing/energy/electrode/spec
|
||||
e_cost = 100
|
||||
|
||||
/obj/item/ammo_casing/energy/electrode/gun
|
||||
fire_sound = 'sound/weapons/gunshot.ogg'
|
||||
e_cost = 100
|
||||
|
||||
/obj/item/ammo_casing/energy/electrode/hos
|
||||
e_cost = 200
|
||||
|
||||
/obj/item/ammo_casing/energy/electrode/old
|
||||
e_cost = 1000
|
||||
|
||||
/obj/item/ammo_casing/energy/disabler
|
||||
projectile_type = /obj/item/projectile/beam/disabler
|
||||
select_name = "disable"
|
||||
e_cost = 40
|
||||
fire_sound = 'sound/weapons/taser2.ogg'
|
||||
harmful = FALSE
|
||||
click_cooldown_override = 3.5
|
||||
|
||||
/obj/item/ammo_casing/energy/disabler/secborg
|
||||
/obj/item/ammo_casing/energy/electrode
|
||||
projectile_type = /obj/item/projectile/energy/electrode
|
||||
select_name = "stun"
|
||||
fire_sound = 'sound/weapons/taser.ogg'
|
||||
e_cost = 200
|
||||
harmful = FALSE
|
||||
|
||||
/obj/item/ammo_casing/energy/electrode/spec
|
||||
e_cost = 100
|
||||
|
||||
/obj/item/ammo_casing/energy/electrode/gun
|
||||
fire_sound = 'sound/weapons/gunshot.ogg'
|
||||
e_cost = 100
|
||||
|
||||
/obj/item/ammo_casing/energy/electrode/hos
|
||||
e_cost = 200
|
||||
|
||||
/obj/item/ammo_casing/energy/electrode/old
|
||||
e_cost = 1000
|
||||
|
||||
/obj/item/ammo_casing/energy/disabler
|
||||
projectile_type = /obj/item/projectile/beam/disabler
|
||||
select_name = "disable"
|
||||
e_cost = 40
|
||||
fire_sound = 'sound/weapons/taser2.ogg'
|
||||
harmful = FALSE
|
||||
click_cooldown_override = 3.5
|
||||
|
||||
/obj/item/ammo_casing/energy/disabler/secborg
|
||||
e_cost = 50
|
||||
@@ -1,45 +1,45 @@
|
||||
/obj/item/ammo_casing/magic
|
||||
name = "magic casing"
|
||||
desc = "I didn't even know magic needed ammo..."
|
||||
projectile_type = /obj/item/projectile/magic
|
||||
firing_effect_type = /obj/effect/temp_visual/dir_setting/firing_effect/magic
|
||||
heavy_metal = FALSE
|
||||
|
||||
/obj/item/ammo_casing/magic/change
|
||||
projectile_type = /obj/item/projectile/magic/change
|
||||
|
||||
/obj/item/ammo_casing/magic/animate
|
||||
projectile_type = /obj/item/projectile/magic/animate
|
||||
|
||||
/obj/item/ammo_casing/magic/heal
|
||||
projectile_type = /obj/item/projectile/magic/resurrection
|
||||
harmful = FALSE
|
||||
|
||||
/obj/item/ammo_casing/magic/death
|
||||
projectile_type = /obj/item/projectile/magic/death
|
||||
|
||||
/obj/item/ammo_casing/magic/teleport
|
||||
projectile_type = /obj/item/projectile/magic/teleport
|
||||
harmful = FALSE
|
||||
|
||||
/obj/item/ammo_casing/magic/door
|
||||
projectile_type = /obj/item/projectile/magic/door
|
||||
harmful = FALSE
|
||||
|
||||
/obj/item/ammo_casing/magic/fireball
|
||||
projectile_type = /obj/item/projectile/magic/aoe/fireball
|
||||
|
||||
/obj/item/ammo_casing/magic/chaos
|
||||
projectile_type = /obj/item/projectile/magic
|
||||
|
||||
/obj/item/ammo_casing/magic/spellblade
|
||||
projectile_type = /obj/item/projectile/magic/spellblade
|
||||
|
||||
/obj/item/ammo_casing/magic/arcane_barrage
|
||||
projectile_type = /obj/item/projectile/magic/arcane_barrage
|
||||
|
||||
/obj/item/ammo_casing/magic/honk
|
||||
projectile_type = /obj/item/projectile/bullet/honker
|
||||
|
||||
/obj/item/ammo_casing/magic/locker
|
||||
projectile_type = /obj/item/projectile/magic/locker
|
||||
/obj/item/ammo_casing/magic
|
||||
name = "magic casing"
|
||||
desc = "I didn't even know magic needed ammo..."
|
||||
projectile_type = /obj/item/projectile/magic
|
||||
firing_effect_type = /obj/effect/temp_visual/dir_setting/firing_effect/magic
|
||||
heavy_metal = FALSE
|
||||
|
||||
/obj/item/ammo_casing/magic/change
|
||||
projectile_type = /obj/item/projectile/magic/change
|
||||
|
||||
/obj/item/ammo_casing/magic/animate
|
||||
projectile_type = /obj/item/projectile/magic/animate
|
||||
|
||||
/obj/item/ammo_casing/magic/heal
|
||||
projectile_type = /obj/item/projectile/magic/resurrection
|
||||
harmful = FALSE
|
||||
|
||||
/obj/item/ammo_casing/magic/death
|
||||
projectile_type = /obj/item/projectile/magic/death
|
||||
|
||||
/obj/item/ammo_casing/magic/teleport
|
||||
projectile_type = /obj/item/projectile/magic/teleport
|
||||
harmful = FALSE
|
||||
|
||||
/obj/item/ammo_casing/magic/door
|
||||
projectile_type = /obj/item/projectile/magic/door
|
||||
harmful = FALSE
|
||||
|
||||
/obj/item/ammo_casing/magic/fireball
|
||||
projectile_type = /obj/item/projectile/magic/aoe/fireball
|
||||
|
||||
/obj/item/ammo_casing/magic/chaos
|
||||
projectile_type = /obj/item/projectile/magic
|
||||
|
||||
/obj/item/ammo_casing/magic/spellblade
|
||||
projectile_type = /obj/item/projectile/magic/spellblade
|
||||
|
||||
/obj/item/ammo_casing/magic/arcane_barrage
|
||||
projectile_type = /obj/item/projectile/magic/arcane_barrage
|
||||
|
||||
/obj/item/ammo_casing/magic/honk
|
||||
projectile_type = /obj/item/projectile/bullet/honker
|
||||
|
||||
/obj/item/ammo_casing/magic/locker
|
||||
projectile_type = /obj/item/projectile/magic/locker
|
||||
|
||||
@@ -1,78 +1,78 @@
|
||||
/obj/item/ammo_casing/syringegun
|
||||
name = "syringe gun spring"
|
||||
desc = "A high-power spring that throws syringes."
|
||||
projectile_type = /obj/item/projectile/bullet/dart/syringe
|
||||
firing_effect_type = null
|
||||
|
||||
/obj/item/ammo_casing/syringegun/ready_proj(atom/target, mob/living/user, quiet, zone_override = "")
|
||||
if(!BB)
|
||||
return
|
||||
if(istype(loc, /obj/item/gun/syringe))
|
||||
var/obj/item/gun/syringe/SG = loc
|
||||
if(!SG.syringes.len)
|
||||
return
|
||||
|
||||
var/obj/item/reagent_containers/syringe/S = SG.syringes[1]
|
||||
|
||||
S.reagents.trans_to(BB, S.reagents.total_volume)
|
||||
BB.name = S.name
|
||||
var/obj/item/projectile/bullet/dart/D = BB
|
||||
D.piercing = S.proj_piercing
|
||||
SG.syringes.Remove(S)
|
||||
qdel(S)
|
||||
..()
|
||||
|
||||
/obj/item/ammo_casing/chemgun
|
||||
name = "dart synthesiser"
|
||||
desc = "A high-power spring, linked to an energy-based dart synthesiser."
|
||||
projectile_type = /obj/item/projectile/bullet/dart
|
||||
firing_effect_type = null
|
||||
|
||||
/obj/item/ammo_casing/chemgun/ready_proj(atom/target, mob/living/user, quiet, zone_override = "")
|
||||
if(!BB)
|
||||
return
|
||||
if(istype(loc, /obj/item/gun/chem))
|
||||
var/obj/item/gun/chem/CG = loc
|
||||
if(CG.syringes_left <= 0)
|
||||
return
|
||||
CG.reagents.trans_to(BB, 15)
|
||||
BB.name = "chemical dart"
|
||||
CG.syringes_left--
|
||||
..()
|
||||
|
||||
/obj/item/ammo_casing/dnainjector
|
||||
name = "rigged syringe gun spring"
|
||||
desc = "A high-power spring that throws DNA injectors."
|
||||
projectile_type = /obj/item/projectile/bullet/dnainjector
|
||||
firing_effect_type = null
|
||||
|
||||
/obj/item/ammo_casing/dnainjector/ready_proj(atom/target, mob/living/user, quiet, zone_override = "")
|
||||
if(!BB)
|
||||
return
|
||||
if(istype(loc, /obj/item/gun/syringe/dna))
|
||||
var/obj/item/gun/syringe/dna/SG = loc
|
||||
if(!SG.syringes.len)
|
||||
return
|
||||
|
||||
var/obj/item/dnainjector/S = popleft(SG.syringes)
|
||||
var/obj/item/projectile/bullet/dnainjector/D = BB
|
||||
S.forceMove(D)
|
||||
D.injector = S
|
||||
..()
|
||||
|
||||
/obj/item/ammo_casing/syringegun/dart
|
||||
name = "used air canister"
|
||||
desc = "A small canister of compressed gas."
|
||||
projectile_type = /obj/item/projectile/bullet/dart/syringe/dart
|
||||
firing_effect_type = null
|
||||
harmful = FALSE
|
||||
|
||||
/obj/item/ammo_casing/syringegun/dart/ready_proj(atom/target, mob/living/user, quiet, zone_override = "")
|
||||
..()
|
||||
var/obj/item/gun/syringe/SG = loc
|
||||
if(!SG.syringes.len)
|
||||
return
|
||||
var/obj/item/reagent_containers/syringe/dart/S = SG.syringes[1]
|
||||
if(S.emptrig == TRUE)
|
||||
var/obj/item/projectile/bullet/dart/syringe/dart/D = BB
|
||||
D.emptrig = TRUE
|
||||
/obj/item/ammo_casing/syringegun
|
||||
name = "syringe gun spring"
|
||||
desc = "A high-power spring that throws syringes."
|
||||
projectile_type = /obj/item/projectile/bullet/dart/syringe
|
||||
firing_effect_type = null
|
||||
|
||||
/obj/item/ammo_casing/syringegun/ready_proj(atom/target, mob/living/user, quiet, zone_override = "")
|
||||
if(!BB)
|
||||
return
|
||||
if(istype(loc, /obj/item/gun/syringe))
|
||||
var/obj/item/gun/syringe/SG = loc
|
||||
if(!SG.syringes.len)
|
||||
return
|
||||
|
||||
var/obj/item/reagent_containers/syringe/S = SG.syringes[1]
|
||||
|
||||
S.reagents.trans_to(BB, S.reagents.total_volume)
|
||||
BB.name = S.name
|
||||
var/obj/item/projectile/bullet/dart/D = BB
|
||||
D.piercing = S.proj_piercing
|
||||
SG.syringes.Remove(S)
|
||||
qdel(S)
|
||||
..()
|
||||
|
||||
/obj/item/ammo_casing/chemgun
|
||||
name = "dart synthesiser"
|
||||
desc = "A high-power spring, linked to an energy-based dart synthesiser."
|
||||
projectile_type = /obj/item/projectile/bullet/dart
|
||||
firing_effect_type = null
|
||||
|
||||
/obj/item/ammo_casing/chemgun/ready_proj(atom/target, mob/living/user, quiet, zone_override = "")
|
||||
if(!BB)
|
||||
return
|
||||
if(istype(loc, /obj/item/gun/chem))
|
||||
var/obj/item/gun/chem/CG = loc
|
||||
if(CG.syringes_left <= 0)
|
||||
return
|
||||
CG.reagents.trans_to(BB, 15)
|
||||
BB.name = "chemical dart"
|
||||
CG.syringes_left--
|
||||
..()
|
||||
|
||||
/obj/item/ammo_casing/dnainjector
|
||||
name = "rigged syringe gun spring"
|
||||
desc = "A high-power spring that throws DNA injectors."
|
||||
projectile_type = /obj/item/projectile/bullet/dnainjector
|
||||
firing_effect_type = null
|
||||
|
||||
/obj/item/ammo_casing/dnainjector/ready_proj(atom/target, mob/living/user, quiet, zone_override = "")
|
||||
if(!BB)
|
||||
return
|
||||
if(istype(loc, /obj/item/gun/syringe/dna))
|
||||
var/obj/item/gun/syringe/dna/SG = loc
|
||||
if(!SG.syringes.len)
|
||||
return
|
||||
|
||||
var/obj/item/dnainjector/S = popleft(SG.syringes)
|
||||
var/obj/item/projectile/bullet/dnainjector/D = BB
|
||||
S.forceMove(D)
|
||||
D.injector = S
|
||||
..()
|
||||
|
||||
/obj/item/ammo_casing/syringegun/dart
|
||||
name = "used air canister"
|
||||
desc = "A small canister of compressed gas."
|
||||
projectile_type = /obj/item/projectile/bullet/dart/syringe/dart
|
||||
firing_effect_type = null
|
||||
harmful = FALSE
|
||||
|
||||
/obj/item/ammo_casing/syringegun/dart/ready_proj(atom/target, mob/living/user, quiet, zone_override = "")
|
||||
..()
|
||||
var/obj/item/gun/syringe/SG = loc
|
||||
if(!SG.syringes.len)
|
||||
return
|
||||
var/obj/item/reagent_containers/syringe/dart/S = SG.syringes[1]
|
||||
if(S.emptrig == TRUE)
|
||||
var/obj/item/projectile/bullet/dart/syringe/dart/D = BB
|
||||
D.emptrig = TRUE
|
||||
|
||||
@@ -1,138 +1,138 @@
|
||||
//Boxes of ammo
|
||||
/obj/item/ammo_box
|
||||
name = "ammo box (null_reference_exception)"
|
||||
desc = "A box of ammo."
|
||||
icon = 'icons/obj/ammo.dmi'
|
||||
flags_1 = CONDUCT_1
|
||||
slot_flags = ITEM_SLOT_BELT
|
||||
item_state = "syringe_kit"
|
||||
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
|
||||
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
|
||||
materials = list(MAT_METAL = 30000)
|
||||
throwforce = 2
|
||||
w_class = WEIGHT_CLASS_TINY
|
||||
throw_speed = 3
|
||||
throw_range = 7
|
||||
var/list/stored_ammo = list()
|
||||
var/ammo_type = /obj/item/ammo_casing
|
||||
var/max_ammo = 7
|
||||
var/multiple_sprites = 0
|
||||
var/caliber
|
||||
var/multiload = 1
|
||||
var/start_empty = 0
|
||||
var/list/bullet_cost
|
||||
var/list/base_cost// override this one as well if you override bullet_cost
|
||||
|
||||
/obj/item/ammo_box/Initialize()
|
||||
. = ..()
|
||||
if (!bullet_cost)
|
||||
for (var/material in materials)
|
||||
var/material_amount = materials[material]
|
||||
LAZYSET(base_cost, material, (material_amount * 0.10))
|
||||
|
||||
material_amount *= 0.90 // 10% for the container
|
||||
material_amount /= max_ammo
|
||||
LAZYSET(bullet_cost, material, material_amount)
|
||||
if(!start_empty)
|
||||
for(var/i = 1, i <= max_ammo, i++)
|
||||
stored_ammo += new ammo_type(src)
|
||||
update_icon()
|
||||
|
||||
/obj/item/ammo_box/proc/get_round(keep = 0)
|
||||
if (!stored_ammo.len)
|
||||
return null
|
||||
else
|
||||
var/b = stored_ammo[stored_ammo.len]
|
||||
stored_ammo -= b
|
||||
if (keep)
|
||||
stored_ammo.Insert(1,b)
|
||||
return b
|
||||
|
||||
/obj/item/ammo_box/proc/give_round(obj/item/ammo_casing/R, replace_spent = 0)
|
||||
// Boxes don't have a caliber type, magazines do. Not sure if it's intended or not, but if we fail to find a caliber, then we fall back to ammo_type.
|
||||
if(!R || (caliber && R.caliber != caliber) || (!caliber && R.type != ammo_type))
|
||||
return 0
|
||||
|
||||
if (stored_ammo.len < max_ammo)
|
||||
stored_ammo += R
|
||||
R.forceMove(src)
|
||||
return 1
|
||||
|
||||
//for accessibles magazines (e.g internal ones) when full, start replacing spent ammo
|
||||
else if(replace_spent)
|
||||
for(var/obj/item/ammo_casing/AC in stored_ammo)
|
||||
if(!AC.BB)//found a spent ammo
|
||||
stored_ammo -= AC
|
||||
AC.forceMove(get_turf(src.loc))
|
||||
|
||||
stored_ammo += R
|
||||
R.forceMove(src)
|
||||
return 1
|
||||
|
||||
return 0
|
||||
|
||||
/obj/item/ammo_box/proc/can_load(mob/user)
|
||||
return 1
|
||||
|
||||
/obj/item/ammo_box/attackby(obj/item/A, mob/user, params, silent = FALSE, replace_spent = 0)
|
||||
var/num_loaded = 0
|
||||
if(!can_load(user))
|
||||
return
|
||||
if(istype(A, /obj/item/ammo_box))
|
||||
var/obj/item/ammo_box/AM = A
|
||||
for(var/obj/item/ammo_casing/AC in AM.stored_ammo)
|
||||
var/did_load = give_round(AC, replace_spent)
|
||||
if(did_load)
|
||||
AM.stored_ammo -= AC
|
||||
num_loaded++
|
||||
if(!did_load || !multiload)
|
||||
break
|
||||
if(istype(A, /obj/item/ammo_casing))
|
||||
var/obj/item/ammo_casing/AC = A
|
||||
if(give_round(AC, replace_spent))
|
||||
user.transferItemToLoc(AC, src, TRUE)
|
||||
num_loaded++
|
||||
|
||||
if(num_loaded)
|
||||
if(!silent)
|
||||
to_chat(user, "<span class='notice'>You load [num_loaded] shell\s into \the [src]!</span>")
|
||||
playsound(src, 'sound/weapons/bulletinsert.ogg', 60, 1)
|
||||
A.update_icon()
|
||||
update_icon()
|
||||
|
||||
return num_loaded
|
||||
|
||||
/obj/item/ammo_box/attack_self(mob/user)
|
||||
var/obj/item/ammo_casing/A = get_round()
|
||||
if(A)
|
||||
if(!user.put_in_hands(A))
|
||||
A.bounce_away(FALSE, NONE)
|
||||
playsound(src, 'sound/weapons/bulletinsert.ogg', 60, 1)
|
||||
to_chat(user, "<span class='notice'>You remove a round from \the [src]!</span>")
|
||||
update_icon()
|
||||
|
||||
/obj/item/ammo_box/update_icon()
|
||||
switch(multiple_sprites)
|
||||
if(1)
|
||||
icon_state = "[initial(icon_state)]-[stored_ammo.len]"
|
||||
if(2)
|
||||
icon_state = "[initial(icon_state)]-[stored_ammo.len ? "[max_ammo]" : "0"]"
|
||||
desc = "[initial(desc)] There are [stored_ammo.len] shell\s left!"
|
||||
for (var/material in bullet_cost)
|
||||
var/material_amount = bullet_cost[material]
|
||||
material_amount = (material_amount*stored_ammo.len) + base_cost[material]
|
||||
materials[material] = material_amount
|
||||
|
||||
//Behavior for magazines
|
||||
/obj/item/ammo_box/magazine/proc/ammo_count()
|
||||
return stored_ammo.len
|
||||
|
||||
/obj/item/ammo_box/magazine/proc/empty_magazine()
|
||||
var/turf_mag = get_turf(src)
|
||||
for(var/obj/item/ammo in stored_ammo)
|
||||
ammo.forceMove(turf_mag)
|
||||
stored_ammo -= ammo
|
||||
|
||||
/obj/item/ammo_box/magazine/handle_atom_del(atom/A)
|
||||
stored_ammo -= A
|
||||
update_icon()
|
||||
//Boxes of ammo
|
||||
/obj/item/ammo_box
|
||||
name = "ammo box (null_reference_exception)"
|
||||
desc = "A box of ammo."
|
||||
icon = 'icons/obj/ammo.dmi'
|
||||
flags_1 = CONDUCT_1
|
||||
slot_flags = ITEM_SLOT_BELT
|
||||
item_state = "syringe_kit"
|
||||
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
|
||||
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
|
||||
materials = list(MAT_METAL = 30000)
|
||||
throwforce = 2
|
||||
w_class = WEIGHT_CLASS_TINY
|
||||
throw_speed = 3
|
||||
throw_range = 7
|
||||
var/list/stored_ammo = list()
|
||||
var/ammo_type = /obj/item/ammo_casing
|
||||
var/max_ammo = 7
|
||||
var/multiple_sprites = 0
|
||||
var/caliber
|
||||
var/multiload = 1
|
||||
var/start_empty = 0
|
||||
var/list/bullet_cost
|
||||
var/list/base_cost// override this one as well if you override bullet_cost
|
||||
|
||||
/obj/item/ammo_box/Initialize()
|
||||
. = ..()
|
||||
if (!bullet_cost)
|
||||
for (var/material in materials)
|
||||
var/material_amount = materials[material]
|
||||
LAZYSET(base_cost, material, (material_amount * 0.10))
|
||||
|
||||
material_amount *= 0.90 // 10% for the container
|
||||
material_amount /= max_ammo
|
||||
LAZYSET(bullet_cost, material, material_amount)
|
||||
if(!start_empty)
|
||||
for(var/i = 1, i <= max_ammo, i++)
|
||||
stored_ammo += new ammo_type(src)
|
||||
update_icon()
|
||||
|
||||
/obj/item/ammo_box/proc/get_round(keep = 0)
|
||||
if (!stored_ammo.len)
|
||||
return null
|
||||
else
|
||||
var/b = stored_ammo[stored_ammo.len]
|
||||
stored_ammo -= b
|
||||
if (keep)
|
||||
stored_ammo.Insert(1,b)
|
||||
return b
|
||||
|
||||
/obj/item/ammo_box/proc/give_round(obj/item/ammo_casing/R, replace_spent = 0)
|
||||
// Boxes don't have a caliber type, magazines do. Not sure if it's intended or not, but if we fail to find a caliber, then we fall back to ammo_type.
|
||||
if(!R || (caliber && R.caliber != caliber) || (!caliber && R.type != ammo_type))
|
||||
return 0
|
||||
|
||||
if (stored_ammo.len < max_ammo)
|
||||
stored_ammo += R
|
||||
R.forceMove(src)
|
||||
return 1
|
||||
|
||||
//for accessibles magazines (e.g internal ones) when full, start replacing spent ammo
|
||||
else if(replace_spent)
|
||||
for(var/obj/item/ammo_casing/AC in stored_ammo)
|
||||
if(!AC.BB)//found a spent ammo
|
||||
stored_ammo -= AC
|
||||
AC.forceMove(get_turf(src.loc))
|
||||
|
||||
stored_ammo += R
|
||||
R.forceMove(src)
|
||||
return 1
|
||||
|
||||
return 0
|
||||
|
||||
/obj/item/ammo_box/proc/can_load(mob/user)
|
||||
return 1
|
||||
|
||||
/obj/item/ammo_box/attackby(obj/item/A, mob/user, params, silent = FALSE, replace_spent = 0)
|
||||
var/num_loaded = 0
|
||||
if(!can_load(user))
|
||||
return
|
||||
if(istype(A, /obj/item/ammo_box))
|
||||
var/obj/item/ammo_box/AM = A
|
||||
for(var/obj/item/ammo_casing/AC in AM.stored_ammo)
|
||||
var/did_load = give_round(AC, replace_spent)
|
||||
if(did_load)
|
||||
AM.stored_ammo -= AC
|
||||
num_loaded++
|
||||
if(!did_load || !multiload)
|
||||
break
|
||||
if(istype(A, /obj/item/ammo_casing))
|
||||
var/obj/item/ammo_casing/AC = A
|
||||
if(give_round(AC, replace_spent))
|
||||
user.transferItemToLoc(AC, src, TRUE)
|
||||
num_loaded++
|
||||
|
||||
if(num_loaded)
|
||||
if(!silent)
|
||||
to_chat(user, "<span class='notice'>You load [num_loaded] shell\s into \the [src]!</span>")
|
||||
playsound(src, 'sound/weapons/bulletinsert.ogg', 60, 1)
|
||||
A.update_icon()
|
||||
update_icon()
|
||||
|
||||
return num_loaded
|
||||
|
||||
/obj/item/ammo_box/attack_self(mob/user)
|
||||
var/obj/item/ammo_casing/A = get_round()
|
||||
if(A)
|
||||
if(!user.put_in_hands(A))
|
||||
A.bounce_away(FALSE, NONE)
|
||||
playsound(src, 'sound/weapons/bulletinsert.ogg', 60, 1)
|
||||
to_chat(user, "<span class='notice'>You remove a round from \the [src]!</span>")
|
||||
update_icon()
|
||||
|
||||
/obj/item/ammo_box/update_icon()
|
||||
switch(multiple_sprites)
|
||||
if(1)
|
||||
icon_state = "[initial(icon_state)]-[stored_ammo.len]"
|
||||
if(2)
|
||||
icon_state = "[initial(icon_state)]-[stored_ammo.len ? "[max_ammo]" : "0"]"
|
||||
desc = "[initial(desc)] There are [stored_ammo.len] shell\s left!"
|
||||
for (var/material in bullet_cost)
|
||||
var/material_amount = bullet_cost[material]
|
||||
material_amount = (material_amount*stored_ammo.len) + base_cost[material]
|
||||
materials[material] = material_amount
|
||||
|
||||
//Behavior for magazines
|
||||
/obj/item/ammo_box/magazine/proc/ammo_count()
|
||||
return stored_ammo.len
|
||||
|
||||
/obj/item/ammo_box/magazine/proc/empty_magazine()
|
||||
var/turf_mag = get_turf(src)
|
||||
for(var/obj/item/ammo in stored_ammo)
|
||||
ammo.forceMove(turf_mag)
|
||||
stored_ammo -= ammo
|
||||
|
||||
/obj/item/ammo_box/magazine/handle_atom_del(atom/A)
|
||||
stored_ammo -= A
|
||||
update_icon()
|
||||
|
||||
@@ -1,8 +1,8 @@
|
||||
/obj/item/ammo_box/magazine/m75
|
||||
name = "specialized magazine (.75)"
|
||||
icon_state = "75"
|
||||
ammo_type = /obj/item/ammo_casing/caseless/a75
|
||||
caliber = "75"
|
||||
multiple_sprites = 2
|
||||
max_ammo = 8
|
||||
|
||||
/obj/item/ammo_box/magazine/m75
|
||||
name = "specialized magazine (.75)"
|
||||
icon_state = "75"
|
||||
ammo_type = /obj/item/ammo_casing/caseless/a75
|
||||
caliber = "75"
|
||||
multiple_sprites = 2
|
||||
max_ammo = 8
|
||||
|
||||
|
||||
+22
-22
@@ -1,22 +1,22 @@
|
||||
/obj/item/ammo_box/magazine/mm195x129
|
||||
name = "box magazine (1.95x129mm)"
|
||||
icon_state = "a762-50"
|
||||
ammo_type = /obj/item/ammo_casing/mm195x129
|
||||
caliber = "mm195129"
|
||||
max_ammo = 50
|
||||
|
||||
/obj/item/ammo_box/magazine/mm195x129/hollow
|
||||
name = "box magazine (Hollow-Point 1.95x129mm)"
|
||||
ammo_type = /obj/item/ammo_casing/mm195x129/hollow
|
||||
|
||||
/obj/item/ammo_box/magazine/mm195x129/ap
|
||||
name = "box magazine (Armor Penetrating 1.95x129mm)"
|
||||
ammo_type = /obj/item/ammo_casing/mm195x129/ap
|
||||
|
||||
/obj/item/ammo_box/magazine/mm195x129/incen
|
||||
name = "box magazine (Incendiary 1.95x129mm)"
|
||||
ammo_type = /obj/item/ammo_casing/mm195x129/incen
|
||||
|
||||
/obj/item/ammo_box/magazine/mm195x129/update_icon()
|
||||
..()
|
||||
icon_state = "a762-[round(ammo_count(),10)]"
|
||||
/obj/item/ammo_box/magazine/mm195x129
|
||||
name = "box magazine (1.95x129mm)"
|
||||
icon_state = "a762-50"
|
||||
ammo_type = /obj/item/ammo_casing/mm195x129
|
||||
caliber = "mm195129"
|
||||
max_ammo = 50
|
||||
|
||||
/obj/item/ammo_box/magazine/mm195x129/hollow
|
||||
name = "box magazine (Hollow-Point 1.95x129mm)"
|
||||
ammo_type = /obj/item/ammo_casing/mm195x129/hollow
|
||||
|
||||
/obj/item/ammo_box/magazine/mm195x129/ap
|
||||
name = "box magazine (Armor Penetrating 1.95x129mm)"
|
||||
ammo_type = /obj/item/ammo_casing/mm195x129/ap
|
||||
|
||||
/obj/item/ammo_box/magazine/mm195x129/incen
|
||||
name = "box magazine (Incendiary 1.95x129mm)"
|
||||
ammo_type = /obj/item/ammo_casing/mm195x129/incen
|
||||
|
||||
/obj/item/ammo_box/magazine/mm195x129/update_icon()
|
||||
..()
|
||||
icon_state = "a762-[round(ammo_count(),10)]"
|
||||
|
||||
+61
-61
@@ -1,61 +1,61 @@
|
||||
/obj/item/ammo_box/magazine/m10mm
|
||||
name = "pistol magazine (10mm)"
|
||||
desc = "A gun magazine."
|
||||
icon_state = "9x19p"
|
||||
ammo_type = /obj/item/ammo_casing/c10mm
|
||||
caliber = "10mm"
|
||||
max_ammo = 8
|
||||
multiple_sprites = 2
|
||||
|
||||
/obj/item/ammo_box/magazine/m10mm/fire
|
||||
name = "pistol magazine (10mm incendiary)"
|
||||
icon_state = "9x19pI"
|
||||
desc = "A gun magazine. Loaded with rounds which ignite the target."
|
||||
ammo_type = /obj/item/ammo_casing/c10mm/fire
|
||||
|
||||
/obj/item/ammo_box/magazine/m10mm/hp
|
||||
name = "pistol magazine (10mm HP)"
|
||||
icon_state = "9x19pH"
|
||||
desc= "A gun magazine. Loaded with hollow-point rounds, extremely effective against unarmored targets, but nearly useless against protective clothing."
|
||||
ammo_type = /obj/item/ammo_casing/c10mm/hp
|
||||
|
||||
/obj/item/ammo_box/magazine/m10mm/ap
|
||||
name = "pistol magazine (10mm AP)"
|
||||
icon_state = "9x19pA"
|
||||
desc= "A gun magazine. Loaded with rounds which penetrate armour, but are less effective against normal targets."
|
||||
ammo_type = /obj/item/ammo_casing/c10mm/ap
|
||||
|
||||
/obj/item/ammo_box/magazine/m45
|
||||
name = "handgun magazine (.45)"
|
||||
icon_state = "45-8"
|
||||
ammo_type = /obj/item/ammo_casing/c45
|
||||
caliber = ".45"
|
||||
max_ammo = 8
|
||||
|
||||
/obj/item/ammo_box/magazine/m45/update_icon()
|
||||
..()
|
||||
icon_state = "45-[ammo_count() ? "8" : "0"]"
|
||||
|
||||
/obj/item/ammo_box/magazine/m45/kitchengun
|
||||
name = "handgun magazine (.45 cleaning)"
|
||||
desc = "BANG! BANG! BANG!"
|
||||
ammo_type = /obj/item/ammo_casing/c45/kitchengun
|
||||
|
||||
/obj/item/ammo_box/magazine/pistolm9mm
|
||||
name = "pistol magazine (9mm)"
|
||||
icon_state = "9x19p-8"
|
||||
ammo_type = /obj/item/ammo_casing/c9mm
|
||||
caliber = "9mm"
|
||||
max_ammo = 15
|
||||
|
||||
/obj/item/ammo_box/magazine/pistolm9mm/update_icon()
|
||||
..()
|
||||
icon_state = "9x19p-[ammo_count() ? "8" : "0"]"
|
||||
|
||||
/obj/item/ammo_box/magazine/m50
|
||||
name = "handgun magazine (.50ae)"
|
||||
icon_state = "50ae"
|
||||
ammo_type = /obj/item/ammo_casing/a50AE
|
||||
caliber = ".50"
|
||||
max_ammo = 7
|
||||
multiple_sprites = 1
|
||||
/obj/item/ammo_box/magazine/m10mm
|
||||
name = "pistol magazine (10mm)"
|
||||
desc = "A gun magazine."
|
||||
icon_state = "9x19p"
|
||||
ammo_type = /obj/item/ammo_casing/c10mm
|
||||
caliber = "10mm"
|
||||
max_ammo = 8
|
||||
multiple_sprites = 2
|
||||
|
||||
/obj/item/ammo_box/magazine/m10mm/fire
|
||||
name = "pistol magazine (10mm incendiary)"
|
||||
icon_state = "9x19pI"
|
||||
desc = "A gun magazine. Loaded with rounds which ignite the target."
|
||||
ammo_type = /obj/item/ammo_casing/c10mm/fire
|
||||
|
||||
/obj/item/ammo_box/magazine/m10mm/hp
|
||||
name = "pistol magazine (10mm HP)"
|
||||
icon_state = "9x19pH"
|
||||
desc= "A gun magazine. Loaded with hollow-point rounds, extremely effective against unarmored targets, but nearly useless against protective clothing."
|
||||
ammo_type = /obj/item/ammo_casing/c10mm/hp
|
||||
|
||||
/obj/item/ammo_box/magazine/m10mm/ap
|
||||
name = "pistol magazine (10mm AP)"
|
||||
icon_state = "9x19pA"
|
||||
desc= "A gun magazine. Loaded with rounds which penetrate armour, but are less effective against normal targets."
|
||||
ammo_type = /obj/item/ammo_casing/c10mm/ap
|
||||
|
||||
/obj/item/ammo_box/magazine/m45
|
||||
name = "handgun magazine (.45)"
|
||||
icon_state = "45-8"
|
||||
ammo_type = /obj/item/ammo_casing/c45
|
||||
caliber = ".45"
|
||||
max_ammo = 8
|
||||
|
||||
/obj/item/ammo_box/magazine/m45/update_icon()
|
||||
..()
|
||||
icon_state = "45-[ammo_count() ? "8" : "0"]"
|
||||
|
||||
/obj/item/ammo_box/magazine/m45/kitchengun
|
||||
name = "handgun magazine (.45 cleaning)"
|
||||
desc = "BANG! BANG! BANG!"
|
||||
ammo_type = /obj/item/ammo_casing/c45/kitchengun
|
||||
|
||||
/obj/item/ammo_box/magazine/pistolm9mm
|
||||
name = "pistol magazine (9mm)"
|
||||
icon_state = "9x19p-8"
|
||||
ammo_type = /obj/item/ammo_casing/c9mm
|
||||
caliber = "9mm"
|
||||
max_ammo = 15
|
||||
|
||||
/obj/item/ammo_box/magazine/pistolm9mm/update_icon()
|
||||
..()
|
||||
icon_state = "9x19p-[ammo_count() ? "8" : "0"]"
|
||||
|
||||
/obj/item/ammo_box/magazine/m50
|
||||
name = "handgun magazine (.50ae)"
|
||||
icon_state = "50ae"
|
||||
ammo_type = /obj/item/ammo_casing/a50AE
|
||||
caliber = ".50"
|
||||
max_ammo = 7
|
||||
multiple_sprites = 1
|
||||
|
||||
@@ -1,14 +1,14 @@
|
||||
/obj/item/ammo_box/magazine/recharge
|
||||
name = "power pack"
|
||||
desc = "A rechargeable, detachable battery that serves as a magazine for laser rifles."
|
||||
icon_state = "oldrifle-20"
|
||||
ammo_type = /obj/item/ammo_casing/caseless/laser
|
||||
caliber = "laser"
|
||||
max_ammo = 20
|
||||
|
||||
/obj/item/ammo_box/magazine/recharge/update_icon()
|
||||
desc = "[initial(desc)] It has [stored_ammo.len] shot\s left."
|
||||
icon_state = "oldrifle-[round(ammo_count(),4)]"
|
||||
|
||||
/obj/item/ammo_box/magazine/recharge/attack_self() //No popping out the "bullets"
|
||||
return
|
||||
/obj/item/ammo_box/magazine/recharge
|
||||
name = "power pack"
|
||||
desc = "A rechargeable, detachable battery that serves as a magazine for laser rifles."
|
||||
icon_state = "oldrifle-20"
|
||||
ammo_type = /obj/item/ammo_casing/caseless/laser
|
||||
caliber = "laser"
|
||||
max_ammo = 20
|
||||
|
||||
/obj/item/ammo_box/magazine/recharge/update_icon()
|
||||
desc = "[initial(desc)] It has [stored_ammo.len] shot\s left."
|
||||
icon_state = "oldrifle-[round(ammo_count(),4)]"
|
||||
|
||||
/obj/item/ammo_box/magazine/recharge/attack_self() //No popping out the "bullets"
|
||||
return
|
||||
|
||||
+21
-21
@@ -1,21 +1,21 @@
|
||||
/obj/item/ammo_box/magazine/m10mm/rifle
|
||||
name = "rifle magazine (10mm)"
|
||||
desc = "A well-worn magazine fitted for the surplus rifle."
|
||||
icon_state = "75-8"
|
||||
ammo_type = /obj/item/ammo_casing/c10mm
|
||||
caliber = "10mm"
|
||||
max_ammo = 10
|
||||
|
||||
/obj/item/ammo_box/magazine/m10mm/rifle/update_icon()
|
||||
if(ammo_count())
|
||||
icon_state = "75-8"
|
||||
else
|
||||
icon_state = "75-0"
|
||||
|
||||
/obj/item/ammo_box/magazine/m556
|
||||
name = "toploader magazine (5.56mm)"
|
||||
icon_state = "5.56m"
|
||||
ammo_type = /obj/item/ammo_casing/a556
|
||||
caliber = "a556"
|
||||
max_ammo = 30
|
||||
multiple_sprites = 2
|
||||
/obj/item/ammo_box/magazine/m10mm/rifle
|
||||
name = "rifle magazine (10mm)"
|
||||
desc = "A well-worn magazine fitted for the surplus rifle."
|
||||
icon_state = "75-8"
|
||||
ammo_type = /obj/item/ammo_casing/c10mm
|
||||
caliber = "10mm"
|
||||
max_ammo = 10
|
||||
|
||||
/obj/item/ammo_box/magazine/m10mm/rifle/update_icon()
|
||||
if(ammo_count())
|
||||
icon_state = "75-8"
|
||||
else
|
||||
icon_state = "75-0"
|
||||
|
||||
/obj/item/ammo_box/magazine/m556
|
||||
name = "toploader magazine (5.56mm)"
|
||||
icon_state = "5.56m"
|
||||
ammo_type = /obj/item/ammo_casing/a556
|
||||
caliber = "a556"
|
||||
max_ammo = 30
|
||||
multiple_sprites = 2
|
||||
|
||||
+41
-41
@@ -1,41 +1,41 @@
|
||||
/obj/item/ammo_box/magazine/m12g
|
||||
name = "shotgun magazine (12g buckshot slugs)"
|
||||
desc = "A drum magazine."
|
||||
icon_state = "m12gb"
|
||||
ammo_type = /obj/item/ammo_casing/shotgun/buckshot
|
||||
caliber = "shotgun"
|
||||
max_ammo = 8
|
||||
|
||||
/obj/item/ammo_box/magazine/m12g/update_icon()
|
||||
..()
|
||||
icon_state = "[initial(icon_state)]-[CEILING(ammo_count(0)/8, 1)*8]"
|
||||
|
||||
/obj/item/ammo_box/magazine/m12g/stun
|
||||
name = "shotgun magazine (12g taser slugs)"
|
||||
icon_state = "m12gs"
|
||||
ammo_type = /obj/item/ammo_casing/shotgun/stunslug
|
||||
|
||||
/obj/item/ammo_box/magazine/m12g/slug
|
||||
name = "shotgun magazine (12g slugs)"
|
||||
icon_state = "m12gb" //this may need an unique sprite
|
||||
ammo_type = /obj/item/ammo_casing/shotgun
|
||||
|
||||
/obj/item/ammo_box/magazine/m12g/dragon
|
||||
name = "shotgun magazine (12g dragon's breath)"
|
||||
icon_state = "m12gf"
|
||||
ammo_type = /obj/item/ammo_casing/shotgun/dragonsbreath
|
||||
|
||||
/obj/item/ammo_box/magazine/m12g/bioterror
|
||||
name = "shotgun magazine (12g bioterror)"
|
||||
icon_state = "m12gt"
|
||||
ammo_type = /obj/item/ammo_casing/shotgun/dart/bioterror
|
||||
|
||||
/obj/item/ammo_box/magazine/m12g/meteor
|
||||
name = "shotgun magazine (12g meteor slugs)"
|
||||
icon_state = "m12gbc"
|
||||
ammo_type = /obj/item/ammo_casing/shotgun/meteorslug
|
||||
|
||||
/obj/item/ammo_box/magazine/m12g/scatter
|
||||
name = "shotgun magazine (12g scatter laser shot slugs)"
|
||||
icon_state = "m12gb"
|
||||
ammo_type = /obj/item/ammo_casing/shotgun/laserslug
|
||||
/obj/item/ammo_box/magazine/m12g
|
||||
name = "shotgun magazine (12g buckshot slugs)"
|
||||
desc = "A drum magazine."
|
||||
icon_state = "m12gb"
|
||||
ammo_type = /obj/item/ammo_casing/shotgun/buckshot
|
||||
caliber = "shotgun"
|
||||
max_ammo = 8
|
||||
|
||||
/obj/item/ammo_box/magazine/m12g/update_icon()
|
||||
..()
|
||||
icon_state = "[initial(icon_state)]-[CEILING(ammo_count(0)/8, 1)*8]"
|
||||
|
||||
/obj/item/ammo_box/magazine/m12g/stun
|
||||
name = "shotgun magazine (12g taser slugs)"
|
||||
icon_state = "m12gs"
|
||||
ammo_type = /obj/item/ammo_casing/shotgun/stunslug
|
||||
|
||||
/obj/item/ammo_box/magazine/m12g/slug
|
||||
name = "shotgun magazine (12g slugs)"
|
||||
icon_state = "m12gb" //this may need an unique sprite
|
||||
ammo_type = /obj/item/ammo_casing/shotgun
|
||||
|
||||
/obj/item/ammo_box/magazine/m12g/dragon
|
||||
name = "shotgun magazine (12g dragon's breath)"
|
||||
icon_state = "m12gf"
|
||||
ammo_type = /obj/item/ammo_casing/shotgun/dragonsbreath
|
||||
|
||||
/obj/item/ammo_box/magazine/m12g/bioterror
|
||||
name = "shotgun magazine (12g bioterror)"
|
||||
icon_state = "m12gt"
|
||||
ammo_type = /obj/item/ammo_casing/shotgun/dart/bioterror
|
||||
|
||||
/obj/item/ammo_box/magazine/m12g/meteor
|
||||
name = "shotgun magazine (12g meteor slugs)"
|
||||
icon_state = "m12gbc"
|
||||
ammo_type = /obj/item/ammo_casing/shotgun/meteorslug
|
||||
|
||||
/obj/item/ammo_box/magazine/m12g/scatter
|
||||
name = "shotgun magazine (12g scatter laser shot slugs)"
|
||||
icon_state = "m12gb"
|
||||
ammo_type = /obj/item/ammo_casing/shotgun/laserslug
|
||||
|
||||
+76
-76
@@ -1,76 +1,76 @@
|
||||
/obj/item/ammo_box/magazine/wt550m9
|
||||
name = "wt550 magazine (4.6x30mm)"
|
||||
icon_state = "46x30mmt-20"
|
||||
ammo_type = /obj/item/ammo_casing/c46x30mm
|
||||
caliber = "4.6x30mm"
|
||||
max_ammo = 32
|
||||
|
||||
/obj/item/ammo_box/magazine/wt550m9/update_icon()
|
||||
..()
|
||||
icon_state = "46x30mmt-[round(20*(ammo_count()/max_ammo),4)]"
|
||||
|
||||
/obj/item/ammo_box/magazine/wt550m9/wtap
|
||||
name = "wt550 magazine (Armour Piercing 4.6x30mm)"
|
||||
icon_state = "46x30mmtA-20"
|
||||
ammo_type = /obj/item/ammo_casing/c46x30mm/ap
|
||||
|
||||
/obj/item/ammo_box/magazine/wt550m9/wtap/update_icon()
|
||||
..()
|
||||
icon_state = "46x30mmtA-[round(20*(ammo_count()/max_ammo),4)]"
|
||||
|
||||
/obj/item/ammo_box/magazine/wt550m9/wtic
|
||||
name = "wt550 magazine (Incendiary 4.6x30mm)"
|
||||
icon_state = "46x30mmtI-20"
|
||||
ammo_type = /obj/item/ammo_casing/c46x30mm/inc
|
||||
|
||||
/obj/item/ammo_box/magazine/wt550m9/wtic/update_icon()
|
||||
..()
|
||||
icon_state = "46x30mmtI-[round(20*(ammo_count()/max_ammo),4)]"
|
||||
|
||||
/obj/item/ammo_box/magazine/uzim9mm
|
||||
name = "uzi magazine (9mm)"
|
||||
icon_state = "uzi9mm-32"
|
||||
ammo_type = /obj/item/ammo_casing/c9mm
|
||||
caliber = "9mm"
|
||||
max_ammo = 32
|
||||
|
||||
/obj/item/ammo_box/magazine/uzim9mm/update_icon()
|
||||
..()
|
||||
icon_state = "uzi9mm-[round(ammo_count(),4)]"
|
||||
|
||||
/obj/item/ammo_box/magazine/smgm9mm
|
||||
name = "SMG magazine (9mm)"
|
||||
icon_state = "smg9mm-42"
|
||||
ammo_type = /obj/item/ammo_casing/c9mm
|
||||
caliber = "9mm"
|
||||
max_ammo = 21
|
||||
|
||||
/obj/item/ammo_box/magazine/smgm9mm/update_icon()
|
||||
..()
|
||||
icon_state = "smg9mm-[ammo_count() ? "42" : "0"]"
|
||||
|
||||
/obj/item/ammo_box/magazine/smgm9mm/ap
|
||||
name = "SMG magazine (Armour Piercing 9mm)"
|
||||
ammo_type = /obj/item/ammo_casing/c9mm/ap
|
||||
|
||||
/obj/item/ammo_box/magazine/smgm9mm/fire
|
||||
name = "SMG Magazine (Incendiary 9mm)"
|
||||
ammo_type = /obj/item/ammo_casing/c9mm/inc
|
||||
|
||||
/obj/item/ammo_box/magazine/smgm45
|
||||
name = "SMG magazine (.45)"
|
||||
icon_state = "c20r45-24"
|
||||
ammo_type = /obj/item/ammo_casing/c45/nostamina
|
||||
caliber = ".45"
|
||||
max_ammo = 24
|
||||
|
||||
/obj/item/ammo_box/magazine/smgm45/update_icon()
|
||||
..()
|
||||
icon_state = "c20r45-[round(ammo_count(),2)]"
|
||||
|
||||
/obj/item/ammo_box/magazine/tommygunm45
|
||||
name = "drum magazine (.45)"
|
||||
icon_state = "drum45"
|
||||
ammo_type = /obj/item/ammo_casing/c45
|
||||
caliber = ".45"
|
||||
max_ammo = 50
|
||||
/obj/item/ammo_box/magazine/wt550m9
|
||||
name = "wt550 magazine (4.6x30mm)"
|
||||
icon_state = "46x30mmt-20"
|
||||
ammo_type = /obj/item/ammo_casing/c46x30mm
|
||||
caliber = "4.6x30mm"
|
||||
max_ammo = 32
|
||||
|
||||
/obj/item/ammo_box/magazine/wt550m9/update_icon()
|
||||
..()
|
||||
icon_state = "46x30mmt-[round(20*(ammo_count()/max_ammo),4)]"
|
||||
|
||||
/obj/item/ammo_box/magazine/wt550m9/wtap
|
||||
name = "wt550 magazine (Armour Piercing 4.6x30mm)"
|
||||
icon_state = "46x30mmtA-20"
|
||||
ammo_type = /obj/item/ammo_casing/c46x30mm/ap
|
||||
|
||||
/obj/item/ammo_box/magazine/wt550m9/wtap/update_icon()
|
||||
..()
|
||||
icon_state = "46x30mmtA-[round(20*(ammo_count()/max_ammo),4)]"
|
||||
|
||||
/obj/item/ammo_box/magazine/wt550m9/wtic
|
||||
name = "wt550 magazine (Incendiary 4.6x30mm)"
|
||||
icon_state = "46x30mmtI-20"
|
||||
ammo_type = /obj/item/ammo_casing/c46x30mm/inc
|
||||
|
||||
/obj/item/ammo_box/magazine/wt550m9/wtic/update_icon()
|
||||
..()
|
||||
icon_state = "46x30mmtI-[round(20*(ammo_count()/max_ammo),4)]"
|
||||
|
||||
/obj/item/ammo_box/magazine/uzim9mm
|
||||
name = "uzi magazine (9mm)"
|
||||
icon_state = "uzi9mm-32"
|
||||
ammo_type = /obj/item/ammo_casing/c9mm
|
||||
caliber = "9mm"
|
||||
max_ammo = 32
|
||||
|
||||
/obj/item/ammo_box/magazine/uzim9mm/update_icon()
|
||||
..()
|
||||
icon_state = "uzi9mm-[round(ammo_count(),4)]"
|
||||
|
||||
/obj/item/ammo_box/magazine/smgm9mm
|
||||
name = "SMG magazine (9mm)"
|
||||
icon_state = "smg9mm-42"
|
||||
ammo_type = /obj/item/ammo_casing/c9mm
|
||||
caliber = "9mm"
|
||||
max_ammo = 21
|
||||
|
||||
/obj/item/ammo_box/magazine/smgm9mm/update_icon()
|
||||
..()
|
||||
icon_state = "smg9mm-[ammo_count() ? "42" : "0"]"
|
||||
|
||||
/obj/item/ammo_box/magazine/smgm9mm/ap
|
||||
name = "SMG magazine (Armour Piercing 9mm)"
|
||||
ammo_type = /obj/item/ammo_casing/c9mm/ap
|
||||
|
||||
/obj/item/ammo_box/magazine/smgm9mm/fire
|
||||
name = "SMG Magazine (Incendiary 9mm)"
|
||||
ammo_type = /obj/item/ammo_casing/c9mm/inc
|
||||
|
||||
/obj/item/ammo_box/magazine/smgm45
|
||||
name = "SMG magazine (.45)"
|
||||
icon_state = "c20r45-24"
|
||||
ammo_type = /obj/item/ammo_casing/c45/nostamina
|
||||
caliber = ".45"
|
||||
max_ammo = 24
|
||||
|
||||
/obj/item/ammo_box/magazine/smgm45/update_icon()
|
||||
..()
|
||||
icon_state = "c20r45-[round(ammo_count(),2)]"
|
||||
|
||||
/obj/item/ammo_box/magazine/tommygunm45
|
||||
name = "drum magazine (.45)"
|
||||
icon_state = "drum45"
|
||||
ammo_type = /obj/item/ammo_casing/c45
|
||||
caliber = ".45"
|
||||
max_ammo = 50
|
||||
|
||||
+26
-26
@@ -1,26 +1,26 @@
|
||||
/obj/item/ammo_box/magazine/sniper_rounds
|
||||
name = "sniper rounds (.50)"
|
||||
icon_state = ".50mag"
|
||||
ammo_type = /obj/item/ammo_casing/p50
|
||||
max_ammo = 6
|
||||
caliber = ".50"
|
||||
|
||||
/obj/item/ammo_box/magazine/sniper_rounds/update_icon()
|
||||
if(ammo_count())
|
||||
icon_state = "[initial(icon_state)]-ammo"
|
||||
else
|
||||
icon_state = "[initial(icon_state)]"
|
||||
|
||||
/obj/item/ammo_box/magazine/sniper_rounds/soporific
|
||||
name = "sniper rounds (Zzzzz)"
|
||||
desc = "Soporific sniper rounds, designed for happy days and dead quiet nights..."
|
||||
icon_state = "soporific"
|
||||
ammo_type = /obj/item/ammo_casing/p50/soporific
|
||||
max_ammo = 3
|
||||
caliber = ".50"
|
||||
|
||||
/obj/item/ammo_box/magazine/sniper_rounds/penetrator
|
||||
name = "sniper rounds (penetrator)"
|
||||
desc = "An extremely powerful round capable of passing straight through cover and anyone unfortunate enough to be behind it."
|
||||
ammo_type = /obj/item/ammo_casing/p50/penetrator
|
||||
max_ammo = 5
|
||||
/obj/item/ammo_box/magazine/sniper_rounds
|
||||
name = "sniper rounds (.50)"
|
||||
icon_state = ".50mag"
|
||||
ammo_type = /obj/item/ammo_casing/p50
|
||||
max_ammo = 6
|
||||
caliber = ".50"
|
||||
|
||||
/obj/item/ammo_box/magazine/sniper_rounds/update_icon()
|
||||
if(ammo_count())
|
||||
icon_state = "[initial(icon_state)]-ammo"
|
||||
else
|
||||
icon_state = "[initial(icon_state)]"
|
||||
|
||||
/obj/item/ammo_box/magazine/sniper_rounds/soporific
|
||||
name = "sniper rounds (Zzzzz)"
|
||||
desc = "Soporific sniper rounds, designed for happy days and dead quiet nights..."
|
||||
icon_state = "soporific"
|
||||
ammo_type = /obj/item/ammo_casing/p50/soporific
|
||||
max_ammo = 3
|
||||
caliber = ".50"
|
||||
|
||||
/obj/item/ammo_box/magazine/sniper_rounds/penetrator
|
||||
name = "sniper rounds (penetrator)"
|
||||
desc = "An extremely powerful round capable of passing straight through cover and anyone unfortunate enough to be behind it."
|
||||
ammo_type = /obj/item/ammo_casing/p50/penetrator
|
||||
max_ammo = 5
|
||||
|
||||
+59
-59
@@ -1,59 +1,59 @@
|
||||
/obj/item/ammo_box/magazine/toy
|
||||
name = "foam force META magazine"
|
||||
ammo_type = /obj/item/ammo_casing/caseless/foam_dart
|
||||
caliber = "foam_force"
|
||||
|
||||
/obj/item/ammo_box/magazine/toy/smg
|
||||
name = "foam force SMG magazine"
|
||||
icon_state = "smg9mm-42"
|
||||
ammo_type = /obj/item/ammo_casing/caseless/foam_dart
|
||||
max_ammo = 20
|
||||
|
||||
/obj/item/ammo_box/magazine/toy/smg/update_icon()
|
||||
..()
|
||||
if(ammo_count())
|
||||
icon_state = "smg9mm-42"
|
||||
else
|
||||
icon_state = "smg9mm-0"
|
||||
|
||||
/obj/item/ammo_box/magazine/toy/smg/riot
|
||||
ammo_type = /obj/item/ammo_casing/caseless/foam_dart/riot
|
||||
|
||||
/obj/item/ammo_box/magazine/toy/pistol
|
||||
name = "foam force pistol magazine"
|
||||
icon_state = "9x19p"
|
||||
max_ammo = 8
|
||||
multiple_sprites = 2
|
||||
|
||||
/obj/item/ammo_box/magazine/toy/pistol/riot
|
||||
ammo_type = /obj/item/ammo_casing/caseless/foam_dart/riot
|
||||
|
||||
/obj/item/ammo_box/magazine/toy/smgm45
|
||||
name = "donksoft SMG magazine"
|
||||
icon_state = "c20r45-toy"
|
||||
caliber = "foam_force"
|
||||
ammo_type = /obj/item/ammo_casing/caseless/foam_dart
|
||||
max_ammo = 20
|
||||
|
||||
/obj/item/ammo_box/magazine/toy/smgm45/update_icon()
|
||||
..()
|
||||
icon_state = "c20r45-[round(ammo_count(),2)]"
|
||||
|
||||
/obj/item/ammo_box/magazine/toy/smgm45/riot
|
||||
icon_state = "c20r45-riot"
|
||||
ammo_type = /obj/item/ammo_casing/caseless/foam_dart/riot
|
||||
|
||||
/obj/item/ammo_box/magazine/toy/m762
|
||||
name = "donksoft box magazine"
|
||||
icon_state = "a762-toy"
|
||||
caliber = "foam_force"
|
||||
ammo_type = /obj/item/ammo_casing/caseless/foam_dart
|
||||
max_ammo = 50
|
||||
|
||||
/obj/item/ammo_box/magazine/toy/m762/update_icon()
|
||||
..()
|
||||
icon_state = "a762-[round(ammo_count(),10)]"
|
||||
|
||||
/obj/item/ammo_box/magazine/toy/m762/riot
|
||||
icon_state = "a762-riot"
|
||||
ammo_type = /obj/item/ammo_casing/caseless/foam_dart/riot
|
||||
/obj/item/ammo_box/magazine/toy
|
||||
name = "foam force META magazine"
|
||||
ammo_type = /obj/item/ammo_casing/caseless/foam_dart
|
||||
caliber = "foam_force"
|
||||
|
||||
/obj/item/ammo_box/magazine/toy/smg
|
||||
name = "foam force SMG magazine"
|
||||
icon_state = "smg9mm-42"
|
||||
ammo_type = /obj/item/ammo_casing/caseless/foam_dart
|
||||
max_ammo = 20
|
||||
|
||||
/obj/item/ammo_box/magazine/toy/smg/update_icon()
|
||||
..()
|
||||
if(ammo_count())
|
||||
icon_state = "smg9mm-42"
|
||||
else
|
||||
icon_state = "smg9mm-0"
|
||||
|
||||
/obj/item/ammo_box/magazine/toy/smg/riot
|
||||
ammo_type = /obj/item/ammo_casing/caseless/foam_dart/riot
|
||||
|
||||
/obj/item/ammo_box/magazine/toy/pistol
|
||||
name = "foam force pistol magazine"
|
||||
icon_state = "9x19p"
|
||||
max_ammo = 8
|
||||
multiple_sprites = 2
|
||||
|
||||
/obj/item/ammo_box/magazine/toy/pistol/riot
|
||||
ammo_type = /obj/item/ammo_casing/caseless/foam_dart/riot
|
||||
|
||||
/obj/item/ammo_box/magazine/toy/smgm45
|
||||
name = "donksoft SMG magazine"
|
||||
icon_state = "c20r45-toy"
|
||||
caliber = "foam_force"
|
||||
ammo_type = /obj/item/ammo_casing/caseless/foam_dart
|
||||
max_ammo = 20
|
||||
|
||||
/obj/item/ammo_box/magazine/toy/smgm45/update_icon()
|
||||
..()
|
||||
icon_state = "c20r45-[round(ammo_count(),2)]"
|
||||
|
||||
/obj/item/ammo_box/magazine/toy/smgm45/riot
|
||||
icon_state = "c20r45-riot"
|
||||
ammo_type = /obj/item/ammo_casing/caseless/foam_dart/riot
|
||||
|
||||
/obj/item/ammo_box/magazine/toy/m762
|
||||
name = "donksoft box magazine"
|
||||
icon_state = "a762-toy"
|
||||
caliber = "foam_force"
|
||||
ammo_type = /obj/item/ammo_casing/caseless/foam_dart
|
||||
max_ammo = 50
|
||||
|
||||
/obj/item/ammo_box/magazine/toy/m762/update_icon()
|
||||
..()
|
||||
icon_state = "a762-[round(ammo_count(),10)]"
|
||||
|
||||
/obj/item/ammo_box/magazine/toy/m762/riot
|
||||
icon_state = "a762-riot"
|
||||
ammo_type = /obj/item/ammo_casing/caseless/foam_dart/riot
|
||||
|
||||
@@ -1,47 +1,47 @@
|
||||
/obj/item/ammo_box/magazine/internal/cylinder
|
||||
name = "revolver cylinder"
|
||||
ammo_type = /obj/item/ammo_casing/a357
|
||||
caliber = "357"
|
||||
max_ammo = 7
|
||||
|
||||
/obj/item/ammo_box/magazine/internal/cylinder/ammo_count(countempties = 1)
|
||||
var/boolets = 0
|
||||
for(var/obj/item/ammo_casing/bullet in stored_ammo)
|
||||
if(bullet && (bullet.BB || countempties))
|
||||
boolets++
|
||||
|
||||
return boolets
|
||||
|
||||
/obj/item/ammo_box/magazine/internal/cylinder/get_round(keep = 0)
|
||||
rotate()
|
||||
|
||||
var/b = stored_ammo[1]
|
||||
if(!keep)
|
||||
stored_ammo[1] = null
|
||||
|
||||
return b
|
||||
|
||||
/obj/item/ammo_box/magazine/internal/cylinder/proc/rotate()
|
||||
var/b = stored_ammo[1]
|
||||
stored_ammo.Cut(1,2)
|
||||
stored_ammo.Insert(0, b)
|
||||
|
||||
/obj/item/ammo_box/magazine/internal/cylinder/proc/spin()
|
||||
for(var/i in 1 to rand(0, max_ammo*2))
|
||||
rotate()
|
||||
|
||||
/obj/item/ammo_box/magazine/internal/cylinder/give_round(obj/item/ammo_casing/R, replace_spent = 0)
|
||||
if(!R || (caliber && R.caliber != caliber) || (!caliber && R.type != ammo_type))
|
||||
return FALSE
|
||||
|
||||
for(var/i in 1 to stored_ammo.len)
|
||||
var/obj/item/ammo_casing/bullet = stored_ammo[i]
|
||||
if(!bullet || !bullet.BB) // found a spent ammo
|
||||
stored_ammo[i] = R
|
||||
R.forceMove(src)
|
||||
|
||||
if(bullet)
|
||||
bullet.forceMove(drop_location())
|
||||
return TRUE
|
||||
|
||||
return FALSE
|
||||
/obj/item/ammo_box/magazine/internal/cylinder
|
||||
name = "revolver cylinder"
|
||||
ammo_type = /obj/item/ammo_casing/a357
|
||||
caliber = "357"
|
||||
max_ammo = 7
|
||||
|
||||
/obj/item/ammo_box/magazine/internal/cylinder/ammo_count(countempties = 1)
|
||||
var/boolets = 0
|
||||
for(var/obj/item/ammo_casing/bullet in stored_ammo)
|
||||
if(bullet && (bullet.BB || countempties))
|
||||
boolets++
|
||||
|
||||
return boolets
|
||||
|
||||
/obj/item/ammo_box/magazine/internal/cylinder/get_round(keep = 0)
|
||||
rotate()
|
||||
|
||||
var/b = stored_ammo[1]
|
||||
if(!keep)
|
||||
stored_ammo[1] = null
|
||||
|
||||
return b
|
||||
|
||||
/obj/item/ammo_box/magazine/internal/cylinder/proc/rotate()
|
||||
var/b = stored_ammo[1]
|
||||
stored_ammo.Cut(1,2)
|
||||
stored_ammo.Insert(0, b)
|
||||
|
||||
/obj/item/ammo_box/magazine/internal/cylinder/proc/spin()
|
||||
for(var/i in 1 to rand(0, max_ammo*2))
|
||||
rotate()
|
||||
|
||||
/obj/item/ammo_box/magazine/internal/cylinder/give_round(obj/item/ammo_casing/R, replace_spent = 0)
|
||||
if(!R || (caliber && R.caliber != caliber) || (!caliber && R.type != ammo_type))
|
||||
return FALSE
|
||||
|
||||
for(var/i in 1 to stored_ammo.len)
|
||||
var/obj/item/ammo_casing/bullet = stored_ammo[i]
|
||||
if(!bullet || !bullet.BB) // found a spent ammo
|
||||
stored_ammo[i] = R
|
||||
R.forceMove(src)
|
||||
|
||||
if(bullet)
|
||||
bullet.forceMove(drop_location())
|
||||
return TRUE
|
||||
|
||||
return FALSE
|
||||
|
||||
@@ -1,8 +1,8 @@
|
||||
/obj/item/ammo_box/magazine/internal
|
||||
desc = "Oh god, this shouldn't be here"
|
||||
flags_1 = CONDUCT_1
|
||||
item_flags = ABSTRACT
|
||||
|
||||
//internals magazines are accessible, so replace spent ammo if full when trying to put a live one in
|
||||
/obj/item/ammo_box/magazine/internal/give_round(obj/item/ammo_casing/R)
|
||||
return ..(R,1)
|
||||
/obj/item/ammo_box/magazine/internal
|
||||
desc = "Oh god, this shouldn't be here"
|
||||
flags_1 = CONDUCT_1
|
||||
item_flags = ABSTRACT
|
||||
|
||||
//internals magazines are accessible, so replace spent ammo if full when trying to put a live one in
|
||||
/obj/item/ammo_box/magazine/internal/give_round(obj/item/ammo_casing/R)
|
||||
return ..(R,1)
|
||||
|
||||
@@ -1,17 +1,17 @@
|
||||
/obj/item/ammo_box/magazine/internal/cylinder/grenademulti
|
||||
name = "grenade launcher internal magazine"
|
||||
ammo_type = /obj/item/ammo_casing/a40mm
|
||||
caliber = "40mm"
|
||||
max_ammo = 6
|
||||
|
||||
/obj/item/ammo_box/magazine/internal/grenadelauncher
|
||||
name = "grenade launcher internal magazine"
|
||||
ammo_type = /obj/item/ammo_casing/a40mm
|
||||
caliber = "40mm"
|
||||
max_ammo = 1
|
||||
|
||||
/obj/item/ammo_box/magazine/internal/rocketlauncher
|
||||
name = "rocket launcher internal magazine"
|
||||
ammo_type = /obj/item/ammo_casing/caseless/rocket
|
||||
caliber = "84mm"
|
||||
max_ammo = 1
|
||||
/obj/item/ammo_box/magazine/internal/cylinder/grenademulti
|
||||
name = "grenade launcher internal magazine"
|
||||
ammo_type = /obj/item/ammo_casing/a40mm
|
||||
caliber = "40mm"
|
||||
max_ammo = 6
|
||||
|
||||
/obj/item/ammo_box/magazine/internal/grenadelauncher
|
||||
name = "grenade launcher internal magazine"
|
||||
ammo_type = /obj/item/ammo_casing/a40mm
|
||||
caliber = "40mm"
|
||||
max_ammo = 1
|
||||
|
||||
/obj/item/ammo_box/magazine/internal/rocketlauncher
|
||||
name = "rocket launcher internal magazine"
|
||||
ammo_type = /obj/item/ammo_casing/caseless/rocket
|
||||
caliber = "84mm"
|
||||
max_ammo = 1
|
||||
|
||||
@@ -1,11 +1,11 @@
|
||||
/obj/item/ammo_box/magazine/internal/speargun
|
||||
name = "speargun internal magazine"
|
||||
ammo_type = /obj/item/ammo_casing/caseless/magspear
|
||||
caliber = "speargun"
|
||||
max_ammo = 1
|
||||
|
||||
/obj/item/ammo_box/magazine/internal/minigun
|
||||
name = "gatling gun fusion core"
|
||||
ammo_type = /obj/item/ammo_casing/caseless/laser/gatling
|
||||
caliber = "gatling"
|
||||
max_ammo = 5000
|
||||
/obj/item/ammo_box/magazine/internal/speargun
|
||||
name = "speargun internal magazine"
|
||||
ammo_type = /obj/item/ammo_casing/caseless/magspear
|
||||
caliber = "speargun"
|
||||
max_ammo = 1
|
||||
|
||||
/obj/item/ammo_box/magazine/internal/minigun
|
||||
name = "gatling gun fusion core"
|
||||
ammo_type = /obj/item/ammo_casing/caseless/laser/gatling
|
||||
caliber = "gatling"
|
||||
max_ammo = 5000
|
||||
|
||||
@@ -1,22 +1,22 @@
|
||||
/obj/item/ammo_box/magazine/internal/cylinder/rev38
|
||||
name = "detective revolver cylinder"
|
||||
ammo_type = /obj/item/ammo_casing/c38
|
||||
caliber = "38"
|
||||
max_ammo = 6
|
||||
|
||||
/obj/item/ammo_box/magazine/internal/cylinder/rev762
|
||||
name = "\improper Nagant revolver cylinder"
|
||||
ammo_type = /obj/item/ammo_casing/n762
|
||||
caliber = "n762"
|
||||
max_ammo = 7
|
||||
|
||||
/obj/item/ammo_box/magazine/internal/cylinder/rus357
|
||||
name = "\improper Russian revolver cylinder"
|
||||
ammo_type = /obj/item/ammo_casing/a357
|
||||
caliber = "357"
|
||||
max_ammo = 6
|
||||
multiload = 0
|
||||
|
||||
/obj/item/ammo_box/magazine/internal/rus357/Initialize()
|
||||
stored_ammo += new ammo_type(src)
|
||||
. = ..()
|
||||
/obj/item/ammo_box/magazine/internal/cylinder/rev38
|
||||
name = "detective revolver cylinder"
|
||||
ammo_type = /obj/item/ammo_casing/c38
|
||||
caliber = "38"
|
||||
max_ammo = 6
|
||||
|
||||
/obj/item/ammo_box/magazine/internal/cylinder/rev762
|
||||
name = "\improper Nagant revolver cylinder"
|
||||
ammo_type = /obj/item/ammo_casing/n762
|
||||
caliber = "n762"
|
||||
max_ammo = 7
|
||||
|
||||
/obj/item/ammo_box/magazine/internal/cylinder/rus357
|
||||
name = "\improper Russian revolver cylinder"
|
||||
ammo_type = /obj/item/ammo_casing/a357
|
||||
caliber = "357"
|
||||
max_ammo = 6
|
||||
multiload = 0
|
||||
|
||||
/obj/item/ammo_box/magazine/internal/rus357/Initialize()
|
||||
stored_ammo += new ammo_type(src)
|
||||
. = ..()
|
||||
|
||||
@@ -1,17 +1,17 @@
|
||||
/obj/item/ammo_box/magazine/internal/boltaction
|
||||
name = "bolt action rifle internal magazine"
|
||||
desc = "Oh god, this shouldn't be here"
|
||||
ammo_type = /obj/item/ammo_casing/a762
|
||||
caliber = "a762"
|
||||
max_ammo = 5
|
||||
multiload = 1
|
||||
|
||||
/obj/item/ammo_box/magazine/internal/boltaction/improvised
|
||||
max_ammo = 1
|
||||
|
||||
/obj/item/ammo_box/magazine/internal/boltaction/enchanted
|
||||
max_ammo = 1
|
||||
ammo_type = /obj/item/ammo_casing/a762/enchanted
|
||||
|
||||
/obj/item/ammo_box/magazine/internal/boltaction/enchanted/arcane_barrage
|
||||
ammo_type = /obj/item/ammo_casing/magic/arcane_barrage
|
||||
/obj/item/ammo_box/magazine/internal/boltaction
|
||||
name = "bolt action rifle internal magazine"
|
||||
desc = "Oh god, this shouldn't be here"
|
||||
ammo_type = /obj/item/ammo_casing/a762
|
||||
caliber = "a762"
|
||||
max_ammo = 5
|
||||
multiload = 1
|
||||
|
||||
/obj/item/ammo_box/magazine/internal/boltaction/improvised
|
||||
max_ammo = 1
|
||||
|
||||
/obj/item/ammo_box/magazine/internal/boltaction/enchanted
|
||||
max_ammo = 1
|
||||
ammo_type = /obj/item/ammo_casing/a762/enchanted
|
||||
|
||||
/obj/item/ammo_box/magazine/internal/boltaction/enchanted/arcane_barrage
|
||||
ammo_type = /obj/item/ammo_casing/magic/arcane_barrage
|
||||
|
||||
@@ -1,48 +1,48 @@
|
||||
/obj/item/ammo_box/magazine/internal/shot
|
||||
name = "shotgun internal magazine"
|
||||
ammo_type = /obj/item/ammo_casing/shotgun/beanbag
|
||||
caliber = "shotgun"
|
||||
max_ammo = 4
|
||||
multiload = 0
|
||||
|
||||
/obj/item/ammo_box/magazine/internal/shot/ammo_count(countempties = 1)
|
||||
if (!countempties)
|
||||
var/boolets = 0
|
||||
for(var/obj/item/ammo_casing/bullet in stored_ammo)
|
||||
if(bullet.BB)
|
||||
boolets++
|
||||
return boolets
|
||||
else
|
||||
return ..()
|
||||
|
||||
/obj/item/ammo_box/magazine/internal/shot/tube
|
||||
name = "dual feed shotgun internal tube"
|
||||
ammo_type = /obj/item/ammo_casing/shotgun/rubbershot
|
||||
max_ammo = 4
|
||||
|
||||
/obj/item/ammo_box/magazine/internal/shot/lethal
|
||||
ammo_type = /obj/item/ammo_casing/shotgun/buckshot
|
||||
|
||||
/obj/item/ammo_box/magazine/internal/shot/com
|
||||
name = "combat shotgun internal magazine"
|
||||
ammo_type = /obj/item/ammo_casing/shotgun/buckshot
|
||||
max_ammo = 6
|
||||
|
||||
/obj/item/ammo_box/magazine/internal/shot/com/compact
|
||||
name = "compact combat shotgun internal magazine"
|
||||
ammo_type = /obj/item/ammo_casing/shotgun/buckshot
|
||||
max_ammo = 4
|
||||
|
||||
/obj/item/ammo_box/magazine/internal/shot/dual
|
||||
name = "double-barrel shotgun internal magazine"
|
||||
max_ammo = 2
|
||||
|
||||
/obj/item/ammo_box/magazine/internal/shot/improvised
|
||||
name = "improvised shotgun internal magazine"
|
||||
ammo_type = /obj/item/ammo_casing/shotgun/improvised
|
||||
max_ammo = 1
|
||||
|
||||
/obj/item/ammo_box/magazine/internal/shot/riot
|
||||
name = "riot shotgun internal magazine"
|
||||
ammo_type = /obj/item/ammo_casing/shotgun/rubbershot
|
||||
max_ammo = 6
|
||||
/obj/item/ammo_box/magazine/internal/shot
|
||||
name = "shotgun internal magazine"
|
||||
ammo_type = /obj/item/ammo_casing/shotgun/beanbag
|
||||
caliber = "shotgun"
|
||||
max_ammo = 4
|
||||
multiload = 0
|
||||
|
||||
/obj/item/ammo_box/magazine/internal/shot/ammo_count(countempties = 1)
|
||||
if (!countempties)
|
||||
var/boolets = 0
|
||||
for(var/obj/item/ammo_casing/bullet in stored_ammo)
|
||||
if(bullet.BB)
|
||||
boolets++
|
||||
return boolets
|
||||
else
|
||||
return ..()
|
||||
|
||||
/obj/item/ammo_box/magazine/internal/shot/tube
|
||||
name = "dual feed shotgun internal tube"
|
||||
ammo_type = /obj/item/ammo_casing/shotgun/rubbershot
|
||||
max_ammo = 4
|
||||
|
||||
/obj/item/ammo_box/magazine/internal/shot/lethal
|
||||
ammo_type = /obj/item/ammo_casing/shotgun/buckshot
|
||||
|
||||
/obj/item/ammo_box/magazine/internal/shot/com
|
||||
name = "combat shotgun internal magazine"
|
||||
ammo_type = /obj/item/ammo_casing/shotgun/buckshot
|
||||
max_ammo = 6
|
||||
|
||||
/obj/item/ammo_box/magazine/internal/shot/com/compact
|
||||
name = "compact combat shotgun internal magazine"
|
||||
ammo_type = /obj/item/ammo_casing/shotgun/buckshot
|
||||
max_ammo = 4
|
||||
|
||||
/obj/item/ammo_box/magazine/internal/shot/dual
|
||||
name = "double-barrel shotgun internal magazine"
|
||||
max_ammo = 2
|
||||
|
||||
/obj/item/ammo_box/magazine/internal/shot/improvised
|
||||
name = "improvised shotgun internal magazine"
|
||||
ammo_type = /obj/item/ammo_casing/shotgun/improvised
|
||||
max_ammo = 1
|
||||
|
||||
/obj/item/ammo_box/magazine/internal/shot/riot
|
||||
name = "riot shotgun internal magazine"
|
||||
ammo_type = /obj/item/ammo_casing/shotgun/rubbershot
|
||||
max_ammo = 6
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
/obj/item/ammo_box/magazine/internal/shot/toy
|
||||
ammo_type = /obj/item/ammo_casing/caseless/foam_dart
|
||||
caliber = "foam_force"
|
||||
max_ammo = 4
|
||||
|
||||
/obj/item/ammo_box/magazine/internal/shot/toy/crossbow
|
||||
max_ammo = 5
|
||||
/obj/item/ammo_box/magazine/internal/shot/toy
|
||||
ammo_type = /obj/item/ammo_casing/caseless/foam_dart
|
||||
caliber = "foam_force"
|
||||
max_ammo = 4
|
||||
|
||||
/obj/item/ammo_box/magazine/internal/shot/toy/crossbow
|
||||
max_ammo = 5
|
||||
|
||||
@@ -37,7 +37,6 @@
|
||||
var/burst_spread = 0 //Spread induced by the gun itself during burst fire per iteration. Only checked if spread is 0.
|
||||
var/randomspread = 1 //Set to 0 for shotguns. This is used for weapons that don't fire all their bullets at once.
|
||||
var/inaccuracy_modifier = 1
|
||||
var/pb_knockback = 0
|
||||
|
||||
lefthand_file = 'icons/mob/inhands/weapons/guns_lefthand.dmi'
|
||||
righthand_file = 'icons/mob/inhands/weapons/guns_righthand.dmi'
|
||||
@@ -126,10 +125,6 @@
|
||||
if(message)
|
||||
if(pointblank)
|
||||
user.visible_message("<span class='danger'>[user] fires [src] point blank at [pbtarget]!</span>", null, null, COMBAT_MESSAGE_RANGE)
|
||||
if(pb_knockback > 0)
|
||||
var/atom/throw_target = get_edge_target_turf(pbtarget, user.dir)
|
||||
pbtarget.throw_at(throw_target, pb_knockback, 2)
|
||||
|
||||
else
|
||||
user.visible_message("<span class='danger'>[user] fires [src]!</span>", null, null, COMBAT_MESSAGE_RANGE)
|
||||
|
||||
|
||||
@@ -267,7 +267,6 @@
|
||||
fire_delay = 0
|
||||
pin = /obj/item/firing_pin/implant/pindicate
|
||||
actions_types = list()
|
||||
pb_knockback = 2
|
||||
|
||||
/obj/item/gun/ballistic/automatic/shotgun/bulldog/unrestricted
|
||||
pin = /obj/item/firing_pin
|
||||
|
||||
@@ -273,7 +273,6 @@
|
||||
"Maple" = "dshotgun-l",
|
||||
"Rosewood" = "dshotgun-p"
|
||||
)
|
||||
pb_knockback = 3 // it's a super shotgun!
|
||||
|
||||
/obj/item/gun/ballistic/revolver/doublebarrel/attackby(obj/item/A, mob/user, params)
|
||||
..()
|
||||
|
||||
@@ -12,8 +12,6 @@
|
||||
var/recentpump = 0 // to prevent spammage
|
||||
weapon_weight = WEAPON_MEDIUM
|
||||
|
||||
pb_knockback = 2
|
||||
|
||||
/obj/item/gun/ballistic/shotgun/attackby(obj/item/A, mob/user, params)
|
||||
. = ..()
|
||||
if(.)
|
||||
|
||||
@@ -56,7 +56,6 @@
|
||||
item_flags = NONE
|
||||
casing_ejector = FALSE
|
||||
can_suppress = FALSE
|
||||
pb_knockback = 0
|
||||
|
||||
/obj/item/gun/ballistic/shotgun/toy/process_chamber(empty_chamber = 0)
|
||||
..()
|
||||
|
||||
@@ -1,236 +1,236 @@
|
||||
/obj/item/gun/energy
|
||||
icon_state = "energy"
|
||||
name = "energy gun"
|
||||
desc = "A basic energy-based gun."
|
||||
icon = 'icons/obj/guns/energy.dmi'
|
||||
|
||||
var/obj/item/stock_parts/cell/cell //What type of power cell this uses
|
||||
var/cell_type = /obj/item/stock_parts/cell
|
||||
var/modifystate = 0
|
||||
var/list/ammo_type = list(/obj/item/ammo_casing/energy)
|
||||
var/select = 1 //The state of the select fire switch. Determines from the ammo_type list what kind of shot is fired next.
|
||||
var/can_charge = 1 //Can it be charged in a recharger?
|
||||
var/automatic_charge_overlays = TRUE //Do we handle overlays with base update_icon()?
|
||||
var/charge_sections = 4
|
||||
ammo_x_offset = 2
|
||||
var/shaded_charge = FALSE //if this gun uses a stateful charge bar for more detail
|
||||
var/old_ratio = 0 // stores the gun's previous ammo "ratio" to see if it needs an updated icon
|
||||
var/selfcharge = EGUN_NO_SELFCHARGE // EGUN_SELFCHARGE if true, EGUN_SELFCHARGE_BORG drains the cyborg's cell to recharge its own
|
||||
var/charge_tick = 0
|
||||
var/charge_delay = 4
|
||||
var/use_cyborg_cell = FALSE //whether the gun drains the cyborg user's cell instead, not to be confused with EGUN_SELFCHARGE_BORG
|
||||
var/dead_cell = FALSE //set to true so the gun is given an empty cell
|
||||
|
||||
/obj/item/gun/energy/emp_act(severity)
|
||||
. = ..()
|
||||
if(!(. & EMP_PROTECT_CONTENTS))
|
||||
cell.use(round(cell.charge / severity))
|
||||
chambered = null //we empty the chamber
|
||||
recharge_newshot() //and try to charge a new shot
|
||||
update_icon()
|
||||
|
||||
/obj/item/gun/energy/get_cell()
|
||||
return cell
|
||||
|
||||
/obj/item/gun/energy/Initialize()
|
||||
. = ..()
|
||||
if(cell_type)
|
||||
cell = new cell_type(src)
|
||||
else
|
||||
cell = new(src)
|
||||
if(!dead_cell)
|
||||
cell.give(cell.maxcharge)
|
||||
update_ammo_types()
|
||||
recharge_newshot(TRUE)
|
||||
if(selfcharge)
|
||||
START_PROCESSING(SSobj, src)
|
||||
update_icon()
|
||||
|
||||
/obj/item/gun/energy/proc/update_ammo_types()
|
||||
var/obj/item/ammo_casing/energy/shot
|
||||
for (var/i = 1, i <= ammo_type.len, i++)
|
||||
var/shottype = ammo_type[i]
|
||||
shot = new shottype(src)
|
||||
ammo_type[i] = shot
|
||||
shot = ammo_type[select]
|
||||
fire_sound = shot.fire_sound
|
||||
fire_delay = shot.delay
|
||||
|
||||
/obj/item/gun/energy/Destroy()
|
||||
QDEL_NULL(cell)
|
||||
STOP_PROCESSING(SSobj, src)
|
||||
return ..()
|
||||
|
||||
/obj/item/gun/energy/process()
|
||||
if(selfcharge && cell?.charge < cell.maxcharge)
|
||||
charge_tick++
|
||||
if(charge_tick < charge_delay)
|
||||
return
|
||||
charge_tick = 0
|
||||
if(selfcharge == EGUN_SELFCHARGE_BORG)
|
||||
var/atom/owner = loc
|
||||
if(istype(owner, /obj/item/robot_module))
|
||||
owner = owner.loc
|
||||
if(!iscyborg(owner))
|
||||
return
|
||||
var/mob/living/silicon/robot/R = owner
|
||||
if(!R.cell?.use(100))
|
||||
return
|
||||
cell.give(100)
|
||||
if(!chambered) //if empty chamber we try to charge a new shot
|
||||
recharge_newshot(TRUE)
|
||||
update_icon()
|
||||
|
||||
/obj/item/gun/energy/attack_self(mob/living/user as mob)
|
||||
if(ammo_type.len > 1)
|
||||
select_fire(user)
|
||||
update_icon()
|
||||
|
||||
/obj/item/gun/energy/can_shoot()
|
||||
var/obj/item/ammo_casing/energy/shot = ammo_type[select]
|
||||
return !QDELETED(cell) ? (cell.charge >= shot.e_cost) : FALSE
|
||||
|
||||
/obj/item/gun/energy/recharge_newshot(no_cyborg_drain)
|
||||
if (!ammo_type || !cell)
|
||||
return
|
||||
if(use_cyborg_cell && !no_cyborg_drain)
|
||||
if(iscyborg(loc))
|
||||
var/mob/living/silicon/robot/R = loc
|
||||
if(R.cell)
|
||||
var/obj/item/ammo_casing/energy/shot = ammo_type[select] //Necessary to find cost of shot
|
||||
if(R.cell.use(shot.e_cost)) //Take power from the borg...
|
||||
cell.give(shot.e_cost) //... to recharge the shot
|
||||
if(!chambered)
|
||||
var/obj/item/ammo_casing/energy/AC = ammo_type[select]
|
||||
if(cell.charge >= AC.e_cost) //if there's enough power in the cell cell...
|
||||
chambered = AC //...prepare a new shot based on the current ammo type selected
|
||||
if(!chambered.BB)
|
||||
chambered.newshot()
|
||||
|
||||
/obj/item/gun/energy/process_chamber()
|
||||
if(chambered && !chambered.BB) //if BB is null, i.e the shot has been fired...
|
||||
var/obj/item/ammo_casing/energy/shot = chambered
|
||||
cell.use(shot.e_cost)//... drain the cell cell
|
||||
chambered = null //either way, released the prepared shot
|
||||
recharge_newshot() //try to charge a new shot
|
||||
|
||||
/obj/item/gun/energy/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
|
||||
if(!chambered && can_shoot())
|
||||
process_chamber() // If the gun was drained and then recharged, load a new shot.
|
||||
return ..()
|
||||
|
||||
/obj/item/gun/energy/process_burst(mob/living/user, atom/target, message = TRUE, params = null, zone_override="", sprd = 0, randomized_gun_spread = 0, randomized_bonus_spread = 0, rand_spr = 0, iteration = 0)
|
||||
if(!chambered && can_shoot())
|
||||
process_chamber() // Ditto.
|
||||
return ..()
|
||||
|
||||
/obj/item/gun/energy/proc/select_fire(mob/living/user)
|
||||
select++
|
||||
if (select > ammo_type.len)
|
||||
select = 1
|
||||
var/obj/item/ammo_casing/energy/shot = ammo_type[select]
|
||||
fire_sound = shot.fire_sound
|
||||
fire_delay = shot.delay
|
||||
if (shot.select_name)
|
||||
to_chat(user, "<span class='notice'>[src] is now set to [shot.select_name].</span>")
|
||||
chambered = null
|
||||
recharge_newshot(TRUE)
|
||||
update_icon(TRUE)
|
||||
return
|
||||
|
||||
/obj/item/gun/energy/update_icon(force_update)
|
||||
if(QDELETED(src))
|
||||
return
|
||||
..()
|
||||
if(!automatic_charge_overlays)
|
||||
return
|
||||
var/ratio = can_shoot() ? CEILING(CLAMP(cell.charge / cell.maxcharge, 0, 1) * charge_sections, 1) : 0
|
||||
// Sets the ratio to 0 if the gun doesn't have enough charge to fire, or if it's power cell is removed.
|
||||
// TG issues #5361 & #47908
|
||||
if(ratio == old_ratio && !force_update)
|
||||
return
|
||||
old_ratio = ratio
|
||||
cut_overlays()
|
||||
var/iconState = "[icon_state]_charge"
|
||||
var/itemState = null
|
||||
if(!initial(item_state))
|
||||
itemState = icon_state
|
||||
if (modifystate)
|
||||
var/obj/item/ammo_casing/energy/shot = ammo_type[select]
|
||||
add_overlay("[icon_state]_[shot.select_name]")
|
||||
iconState += "_[shot.select_name]"
|
||||
if(itemState)
|
||||
itemState += "[shot.select_name]"
|
||||
if(ratio == 0)
|
||||
add_overlay("[icon_state]_empty")
|
||||
else
|
||||
if(!shaded_charge)
|
||||
var/mutable_appearance/charge_overlay = mutable_appearance(icon, iconState)
|
||||
for(var/i = ratio, i >= 1, i--)
|
||||
charge_overlay.pixel_x = ammo_x_offset * (i - 1)
|
||||
charge_overlay.pixel_y = ammo_y_offset * (i - 1)
|
||||
add_overlay(charge_overlay)
|
||||
else
|
||||
add_overlay("[icon_state]_charge[ratio]")
|
||||
if(itemState)
|
||||
itemState += "[ratio]"
|
||||
item_state = itemState
|
||||
|
||||
/obj/item/gun/energy/suicide_act(mob/living/user)
|
||||
if (istype(user) && can_shoot() && can_trigger_gun(user) && user.get_bodypart(BODY_ZONE_HEAD))
|
||||
user.visible_message("<span class='suicide'>[user] is putting the barrel of [src] in [user.p_their()] mouth. It looks like [user.p_theyre()] trying to commit suicide!</span>")
|
||||
sleep(25)
|
||||
if(user.is_holding(src))
|
||||
user.visible_message("<span class='suicide'>[user] melts [user.p_their()] face off with [src]!</span>")
|
||||
playsound(loc, fire_sound, 50, 1, -1)
|
||||
playsound(src, 'sound/weapons/dink.ogg', 30, 1)
|
||||
var/obj/item/ammo_casing/energy/shot = ammo_type[select]
|
||||
cell.use(shot.e_cost)
|
||||
update_icon()
|
||||
return(FIRELOSS)
|
||||
else
|
||||
user.visible_message("<span class='suicide'>[user] panics and starts choking to death!</span>")
|
||||
return(OXYLOSS)
|
||||
else
|
||||
user.visible_message("<span class='suicide'>[user] is pretending to melt [user.p_their()] face off with [src]! It looks like [user.p_theyre()] trying to commit suicide!</b></span>")
|
||||
playsound(src, "gun_dry_fire", 30, 1)
|
||||
return (OXYLOSS)
|
||||
|
||||
|
||||
/obj/item/gun/energy/vv_edit_var(var_name, var_value)
|
||||
switch(var_name)
|
||||
if("selfcharge")
|
||||
if(var_value)
|
||||
START_PROCESSING(SSobj, src)
|
||||
else
|
||||
STOP_PROCESSING(SSobj, src)
|
||||
. = ..()
|
||||
|
||||
|
||||
/obj/item/gun/energy/ignition_effect(atom/A, mob/living/user)
|
||||
if(!can_shoot() || !ammo_type[select])
|
||||
shoot_with_empty_chamber()
|
||||
. = ""
|
||||
else
|
||||
var/obj/item/ammo_casing/energy/E = ammo_type[select]
|
||||
var/obj/item/projectile/energy/BB = E.BB
|
||||
if(!BB)
|
||||
. = ""
|
||||
else if(BB.nodamage || !BB.damage || BB.damage_type == STAMINA)
|
||||
user.visible_message("<span class='danger'>[user] tries to light [user.p_their()] [A.name] with [src], but it doesn't do anything. Dumbass.</span>")
|
||||
playsound(user, E.fire_sound, 50, 1)
|
||||
playsound(user, BB.hitsound, 50, 1)
|
||||
cell.use(E.e_cost)
|
||||
. = ""
|
||||
else if(BB.damage_type != BURN)
|
||||
user.visible_message("<span class='danger'>[user] tries to light [user.p_their()] [A.name] with [src], but only succeeds in utterly destroying it. Dumbass.</span>")
|
||||
playsound(user, E.fire_sound, 50, 1)
|
||||
playsound(user, BB.hitsound, 50, 1)
|
||||
cell.use(E.e_cost)
|
||||
qdel(A)
|
||||
. = ""
|
||||
else
|
||||
playsound(user, E.fire_sound, 50, 1)
|
||||
playsound(user, BB.hitsound, 50, 1)
|
||||
cell.use(E.e_cost)
|
||||
. = "<span class='danger'>[user] casually lights their [A.name] with [src]. Damn.</span>"
|
||||
/obj/item/gun/energy
|
||||
icon_state = "energy"
|
||||
name = "energy gun"
|
||||
desc = "A basic energy-based gun."
|
||||
icon = 'icons/obj/guns/energy.dmi'
|
||||
|
||||
var/obj/item/stock_parts/cell/cell //What type of power cell this uses
|
||||
var/cell_type = /obj/item/stock_parts/cell
|
||||
var/modifystate = 0
|
||||
var/list/ammo_type = list(/obj/item/ammo_casing/energy)
|
||||
var/select = 1 //The state of the select fire switch. Determines from the ammo_type list what kind of shot is fired next.
|
||||
var/can_charge = 1 //Can it be charged in a recharger?
|
||||
var/automatic_charge_overlays = TRUE //Do we handle overlays with base update_icon()?
|
||||
var/charge_sections = 4
|
||||
ammo_x_offset = 2
|
||||
var/shaded_charge = FALSE //if this gun uses a stateful charge bar for more detail
|
||||
var/old_ratio = 0 // stores the gun's previous ammo "ratio" to see if it needs an updated icon
|
||||
var/selfcharge = EGUN_NO_SELFCHARGE // EGUN_SELFCHARGE if true, EGUN_SELFCHARGE_BORG drains the cyborg's cell to recharge its own
|
||||
var/charge_tick = 0
|
||||
var/charge_delay = 4
|
||||
var/use_cyborg_cell = FALSE //whether the gun drains the cyborg user's cell instead, not to be confused with EGUN_SELFCHARGE_BORG
|
||||
var/dead_cell = FALSE //set to true so the gun is given an empty cell
|
||||
|
||||
/obj/item/gun/energy/emp_act(severity)
|
||||
. = ..()
|
||||
if(!(. & EMP_PROTECT_CONTENTS))
|
||||
cell.use(round(cell.charge / severity))
|
||||
chambered = null //we empty the chamber
|
||||
recharge_newshot() //and try to charge a new shot
|
||||
update_icon()
|
||||
|
||||
/obj/item/gun/energy/get_cell()
|
||||
return cell
|
||||
|
||||
/obj/item/gun/energy/Initialize()
|
||||
. = ..()
|
||||
if(cell_type)
|
||||
cell = new cell_type(src)
|
||||
else
|
||||
cell = new(src)
|
||||
if(!dead_cell)
|
||||
cell.give(cell.maxcharge)
|
||||
update_ammo_types()
|
||||
recharge_newshot(TRUE)
|
||||
if(selfcharge)
|
||||
START_PROCESSING(SSobj, src)
|
||||
update_icon()
|
||||
|
||||
/obj/item/gun/energy/proc/update_ammo_types()
|
||||
var/obj/item/ammo_casing/energy/shot
|
||||
for (var/i = 1, i <= ammo_type.len, i++)
|
||||
var/shottype = ammo_type[i]
|
||||
shot = new shottype(src)
|
||||
ammo_type[i] = shot
|
||||
shot = ammo_type[select]
|
||||
fire_sound = shot.fire_sound
|
||||
fire_delay = shot.delay
|
||||
|
||||
/obj/item/gun/energy/Destroy()
|
||||
QDEL_NULL(cell)
|
||||
STOP_PROCESSING(SSobj, src)
|
||||
return ..()
|
||||
|
||||
/obj/item/gun/energy/process()
|
||||
if(selfcharge && cell?.charge < cell.maxcharge)
|
||||
charge_tick++
|
||||
if(charge_tick < charge_delay)
|
||||
return
|
||||
charge_tick = 0
|
||||
if(selfcharge == EGUN_SELFCHARGE_BORG)
|
||||
var/atom/owner = loc
|
||||
if(istype(owner, /obj/item/robot_module))
|
||||
owner = owner.loc
|
||||
if(!iscyborg(owner))
|
||||
return
|
||||
var/mob/living/silicon/robot/R = owner
|
||||
if(!R.cell?.use(100))
|
||||
return
|
||||
cell.give(100)
|
||||
if(!chambered) //if empty chamber we try to charge a new shot
|
||||
recharge_newshot(TRUE)
|
||||
update_icon()
|
||||
|
||||
/obj/item/gun/energy/attack_self(mob/living/user as mob)
|
||||
if(ammo_type.len > 1)
|
||||
select_fire(user)
|
||||
update_icon()
|
||||
|
||||
/obj/item/gun/energy/can_shoot()
|
||||
var/obj/item/ammo_casing/energy/shot = ammo_type[select]
|
||||
return !QDELETED(cell) ? (cell.charge >= shot.e_cost) : FALSE
|
||||
|
||||
/obj/item/gun/energy/recharge_newshot(no_cyborg_drain)
|
||||
if (!ammo_type || !cell)
|
||||
return
|
||||
if(use_cyborg_cell && !no_cyborg_drain)
|
||||
if(iscyborg(loc))
|
||||
var/mob/living/silicon/robot/R = loc
|
||||
if(R.cell)
|
||||
var/obj/item/ammo_casing/energy/shot = ammo_type[select] //Necessary to find cost of shot
|
||||
if(R.cell.use(shot.e_cost)) //Take power from the borg...
|
||||
cell.give(shot.e_cost) //... to recharge the shot
|
||||
if(!chambered)
|
||||
var/obj/item/ammo_casing/energy/AC = ammo_type[select]
|
||||
if(cell.charge >= AC.e_cost) //if there's enough power in the cell cell...
|
||||
chambered = AC //...prepare a new shot based on the current ammo type selected
|
||||
if(!chambered.BB)
|
||||
chambered.newshot()
|
||||
|
||||
/obj/item/gun/energy/process_chamber()
|
||||
if(chambered && !chambered.BB) //if BB is null, i.e the shot has been fired...
|
||||
var/obj/item/ammo_casing/energy/shot = chambered
|
||||
cell.use(shot.e_cost)//... drain the cell cell
|
||||
chambered = null //either way, released the prepared shot
|
||||
recharge_newshot() //try to charge a new shot
|
||||
|
||||
/obj/item/gun/energy/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
|
||||
if(!chambered && can_shoot())
|
||||
process_chamber() // If the gun was drained and then recharged, load a new shot.
|
||||
return ..()
|
||||
|
||||
/obj/item/gun/energy/process_burst(mob/living/user, atom/target, message = TRUE, params = null, zone_override="", sprd = 0, randomized_gun_spread = 0, randomized_bonus_spread = 0, rand_spr = 0, iteration = 0)
|
||||
if(!chambered && can_shoot())
|
||||
process_chamber() // Ditto.
|
||||
return ..()
|
||||
|
||||
/obj/item/gun/energy/proc/select_fire(mob/living/user)
|
||||
select++
|
||||
if (select > ammo_type.len)
|
||||
select = 1
|
||||
var/obj/item/ammo_casing/energy/shot = ammo_type[select]
|
||||
fire_sound = shot.fire_sound
|
||||
fire_delay = shot.delay
|
||||
if (shot.select_name)
|
||||
to_chat(user, "<span class='notice'>[src] is now set to [shot.select_name].</span>")
|
||||
chambered = null
|
||||
recharge_newshot(TRUE)
|
||||
update_icon(TRUE)
|
||||
return
|
||||
|
||||
/obj/item/gun/energy/update_icon(force_update)
|
||||
if(QDELETED(src))
|
||||
return
|
||||
..()
|
||||
if(!automatic_charge_overlays)
|
||||
return
|
||||
var/ratio = can_shoot() ? CEILING(CLAMP(cell.charge / cell.maxcharge, 0, 1) * charge_sections, 1) : 0
|
||||
// Sets the ratio to 0 if the gun doesn't have enough charge to fire, or if it's power cell is removed.
|
||||
// TG issues #5361 & #47908
|
||||
if(ratio == old_ratio && !force_update)
|
||||
return
|
||||
old_ratio = ratio
|
||||
cut_overlays()
|
||||
var/iconState = "[icon_state]_charge"
|
||||
var/itemState = null
|
||||
if(!initial(item_state))
|
||||
itemState = icon_state
|
||||
if (modifystate)
|
||||
var/obj/item/ammo_casing/energy/shot = ammo_type[select]
|
||||
add_overlay("[icon_state]_[shot.select_name]")
|
||||
iconState += "_[shot.select_name]"
|
||||
if(itemState)
|
||||
itemState += "[shot.select_name]"
|
||||
if(ratio == 0)
|
||||
add_overlay("[icon_state]_empty")
|
||||
else
|
||||
if(!shaded_charge)
|
||||
var/mutable_appearance/charge_overlay = mutable_appearance(icon, iconState)
|
||||
for(var/i = ratio, i >= 1, i--)
|
||||
charge_overlay.pixel_x = ammo_x_offset * (i - 1)
|
||||
charge_overlay.pixel_y = ammo_y_offset * (i - 1)
|
||||
add_overlay(charge_overlay)
|
||||
else
|
||||
add_overlay("[icon_state]_charge[ratio]")
|
||||
if(itemState)
|
||||
itemState += "[ratio]"
|
||||
item_state = itemState
|
||||
|
||||
/obj/item/gun/energy/suicide_act(mob/living/user)
|
||||
if (istype(user) && can_shoot() && can_trigger_gun(user) && user.get_bodypart(BODY_ZONE_HEAD))
|
||||
user.visible_message("<span class='suicide'>[user] is putting the barrel of [src] in [user.p_their()] mouth. It looks like [user.p_theyre()] trying to commit suicide!</span>")
|
||||
sleep(25)
|
||||
if(user.is_holding(src))
|
||||
user.visible_message("<span class='suicide'>[user] melts [user.p_their()] face off with [src]!</span>")
|
||||
playsound(loc, fire_sound, 50, 1, -1)
|
||||
playsound(src, 'sound/weapons/dink.ogg', 30, 1)
|
||||
var/obj/item/ammo_casing/energy/shot = ammo_type[select]
|
||||
cell.use(shot.e_cost)
|
||||
update_icon()
|
||||
return(FIRELOSS)
|
||||
else
|
||||
user.visible_message("<span class='suicide'>[user] panics and starts choking to death!</span>")
|
||||
return(OXYLOSS)
|
||||
else
|
||||
user.visible_message("<span class='suicide'>[user] is pretending to melt [user.p_their()] face off with [src]! It looks like [user.p_theyre()] trying to commit suicide!</b></span>")
|
||||
playsound(src, "gun_dry_fire", 30, 1)
|
||||
return (OXYLOSS)
|
||||
|
||||
|
||||
/obj/item/gun/energy/vv_edit_var(var_name, var_value)
|
||||
switch(var_name)
|
||||
if("selfcharge")
|
||||
if(var_value)
|
||||
START_PROCESSING(SSobj, src)
|
||||
else
|
||||
STOP_PROCESSING(SSobj, src)
|
||||
. = ..()
|
||||
|
||||
|
||||
/obj/item/gun/energy/ignition_effect(atom/A, mob/living/user)
|
||||
if(!can_shoot() || !ammo_type[select])
|
||||
shoot_with_empty_chamber()
|
||||
. = ""
|
||||
else
|
||||
var/obj/item/ammo_casing/energy/E = ammo_type[select]
|
||||
var/obj/item/projectile/energy/BB = E.BB
|
||||
if(!BB)
|
||||
. = ""
|
||||
else if(BB.nodamage || !BB.damage || BB.damage_type == STAMINA)
|
||||
user.visible_message("<span class='danger'>[user] tries to light [user.p_their()] [A.name] with [src], but it doesn't do anything. Dumbass.</span>")
|
||||
playsound(user, E.fire_sound, 50, 1)
|
||||
playsound(user, BB.hitsound, 50, 1)
|
||||
cell.use(E.e_cost)
|
||||
. = ""
|
||||
else if(BB.damage_type != BURN)
|
||||
user.visible_message("<span class='danger'>[user] tries to light [user.p_their()] [A.name] with [src], but only succeeds in utterly destroying it. Dumbass.</span>")
|
||||
playsound(user, E.fire_sound, 50, 1)
|
||||
playsound(user, BB.hitsound, 50, 1)
|
||||
cell.use(E.e_cost)
|
||||
qdel(A)
|
||||
. = ""
|
||||
else
|
||||
playsound(user, E.fire_sound, 50, 1)
|
||||
playsound(user, BB.hitsound, 50, 1)
|
||||
cell.use(E.e_cost)
|
||||
. = "<span class='danger'>[user] casually lights their [A.name] with [src]. Damn.</span>"
|
||||
|
||||
@@ -112,7 +112,10 @@
|
||||
/obj/item/gun/energy/kinetic_accelerator/cyborg
|
||||
holds_charge = TRUE
|
||||
unique_frequency = TRUE
|
||||
max_mod_capacity = 80
|
||||
|
||||
/obj/item/gun/energy/kinetic_accelerator/premiumka/cyborg
|
||||
holds_charge = TRUE
|
||||
unique_frequency = TRUE
|
||||
|
||||
/obj/item/gun/energy/kinetic_accelerator/minebot
|
||||
trigger_guard = TRIGGER_GUARD_ALLOW_ALL
|
||||
@@ -280,7 +283,7 @@
|
||||
. += "<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/gun/energy/kinetic_accelerator) && !issilicon(user))
|
||||
if(istype(A, /obj/item/gun/energy/kinetic_accelerator))
|
||||
install(A, user)
|
||||
else
|
||||
..()
|
||||
|
||||
@@ -1,225 +1,225 @@
|
||||
/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"
|
||||
item_state = "laser"
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
materials = list(MAT_METAL=2000)
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/lasergun)
|
||||
ammo_x_offset = 1
|
||||
shaded_charge = 1
|
||||
|
||||
/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."
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/laser/practice)
|
||||
clumsy_check = 0
|
||||
item_flags = NONE
|
||||
|
||||
/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/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 cryo."
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/lasergun/old)
|
||||
ammo_x_offset = 3
|
||||
|
||||
/obj/item/gun/energy/laser/captain
|
||||
name = "antique laser gun"
|
||||
icon_state = "caplaser"
|
||||
item_state = "caplaser"
|
||||
desc = "This is an antique laser gun. All craftsmanship is of the highest quality. It is decorated with assistant leather and chrome. The object menaces with spikes of energy. On the item is an image of Space Station 13. The station is exploding."
|
||||
force = 10
|
||||
ammo_x_offset = 3
|
||||
selfcharge = EGUN_SELFCHARGE
|
||||
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
|
||||
|
||||
/obj/item/gun/energy/laser/carbine
|
||||
name = "laser carbine"
|
||||
desc = "A ruggedized laser carbine featuring much higher capacity and improved handling when compared to a normal laser gun."
|
||||
icon = 'icons/obj/guns/energy.dmi'
|
||||
icon_state = "lasernew"
|
||||
item_state = "laser"
|
||||
force = 10
|
||||
throwforce = 10
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/lasergun)
|
||||
cell_type = /obj/item/stock_parts/cell/lascarbine
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
|
||||
/obj/item/gun/energy/laser/carbine/nopin
|
||||
pin = null
|
||||
|
||||
/obj/item/gun/energy/laser/captain/scattershot
|
||||
name = "scatter shot laser rifle"
|
||||
icon_state = "lasercannon"
|
||||
item_state = "laser"
|
||||
desc = "An industrial-grade heavy-duty laser rifle with a modified laser lens to scatter its shot into multiple smaller lasers. The inner-core can self-charge for theoretically infinite use."
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/laser/scatter, /obj/item/ammo_casing/energy/laser)
|
||||
|
||||
/obj/item/gun/energy/laser/cyborg
|
||||
can_charge = FALSE
|
||||
desc = "An energy-based laser gun that draws power from the cyborg's internal energy cell directly. So this is what freedom looks like?"
|
||||
icon = 'icons/obj/items_cyborg.dmi'
|
||||
icon_state = "laser_cyborg"
|
||||
selfcharge = EGUN_SELFCHARGE_BORG
|
||||
cell_type = /obj/item/stock_parts/cell/secborg
|
||||
charge_delay = 3
|
||||
|
||||
/obj/item/gun/energy/laser/cyborg/emp_act()
|
||||
return
|
||||
|
||||
/obj/item/gun/energy/laser/cyborg/mean
|
||||
use_cyborg_cell = TRUE
|
||||
selfcharge = EGUN_NO_SELFCHARGE
|
||||
|
||||
/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/gun/energy/laser/scatter/shotty
|
||||
name = "energy shotgun"
|
||||
icon = 'icons/obj/guns/projectile.dmi'
|
||||
icon_state = "cshotgun"
|
||||
item_state = "shotgun"
|
||||
desc = "A combat shotgun gutted and refitted with an internal laser system. Can switch between taser and scattered disabler shots."
|
||||
shaded_charge = 0
|
||||
pin = /obj/item/firing_pin/implant/mindshield
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/laser/scatter/disabler, /obj/item/ammo_casing/energy/electrode)
|
||||
|
||||
///Laser Cannon
|
||||
|
||||
/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"
|
||||
item_state = "laser"
|
||||
w_class = WEIGHT_CLASS_BULKY
|
||||
force = 10
|
||||
flags_1 = CONDUCT_1
|
||||
slot_flags = ITEM_SLOT_BACK
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/laser/accelerator)
|
||||
pin = null
|
||||
ammo_x_offset = 3
|
||||
|
||||
/obj/item/ammo_casing/energy/laser/accelerator
|
||||
projectile_type = /obj/item/projectile/beam/laser/accelerator
|
||||
select_name = "accelerator"
|
||||
fire_sound = 'sound/weapons/lasercannonfire.ogg'
|
||||
|
||||
/obj/item/projectile/beam/laser/accelerator
|
||||
name = "accelerator laser"
|
||||
icon_state = "scatterlaser"
|
||||
range = 255
|
||||
damage = 6
|
||||
|
||||
/obj/item/projectile/beam/laser/accelerator/Range()
|
||||
..()
|
||||
damage += 7
|
||||
transform *= 1 + ((damage/7) * 0.2)//20% larger per tile
|
||||
|
||||
/obj/item/gun/energy/xray
|
||||
name = "\improper 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"
|
||||
item_state = null
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/xray)
|
||||
pin = null
|
||||
ammo_x_offset = 3
|
||||
|
||||
////////Laser Tag////////////////////
|
||||
|
||||
/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!"
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/laser/bluetag)
|
||||
item_flags = NONE
|
||||
clumsy_check = FALSE
|
||||
pin = /obj/item/firing_pin/tag/blue
|
||||
ammo_x_offset = 2
|
||||
selfcharge = EGUN_SELFCHARGE
|
||||
|
||||
/obj/item/gun/energy/laser/bluetag/hitscan
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/laser/bluetag/hitscan)
|
||||
|
||||
/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!"
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/laser/redtag)
|
||||
item_flags = NONE
|
||||
clumsy_check = FALSE
|
||||
pin = /obj/item/firing_pin/tag/red
|
||||
ammo_x_offset = 2
|
||||
selfcharge = EGUN_SELFCHARGE
|
||||
|
||||
/obj/item/gun/energy/laser/redtag/hitscan
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/laser/redtag/hitscan)
|
||||
|
||||
/obj/item/gun/energy/laser/redtag/hitscan/chaplain
|
||||
name = "\improper holy lasrifle"
|
||||
desc = "A lasrifle from the old Imperium. This one seems to be blessed by techpriests."
|
||||
icon_state = "LaserAK"
|
||||
item_state = null
|
||||
force = 14
|
||||
pin = /obj/item/firing_pin/holy
|
||||
icon = 'modular_citadel/icons/obj/guns/VGguns.dmi'
|
||||
ammo_x_offset = 4
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/laser/redtag/hitscan/holy)
|
||||
lefthand_file = 'modular_citadel/icons/mob/citadel/guns_lefthand.dmi'
|
||||
righthand_file = 'modular_citadel/icons/mob/citadel/guns_righthand.dmi'
|
||||
var/chaplain_spawnable = TRUE
|
||||
total_mass = TOTAL_MASS_MEDIEVAL_WEAPON
|
||||
throw_speed = 3
|
||||
throw_range = 4
|
||||
throwforce = 10
|
||||
obj_flags = UNIQUE_RENAME
|
||||
|
||||
/obj/item/gun/energy/laser/redtag/hitscan/chaplain/Initialize()
|
||||
. = ..()
|
||||
AddComponent(/datum/component/anti_magic, TRUE, TRUE, FALSE, null, null, FALSE)
|
||||
|
||||
/obj/item/gun/energy/laser/redtag/hitscan/chaplain/handle_suicide(mob/living/carbon/human/user, mob/living/carbon/human/target, params, bypass_timer)
|
||||
if(!ishuman(user) || !ishuman(target))
|
||||
return
|
||||
|
||||
if(semicd)
|
||||
return
|
||||
|
||||
if(user == target)
|
||||
target.visible_message("<span class='warning'>[user] sticks [src] in [user.p_their()] mouth, ready to pull the trigger...</span>", \
|
||||
"<span class='userdanger'>You stick [src] in your mouth, ready to pull the trigger...</span>")
|
||||
else
|
||||
target.visible_message("<span class='warning'>[user] points [src] at [target]'s head, ready to pull the trigger...</span>", \
|
||||
"<span class='userdanger'>[user] points [src] at your head, ready to pull the trigger...</span>")
|
||||
|
||||
semicd = TRUE
|
||||
|
||||
if(!bypass_timer && (!do_mob(user, target, 120) || user.zone_selected != BODY_ZONE_PRECISE_MOUTH))
|
||||
if(user)
|
||||
if(user == target)
|
||||
user.visible_message("<span class='notice'>[user] decided not to shoot.</span>")
|
||||
else if(target && target.Adjacent(user))
|
||||
target.visible_message("<span class='notice'>[user] has decided to spare [target]</span>", "<span class='notice'>[user] has decided to spare your life!</span>")
|
||||
semicd = FALSE
|
||||
return
|
||||
|
||||
semicd = FALSE
|
||||
|
||||
target.visible_message("<span class='warning'>[user] pulls the trigger!</span>", "<span class='userdanger'>[user] pulls the trigger!</span>")
|
||||
|
||||
playsound('sound/weapons/dink.ogg', 30, 1)
|
||||
|
||||
if((iscultist(target)) || (is_servant_of_ratvar(target)))
|
||||
chambered.BB.damage *= 1500
|
||||
|
||||
else if(chambered && chambered.BB)
|
||||
chambered.BB.damage *= 5
|
||||
|
||||
process_fire(target, user, TRUE, params)
|
||||
/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"
|
||||
item_state = "laser"
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
materials = list(MAT_METAL=2000)
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/lasergun)
|
||||
ammo_x_offset = 1
|
||||
shaded_charge = 1
|
||||
|
||||
/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."
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/laser/practice)
|
||||
clumsy_check = 0
|
||||
item_flags = NONE
|
||||
|
||||
/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/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 cryo."
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/lasergun/old)
|
||||
ammo_x_offset = 3
|
||||
|
||||
/obj/item/gun/energy/laser/captain
|
||||
name = "antique laser gun"
|
||||
icon_state = "caplaser"
|
||||
item_state = "caplaser"
|
||||
desc = "This is an antique laser gun. All craftsmanship is of the highest quality. It is decorated with assistant leather and chrome. The object menaces with spikes of energy. On the item is an image of Space Station 13. The station is exploding."
|
||||
force = 10
|
||||
ammo_x_offset = 3
|
||||
selfcharge = EGUN_SELFCHARGE
|
||||
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
|
||||
|
||||
/obj/item/gun/energy/laser/carbine
|
||||
name = "laser carbine"
|
||||
desc = "A ruggedized laser carbine featuring much higher capacity and improved handling when compared to a normal laser gun."
|
||||
icon = 'icons/obj/guns/energy.dmi'
|
||||
icon_state = "lasernew"
|
||||
item_state = "laser"
|
||||
force = 10
|
||||
throwforce = 10
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/lasergun)
|
||||
cell_type = /obj/item/stock_parts/cell/lascarbine
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
|
||||
/obj/item/gun/energy/laser/carbine/nopin
|
||||
pin = null
|
||||
|
||||
/obj/item/gun/energy/laser/captain/scattershot
|
||||
name = "scatter shot laser rifle"
|
||||
icon_state = "lasercannon"
|
||||
item_state = "laser"
|
||||
desc = "An industrial-grade heavy-duty laser rifle with a modified laser lens to scatter its shot into multiple smaller lasers. The inner-core can self-charge for theoretically infinite use."
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/laser/scatter, /obj/item/ammo_casing/energy/laser)
|
||||
|
||||
/obj/item/gun/energy/laser/cyborg
|
||||
can_charge = FALSE
|
||||
desc = "An energy-based laser gun that draws power from the cyborg's internal energy cell directly. So this is what freedom looks like?"
|
||||
icon = 'icons/obj/items_cyborg.dmi'
|
||||
icon_state = "laser_cyborg"
|
||||
selfcharge = EGUN_SELFCHARGE_BORG
|
||||
cell_type = /obj/item/stock_parts/cell/secborg
|
||||
charge_delay = 3
|
||||
|
||||
/obj/item/gun/energy/laser/cyborg/emp_act()
|
||||
return
|
||||
|
||||
/obj/item/gun/energy/laser/cyborg/mean
|
||||
use_cyborg_cell = TRUE
|
||||
selfcharge = EGUN_NO_SELFCHARGE
|
||||
|
||||
/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/gun/energy/laser/scatter/shotty
|
||||
name = "energy shotgun"
|
||||
icon = 'icons/obj/guns/projectile.dmi'
|
||||
icon_state = "cshotgun"
|
||||
item_state = "shotgun"
|
||||
desc = "A combat shotgun gutted and refitted with an internal laser system. Can switch between taser and scattered disabler shots."
|
||||
shaded_charge = 0
|
||||
pin = /obj/item/firing_pin/implant/mindshield
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/laser/scatter/disabler, /obj/item/ammo_casing/energy/electrode)
|
||||
|
||||
///Laser Cannon
|
||||
|
||||
/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"
|
||||
item_state = "laser"
|
||||
w_class = WEIGHT_CLASS_BULKY
|
||||
force = 10
|
||||
flags_1 = CONDUCT_1
|
||||
slot_flags = ITEM_SLOT_BACK
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/laser/accelerator)
|
||||
pin = null
|
||||
ammo_x_offset = 3
|
||||
|
||||
/obj/item/ammo_casing/energy/laser/accelerator
|
||||
projectile_type = /obj/item/projectile/beam/laser/accelerator
|
||||
select_name = "accelerator"
|
||||
fire_sound = 'sound/weapons/lasercannonfire.ogg'
|
||||
|
||||
/obj/item/projectile/beam/laser/accelerator
|
||||
name = "accelerator laser"
|
||||
icon_state = "scatterlaser"
|
||||
range = 255
|
||||
damage = 6
|
||||
|
||||
/obj/item/projectile/beam/laser/accelerator/Range()
|
||||
..()
|
||||
damage += 7
|
||||
transform *= 1 + ((damage/7) * 0.2)//20% larger per tile
|
||||
|
||||
/obj/item/gun/energy/xray
|
||||
name = "\improper 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"
|
||||
item_state = null
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/xray)
|
||||
pin = null
|
||||
ammo_x_offset = 3
|
||||
|
||||
////////Laser Tag////////////////////
|
||||
|
||||
/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!"
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/laser/bluetag)
|
||||
item_flags = NONE
|
||||
clumsy_check = FALSE
|
||||
pin = /obj/item/firing_pin/tag/blue
|
||||
ammo_x_offset = 2
|
||||
selfcharge = EGUN_SELFCHARGE
|
||||
|
||||
/obj/item/gun/energy/laser/bluetag/hitscan
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/laser/bluetag/hitscan)
|
||||
|
||||
/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!"
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/laser/redtag)
|
||||
item_flags = NONE
|
||||
clumsy_check = FALSE
|
||||
pin = /obj/item/firing_pin/tag/red
|
||||
ammo_x_offset = 2
|
||||
selfcharge = EGUN_SELFCHARGE
|
||||
|
||||
/obj/item/gun/energy/laser/redtag/hitscan
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/laser/redtag/hitscan)
|
||||
|
||||
/obj/item/gun/energy/laser/redtag/hitscan/chaplain
|
||||
name = "\improper holy lasrifle"
|
||||
desc = "A lasrifle from the old Imperium. This one seems to be blessed by techpriests."
|
||||
icon_state = "LaserAK"
|
||||
item_state = null
|
||||
force = 14
|
||||
pin = /obj/item/firing_pin/holy
|
||||
icon = 'modular_citadel/icons/obj/guns/VGguns.dmi'
|
||||
ammo_x_offset = 4
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/laser/redtag/hitscan/holy)
|
||||
lefthand_file = 'modular_citadel/icons/mob/citadel/guns_lefthand.dmi'
|
||||
righthand_file = 'modular_citadel/icons/mob/citadel/guns_righthand.dmi'
|
||||
var/chaplain_spawnable = TRUE
|
||||
total_mass = TOTAL_MASS_MEDIEVAL_WEAPON
|
||||
throw_speed = 3
|
||||
throw_range = 4
|
||||
throwforce = 10
|
||||
obj_flags = UNIQUE_RENAME
|
||||
|
||||
/obj/item/gun/energy/laser/redtag/hitscan/chaplain/Initialize()
|
||||
. = ..()
|
||||
AddComponent(/datum/component/anti_magic, TRUE, TRUE, FALSE, null, null, FALSE)
|
||||
|
||||
/obj/item/gun/energy/laser/redtag/hitscan/chaplain/handle_suicide(mob/living/carbon/human/user, mob/living/carbon/human/target, params, bypass_timer)
|
||||
if(!ishuman(user) || !ishuman(target))
|
||||
return
|
||||
|
||||
if(semicd)
|
||||
return
|
||||
|
||||
if(user == target)
|
||||
target.visible_message("<span class='warning'>[user] sticks [src] in [user.p_their()] mouth, ready to pull the trigger...</span>", \
|
||||
"<span class='userdanger'>You stick [src] in your mouth, ready to pull the trigger...</span>")
|
||||
else
|
||||
target.visible_message("<span class='warning'>[user] points [src] at [target]'s head, ready to pull the trigger...</span>", \
|
||||
"<span class='userdanger'>[user] points [src] at your head, ready to pull the trigger...</span>")
|
||||
|
||||
semicd = TRUE
|
||||
|
||||
if(!bypass_timer && (!do_mob(user, target, 120) || user.zone_selected != BODY_ZONE_PRECISE_MOUTH))
|
||||
if(user)
|
||||
if(user == target)
|
||||
user.visible_message("<span class='notice'>[user] decided not to shoot.</span>")
|
||||
else if(target && target.Adjacent(user))
|
||||
target.visible_message("<span class='notice'>[user] has decided to spare [target]</span>", "<span class='notice'>[user] has decided to spare your life!</span>")
|
||||
semicd = FALSE
|
||||
return
|
||||
|
||||
semicd = FALSE
|
||||
|
||||
target.visible_message("<span class='warning'>[user] pulls the trigger!</span>", "<span class='userdanger'>[user] pulls the trigger!</span>")
|
||||
|
||||
playsound('sound/weapons/dink.ogg', 30, 1)
|
||||
|
||||
if((iscultist(target)) || (is_servant_of_ratvar(target)))
|
||||
chambered.BB.damage *= 1500
|
||||
|
||||
else if(chambered && chambered.BB)
|
||||
chambered.BB.damage *= 5
|
||||
|
||||
process_fire(target, user, TRUE, params)
|
||||
|
||||
@@ -1,20 +1,20 @@
|
||||
/obj/item/gun/energy/e_gun/advtaser/mounted
|
||||
name = "mounted taser"
|
||||
desc = "An arm mounted dual-mode weapon that fires electrodes and disabler shots."
|
||||
icon = 'icons/obj/items_cyborg.dmi'
|
||||
icon_state = "taser"
|
||||
item_state = "armcannonstun4"
|
||||
force = 5
|
||||
selfcharge = EGUN_SELFCHARGE
|
||||
can_flashlight = 0
|
||||
trigger_guard = TRIGGER_GUARD_ALLOW_ALL // Has no trigger at all, uses neural signals instead
|
||||
|
||||
/obj/item/gun/energy/laser/mounted
|
||||
name = "mounted laser"
|
||||
desc = "An arm mounted cannon that fires lethal lasers."
|
||||
icon = 'icons/obj/items_cyborg.dmi'
|
||||
icon_state = "laser"
|
||||
item_state = "armcannonlase"
|
||||
force = 5
|
||||
selfcharge = EGUN_SELFCHARGE
|
||||
trigger_guard = TRIGGER_GUARD_ALLOW_ALL
|
||||
/obj/item/gun/energy/e_gun/advtaser/mounted
|
||||
name = "mounted taser"
|
||||
desc = "An arm mounted dual-mode weapon that fires electrodes and disabler shots."
|
||||
icon = 'icons/obj/items_cyborg.dmi'
|
||||
icon_state = "taser"
|
||||
item_state = "armcannonstun4"
|
||||
force = 5
|
||||
selfcharge = EGUN_SELFCHARGE
|
||||
can_flashlight = 0
|
||||
trigger_guard = TRIGGER_GUARD_ALLOW_ALL // Has no trigger at all, uses neural signals instead
|
||||
|
||||
/obj/item/gun/energy/laser/mounted
|
||||
name = "mounted laser"
|
||||
desc = "An arm mounted cannon that fires lethal lasers."
|
||||
icon = 'icons/obj/items_cyborg.dmi'
|
||||
icon_state = "laser"
|
||||
item_state = "armcannonlase"
|
||||
force = 5
|
||||
selfcharge = EGUN_SELFCHARGE
|
||||
trigger_guard = TRIGGER_GUARD_ALLOW_ALL
|
||||
|
||||
@@ -1,79 +1,79 @@
|
||||
/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"
|
||||
item_state = null
|
||||
w_class = WEIGHT_CLASS_BULKY
|
||||
force = 10
|
||||
modifystate = TRUE
|
||||
flags_1 = CONDUCT_1
|
||||
slot_flags = ITEM_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/stock_parts/cell/pulse"
|
||||
|
||||
/obj/item/gun/energy/pulse/emp_act(severity)
|
||||
return
|
||||
|
||||
/obj/item/gun/energy/pulse/prize
|
||||
pin = /obj/item/firing_pin
|
||||
|
||||
/obj/item/gun/energy/pulse/prize/Initialize()
|
||||
. = ..()
|
||||
GLOB.poi_list += src
|
||||
var/turf/T = get_turf(src)
|
||||
var/msg = "A pulse rifle prize has been created at [ADMIN_VERBOSEJMP(T)]"
|
||||
|
||||
message_admins(msg)
|
||||
log_game(msg)
|
||||
|
||||
notify_ghosts("Someone won a pulse rifle as a prize!", source = src, action = NOTIFY_ORBIT)
|
||||
|
||||
/obj/item/gun/energy/pulse/prize/Destroy()
|
||||
GLOB.poi_list -= src
|
||||
. = ..()
|
||||
|
||||
/obj/item/gun/energy/pulse/loyalpin
|
||||
pin = /obj/item/firing_pin/implant/mindshield
|
||||
|
||||
/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 = ITEM_SLOT_BELT
|
||||
icon_state = "pulse_carbine"
|
||||
item_state = null
|
||||
cell_type = "/obj/item/stock_parts/cell/pulse/carbine"
|
||||
can_flashlight = 1
|
||||
flight_x_offset = 18
|
||||
flight_y_offset = 12
|
||||
|
||||
/obj/item/gun/energy/pulse/carbine/loyalpin
|
||||
pin = /obj/item/firing_pin/implant/mindshield
|
||||
|
||||
/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 = ITEM_SLOT_BELT
|
||||
icon_state = "pulse_pistol"
|
||||
item_state = "gun"
|
||||
cell_type = "/obj/item/stock_parts/cell/pulse/pistol"
|
||||
|
||||
/obj/item/gun/energy/pulse/pistol/loyalpin
|
||||
pin = /obj/item/firing_pin/implant/mindshield
|
||||
|
||||
/obj/item/gun/energy/pulse/destroyer
|
||||
name = "pulse destroyer"
|
||||
desc = "A heavy-duty energy rifle built for pure destruction."
|
||||
cell_type = "/obj/item/stock_parts/cell/infinite"
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/laser/pulse)
|
||||
|
||||
/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/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/stock_parts/cell/infinite"
|
||||
/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"
|
||||
item_state = null
|
||||
w_class = WEIGHT_CLASS_BULKY
|
||||
force = 10
|
||||
modifystate = TRUE
|
||||
flags_1 = CONDUCT_1
|
||||
slot_flags = ITEM_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/stock_parts/cell/pulse"
|
||||
|
||||
/obj/item/gun/energy/pulse/emp_act(severity)
|
||||
return
|
||||
|
||||
/obj/item/gun/energy/pulse/prize
|
||||
pin = /obj/item/firing_pin
|
||||
|
||||
/obj/item/gun/energy/pulse/prize/Initialize()
|
||||
. = ..()
|
||||
GLOB.poi_list += src
|
||||
var/turf/T = get_turf(src)
|
||||
var/msg = "A pulse rifle prize has been created at [ADMIN_VERBOSEJMP(T)]"
|
||||
|
||||
message_admins(msg)
|
||||
log_game(msg)
|
||||
|
||||
notify_ghosts("Someone won a pulse rifle as a prize!", source = src, action = NOTIFY_ORBIT)
|
||||
|
||||
/obj/item/gun/energy/pulse/prize/Destroy()
|
||||
GLOB.poi_list -= src
|
||||
. = ..()
|
||||
|
||||
/obj/item/gun/energy/pulse/loyalpin
|
||||
pin = /obj/item/firing_pin/implant/mindshield
|
||||
|
||||
/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 = ITEM_SLOT_BELT
|
||||
icon_state = "pulse_carbine"
|
||||
item_state = null
|
||||
cell_type = "/obj/item/stock_parts/cell/pulse/carbine"
|
||||
can_flashlight = 1
|
||||
flight_x_offset = 18
|
||||
flight_y_offset = 12
|
||||
|
||||
/obj/item/gun/energy/pulse/carbine/loyalpin
|
||||
pin = /obj/item/firing_pin/implant/mindshield
|
||||
|
||||
/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 = ITEM_SLOT_BELT
|
||||
icon_state = "pulse_pistol"
|
||||
item_state = "gun"
|
||||
cell_type = "/obj/item/stock_parts/cell/pulse/pistol"
|
||||
|
||||
/obj/item/gun/energy/pulse/pistol/loyalpin
|
||||
pin = /obj/item/firing_pin/implant/mindshield
|
||||
|
||||
/obj/item/gun/energy/pulse/destroyer
|
||||
name = "pulse destroyer"
|
||||
desc = "A heavy-duty energy rifle built for pure destruction."
|
||||
cell_type = "/obj/item/stock_parts/cell/infinite"
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/laser/pulse)
|
||||
|
||||
/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/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/stock_parts/cell/infinite"
|
||||
|
||||
@@ -1,325 +1,325 @@
|
||||
/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"
|
||||
item_state = null //so the human update icon uses the icon_state instead.
|
||||
can_flashlight = 1
|
||||
w_class = WEIGHT_CLASS_HUGE
|
||||
flags_1 = CONDUCT_1
|
||||
slot_flags = ITEM_SLOT_BACK
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/ion)
|
||||
ammo_x_offset = 3
|
||||
flight_x_offset = 17
|
||||
flight_y_offset = 9
|
||||
|
||||
/obj/item/gun/energy/ionrifle/emp_act(severity)
|
||||
return
|
||||
|
||||
/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"
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
slot_flags = ITEM_SLOT_BELT
|
||||
pin = null
|
||||
ammo_x_offset = 2
|
||||
flight_x_offset = 18
|
||||
flight_y_offset = 11
|
||||
|
||||
/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"
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/declone)
|
||||
pin = null
|
||||
ammo_x_offset = 1
|
||||
|
||||
/obj/item/gun/energy/decloner/update_icon()
|
||||
..()
|
||||
var/obj/item/ammo_casing/energy/shot = ammo_type[select]
|
||||
if(!QDELETED(cell) && (cell.charge > shot.e_cost))
|
||||
add_overlay("decloner_spin")
|
||||
|
||||
/obj/item/gun/energy/floragun
|
||||
name = "floral somatoray"
|
||||
desc = "A tool that discharges controlled radiation which induces mutation in plant cells."
|
||||
icon_state = "flora"
|
||||
item_state = "gun"
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/flora/yield, /obj/item/ammo_casing/energy/flora/mut)
|
||||
modifystate = 1
|
||||
ammo_x_offset = 1
|
||||
selfcharge = EGUN_SELFCHARGE
|
||||
|
||||
/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/stock_parts/cell/potato"
|
||||
clumsy_check = 0 //Admin spawn only, might as well let clowns use it.
|
||||
selfcharge = EGUN_SELFCHARGE
|
||||
|
||||
/obj/item/gun/energy/meteorgun/pen
|
||||
name = "meteor pen"
|
||||
desc = "The pen is mightier than the sword."
|
||||
icon = 'icons/obj/bureaucracy.dmi'
|
||||
icon_state = "pen"
|
||||
item_state = "pen"
|
||||
lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
|
||||
righthand_file = 'icons/mob/inhands/items_righthand.dmi'
|
||||
w_class = WEIGHT_CLASS_TINY
|
||||
|
||||
/obj/item/gun/energy/mindflayer
|
||||
name = "\improper Mind Flayer"
|
||||
desc = "A prototype weapon recovered from the ruins of Research-Station Epsilon."
|
||||
icon_state = "xray"
|
||||
item_state = null
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/mindflayer)
|
||||
ammo_x_offset = 2
|
||||
|
||||
/obj/item/gun/energy/kinetic_accelerator/crossbow
|
||||
name = "mini energy crossbow"
|
||||
desc = "A weapon favored by syndicate stealth specialists."
|
||||
icon_state = "crossbow"
|
||||
item_state = "crossbow"
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
materials = list(MAT_METAL=2000)
|
||||
suppressed = TRUE
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/bolt)
|
||||
weapon_weight = WEAPON_LIGHT
|
||||
obj_flags = 0
|
||||
overheat_time = 20
|
||||
holds_charge = TRUE
|
||||
unique_frequency = TRUE
|
||||
can_flashlight = 0
|
||||
max_mod_capacity = 0
|
||||
|
||||
/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/gun/energy/kinetic_accelerator/crossbow/large
|
||||
name = "energy crossbow"
|
||||
desc = "A reverse engineered weapon using syndicate technology."
|
||||
icon_state = "crossbowlarge"
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
materials = list(MAT_METAL=4000)
|
||||
suppressed = null
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/bolt/large)
|
||||
pin = null
|
||||
|
||||
/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"
|
||||
item_state = "plasmacutter"
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/plasma)
|
||||
flags_1 = CONDUCT_1
|
||||
attack_verb = list("attacked", "slashed", "cut", "sliced")
|
||||
force = 12
|
||||
sharpness = IS_SHARP
|
||||
can_charge = 0
|
||||
|
||||
heat = 3800
|
||||
usesound = list('sound/items/welder.ogg', 'sound/items/welder2.ogg')
|
||||
tool_behaviour = TOOL_WELDER
|
||||
toolspeed = 0.7 //plasmacutters can be used as welders, and are faster than standard welders
|
||||
|
||||
/obj/item/gun/energy/plasmacutter/Initialize()
|
||||
. = ..()
|
||||
AddComponent(/datum/component/butchering, 25, 105, 0, 'sound/weapons/plasma_cutter.ogg')
|
||||
|
||||
/obj/item/gun/energy/plasmacutter/examine(mob/user)
|
||||
. = ..()
|
||||
if(cell)
|
||||
. += "<span class='notice'>[src] is [round(cell.percent())]% charged.</span>"
|
||||
|
||||
/obj/item/gun/energy/plasmacutter/attackby(obj/item/I, mob/user)
|
||||
if(istype(I, /obj/item/stack/sheet/mineral/plasma))
|
||||
I.use(1)
|
||||
cell.give(1000)
|
||||
to_chat(user, "<span class='notice'>You insert [I] in [src], recharging it.</span>")
|
||||
else if(istype(I, /obj/item/stack/ore/plasma))
|
||||
I.use(1)
|
||||
cell.give(500)
|
||||
to_chat(user, "<span class='notice'>You insert [I] in [src], recharging it.</span>")
|
||||
else
|
||||
..()
|
||||
|
||||
// Tool procs, in case plasma cutter is used as welder
|
||||
/obj/item/gun/energy/plasmacutter/tool_use_check(mob/living/user, amount)
|
||||
if(!QDELETED(cell) && (cell.charge >= amount * 100))
|
||||
return TRUE
|
||||
|
||||
to_chat(user, "<span class='warning'>You need more charge to complete this task!</span>")
|
||||
return FALSE
|
||||
|
||||
/obj/item/gun/energy/plasmacutter/use(amount)
|
||||
return cell.use(amount * 100)
|
||||
|
||||
/obj/item/gun/energy/plasmacutter/update_icon()
|
||||
return
|
||||
|
||||
/obj/item/gun/energy/plasmacutter/adv
|
||||
name = "advanced plasma cutter"
|
||||
icon_state = "adv_plasmacutter"
|
||||
force = 15
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/plasma/adv)
|
||||
|
||||
/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)
|
||||
item_state = null
|
||||
icon_state = "wormhole_projector"
|
||||
pin = null
|
||||
var/obj/effect/portal/p_blue
|
||||
var/obj/effect/portal/p_orange
|
||||
var/atmos_link = FALSE
|
||||
|
||||
/obj/item/gun/energy/wormhole_projector/update_icon()
|
||||
icon_state = "[initial(icon_state)][select]"
|
||||
item_state = icon_state
|
||||
|
||||
/obj/item/gun/energy/wormhole_projector/update_ammo_types()
|
||||
. = ..()
|
||||
for(var/i in 1 to ammo_type.len)
|
||||
var/obj/item/ammo_casing/energy/wormhole/W = ammo_type[i]
|
||||
if(istype(W))
|
||||
W.gun = src
|
||||
var/obj/item/projectile/beam/wormhole/WH = W.BB
|
||||
if(istype(WH))
|
||||
WH.gun = src
|
||||
|
||||
/obj/item/gun/energy/wormhole_projector/process_chamber()
|
||||
..()
|
||||
select_fire()
|
||||
|
||||
/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/gun/energy/wormhole_projector/proc/has_blue_portal()
|
||||
if(istype(p_blue) && !QDELETED(p_blue))
|
||||
return TRUE
|
||||
return FALSE
|
||||
|
||||
/obj/item/gun/energy/wormhole_projector/proc/has_orange_portal()
|
||||
if(istype(p_orange) && !QDELETED(p_orange))
|
||||
return TRUE
|
||||
return FALSE
|
||||
|
||||
/obj/item/gun/energy/wormhole_projector/proc/crosslink()
|
||||
if(!has_blue_portal() && !has_orange_portal())
|
||||
return
|
||||
if(!has_blue_portal() && has_orange_portal())
|
||||
p_orange.link_portal(null)
|
||||
return
|
||||
if(!has_orange_portal() && has_blue_portal())
|
||||
p_blue.link_portal(null)
|
||||
return
|
||||
p_orange.link_portal(p_blue)
|
||||
p_blue.link_portal(p_orange)
|
||||
|
||||
/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, atmos_link)
|
||||
if(istype(W, /obj/item/projectile/beam/wormhole/orange))
|
||||
qdel(p_orange)
|
||||
p_orange = P
|
||||
P.icon_state = "portal1"
|
||||
else
|
||||
qdel(p_blue)
|
||||
p_blue = P
|
||||
crosslink()
|
||||
|
||||
/* 3d printer 'pseudo guns' for borgs */
|
||||
|
||||
/obj/item/gun/energy/printer
|
||||
name = "cyborg lmg"
|
||||
desc = "A LMG that fires 3D-printed flechettes. They are slowly resupplied using the cyborg's internal power source."
|
||||
icon_state = "l6closed0"
|
||||
icon = 'icons/obj/guns/projectile.dmi'
|
||||
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/gun/energy/printer/update_icon()
|
||||
return
|
||||
|
||||
/obj/item/gun/energy/printer/emp_act()
|
||||
return
|
||||
|
||||
/obj/item/gun/energy/temperature
|
||||
name = "temperature gun"
|
||||
icon_state = "freezegun"
|
||||
desc = "A gun that changes temperatures."
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/temp, /obj/item/ammo_casing/energy/temp/hot)
|
||||
cell_type = "/obj/item/stock_parts/cell/high"
|
||||
pin = null
|
||||
|
||||
/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."
|
||||
pin = /obj/item/firing_pin
|
||||
|
||||
/obj/item/gun/energy/laser/instakill
|
||||
name = "instakill rifle"
|
||||
icon_state = "instagib"
|
||||
item_state = "instagib"
|
||||
desc = "A specialized ASMD laser-rifle, capable of flat-out disintegrating most targets in a single hit."
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/instakill)
|
||||
force = 60
|
||||
|
||||
/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/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/gun/energy/laser/instakill/emp_act() //implying you could stop the instagib
|
||||
return
|
||||
|
||||
/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/gravity/repulse, /obj/item/ammo_casing/energy/gravity/attract, /obj/item/ammo_casing/energy/gravity/chaos)
|
||||
item_state = "gravity_gun"
|
||||
icon_state = "gravity_gun"
|
||||
pin = null
|
||||
var/power = 4
|
||||
|
||||
/obj/item/gun/energy/gravity_gun/security
|
||||
pin = /obj/item/firing_pin
|
||||
|
||||
//Emitter Gun
|
||||
|
||||
/obj/item/gun/energy/emitter
|
||||
name = "Emitter Carbine"
|
||||
desc = "A small emitter fitted into a handgun case, do to size constraints and safety it can only shoot about ten times when fully charged."
|
||||
icon_state = "emitter_carbine"
|
||||
force = 12
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
cell_type = /obj/item/stock_parts/cell/super
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/emitter)
|
||||
|
||||
/obj/item/gun/energy/emitter/update_icon()
|
||||
..()
|
||||
var/obj/item/ammo_casing/energy/shot = ammo_type[select]
|
||||
if(!QDELETED(cell) && (cell.charge > shot.e_cost))
|
||||
add_overlay("emitter_carbine_empty")
|
||||
else
|
||||
add_overlay("emitter_carbine")
|
||||
/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"
|
||||
item_state = null //so the human update icon uses the icon_state instead.
|
||||
can_flashlight = 1
|
||||
w_class = WEIGHT_CLASS_HUGE
|
||||
flags_1 = CONDUCT_1
|
||||
slot_flags = ITEM_SLOT_BACK
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/ion)
|
||||
ammo_x_offset = 3
|
||||
flight_x_offset = 17
|
||||
flight_y_offset = 9
|
||||
|
||||
/obj/item/gun/energy/ionrifle/emp_act(severity)
|
||||
return
|
||||
|
||||
/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"
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
slot_flags = ITEM_SLOT_BELT
|
||||
pin = null
|
||||
ammo_x_offset = 2
|
||||
flight_x_offset = 18
|
||||
flight_y_offset = 11
|
||||
|
||||
/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"
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/declone)
|
||||
pin = null
|
||||
ammo_x_offset = 1
|
||||
|
||||
/obj/item/gun/energy/decloner/update_icon()
|
||||
..()
|
||||
var/obj/item/ammo_casing/energy/shot = ammo_type[select]
|
||||
if(!QDELETED(cell) && (cell.charge > shot.e_cost))
|
||||
add_overlay("decloner_spin")
|
||||
|
||||
/obj/item/gun/energy/floragun
|
||||
name = "floral somatoray"
|
||||
desc = "A tool that discharges controlled radiation which induces mutation in plant cells."
|
||||
icon_state = "flora"
|
||||
item_state = "gun"
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/flora/yield, /obj/item/ammo_casing/energy/flora/mut)
|
||||
modifystate = 1
|
||||
ammo_x_offset = 1
|
||||
selfcharge = EGUN_SELFCHARGE
|
||||
|
||||
/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/stock_parts/cell/potato"
|
||||
clumsy_check = 0 //Admin spawn only, might as well let clowns use it.
|
||||
selfcharge = EGUN_SELFCHARGE
|
||||
|
||||
/obj/item/gun/energy/meteorgun/pen
|
||||
name = "meteor pen"
|
||||
desc = "The pen is mightier than the sword."
|
||||
icon = 'icons/obj/bureaucracy.dmi'
|
||||
icon_state = "pen"
|
||||
item_state = "pen"
|
||||
lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
|
||||
righthand_file = 'icons/mob/inhands/items_righthand.dmi'
|
||||
w_class = WEIGHT_CLASS_TINY
|
||||
|
||||
/obj/item/gun/energy/mindflayer
|
||||
name = "\improper Mind Flayer"
|
||||
desc = "A prototype weapon recovered from the ruins of Research-Station Epsilon."
|
||||
icon_state = "xray"
|
||||
item_state = null
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/mindflayer)
|
||||
ammo_x_offset = 2
|
||||
|
||||
/obj/item/gun/energy/kinetic_accelerator/crossbow
|
||||
name = "mini energy crossbow"
|
||||
desc = "A weapon favored by syndicate stealth specialists."
|
||||
icon_state = "crossbow"
|
||||
item_state = "crossbow"
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
materials = list(MAT_METAL=2000)
|
||||
suppressed = TRUE
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/bolt)
|
||||
weapon_weight = WEAPON_LIGHT
|
||||
obj_flags = 0
|
||||
overheat_time = 20
|
||||
holds_charge = TRUE
|
||||
unique_frequency = TRUE
|
||||
can_flashlight = 0
|
||||
max_mod_capacity = 0
|
||||
|
||||
/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/gun/energy/kinetic_accelerator/crossbow/large
|
||||
name = "energy crossbow"
|
||||
desc = "A reverse engineered weapon using syndicate technology."
|
||||
icon_state = "crossbowlarge"
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
materials = list(MAT_METAL=4000)
|
||||
suppressed = null
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/bolt/large)
|
||||
pin = null
|
||||
|
||||
/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"
|
||||
item_state = "plasmacutter"
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/plasma)
|
||||
flags_1 = CONDUCT_1
|
||||
attack_verb = list("attacked", "slashed", "cut", "sliced")
|
||||
force = 12
|
||||
sharpness = IS_SHARP
|
||||
can_charge = 0
|
||||
|
||||
heat = 3800
|
||||
usesound = list('sound/items/welder.ogg', 'sound/items/welder2.ogg')
|
||||
tool_behaviour = TOOL_WELDER
|
||||
toolspeed = 0.7 //plasmacutters can be used as welders, and are faster than standard welders
|
||||
|
||||
/obj/item/gun/energy/plasmacutter/Initialize()
|
||||
. = ..()
|
||||
AddComponent(/datum/component/butchering, 25, 105, 0, 'sound/weapons/plasma_cutter.ogg')
|
||||
|
||||
/obj/item/gun/energy/plasmacutter/examine(mob/user)
|
||||
. = ..()
|
||||
if(cell)
|
||||
. += "<span class='notice'>[src] is [round(cell.percent())]% charged.</span>"
|
||||
|
||||
/obj/item/gun/energy/plasmacutter/attackby(obj/item/I, mob/user)
|
||||
if(istype(I, /obj/item/stack/sheet/mineral/plasma))
|
||||
I.use(1)
|
||||
cell.give(1000)
|
||||
to_chat(user, "<span class='notice'>You insert [I] in [src], recharging it.</span>")
|
||||
else if(istype(I, /obj/item/stack/ore/plasma))
|
||||
I.use(1)
|
||||
cell.give(500)
|
||||
to_chat(user, "<span class='notice'>You insert [I] in [src], recharging it.</span>")
|
||||
else
|
||||
..()
|
||||
|
||||
// Tool procs, in case plasma cutter is used as welder
|
||||
/obj/item/gun/energy/plasmacutter/tool_use_check(mob/living/user, amount)
|
||||
if(!QDELETED(cell) && (cell.charge >= amount * 100))
|
||||
return TRUE
|
||||
|
||||
to_chat(user, "<span class='warning'>You need more charge to complete this task!</span>")
|
||||
return FALSE
|
||||
|
||||
/obj/item/gun/energy/plasmacutter/use(amount)
|
||||
return cell.use(amount * 100)
|
||||
|
||||
/obj/item/gun/energy/plasmacutter/update_icon()
|
||||
return
|
||||
|
||||
/obj/item/gun/energy/plasmacutter/adv
|
||||
name = "advanced plasma cutter"
|
||||
icon_state = "adv_plasmacutter"
|
||||
force = 15
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/plasma/adv)
|
||||
|
||||
/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)
|
||||
item_state = null
|
||||
icon_state = "wormhole_projector"
|
||||
pin = null
|
||||
var/obj/effect/portal/p_blue
|
||||
var/obj/effect/portal/p_orange
|
||||
var/atmos_link = FALSE
|
||||
|
||||
/obj/item/gun/energy/wormhole_projector/update_icon()
|
||||
icon_state = "[initial(icon_state)][select]"
|
||||
item_state = icon_state
|
||||
|
||||
/obj/item/gun/energy/wormhole_projector/update_ammo_types()
|
||||
. = ..()
|
||||
for(var/i in 1 to ammo_type.len)
|
||||
var/obj/item/ammo_casing/energy/wormhole/W = ammo_type[i]
|
||||
if(istype(W))
|
||||
W.gun = src
|
||||
var/obj/item/projectile/beam/wormhole/WH = W.BB
|
||||
if(istype(WH))
|
||||
WH.gun = src
|
||||
|
||||
/obj/item/gun/energy/wormhole_projector/process_chamber()
|
||||
..()
|
||||
select_fire()
|
||||
|
||||
/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/gun/energy/wormhole_projector/proc/has_blue_portal()
|
||||
if(istype(p_blue) && !QDELETED(p_blue))
|
||||
return TRUE
|
||||
return FALSE
|
||||
|
||||
/obj/item/gun/energy/wormhole_projector/proc/has_orange_portal()
|
||||
if(istype(p_orange) && !QDELETED(p_orange))
|
||||
return TRUE
|
||||
return FALSE
|
||||
|
||||
/obj/item/gun/energy/wormhole_projector/proc/crosslink()
|
||||
if(!has_blue_portal() && !has_orange_portal())
|
||||
return
|
||||
if(!has_blue_portal() && has_orange_portal())
|
||||
p_orange.link_portal(null)
|
||||
return
|
||||
if(!has_orange_portal() && has_blue_portal())
|
||||
p_blue.link_portal(null)
|
||||
return
|
||||
p_orange.link_portal(p_blue)
|
||||
p_blue.link_portal(p_orange)
|
||||
|
||||
/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, atmos_link)
|
||||
if(istype(W, /obj/item/projectile/beam/wormhole/orange))
|
||||
qdel(p_orange)
|
||||
p_orange = P
|
||||
P.icon_state = "portal1"
|
||||
else
|
||||
qdel(p_blue)
|
||||
p_blue = P
|
||||
crosslink()
|
||||
|
||||
/* 3d printer 'pseudo guns' for borgs */
|
||||
|
||||
/obj/item/gun/energy/printer
|
||||
name = "cyborg lmg"
|
||||
desc = "A LMG that fires 3D-printed flechettes. They are slowly resupplied using the cyborg's internal power source."
|
||||
icon_state = "l6closed0"
|
||||
icon = 'icons/obj/guns/projectile.dmi'
|
||||
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/gun/energy/printer/update_icon()
|
||||
return
|
||||
|
||||
/obj/item/gun/energy/printer/emp_act()
|
||||
return
|
||||
|
||||
/obj/item/gun/energy/temperature
|
||||
name = "temperature gun"
|
||||
icon_state = "freezegun"
|
||||
desc = "A gun that changes temperatures."
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/temp, /obj/item/ammo_casing/energy/temp/hot)
|
||||
cell_type = "/obj/item/stock_parts/cell/high"
|
||||
pin = null
|
||||
|
||||
/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."
|
||||
pin = /obj/item/firing_pin
|
||||
|
||||
/obj/item/gun/energy/laser/instakill
|
||||
name = "instakill rifle"
|
||||
icon_state = "instagib"
|
||||
item_state = "instagib"
|
||||
desc = "A specialized ASMD laser-rifle, capable of flat-out disintegrating most targets in a single hit."
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/instakill)
|
||||
force = 60
|
||||
|
||||
/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/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/gun/energy/laser/instakill/emp_act() //implying you could stop the instagib
|
||||
return
|
||||
|
||||
/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/gravity/repulse, /obj/item/ammo_casing/energy/gravity/attract, /obj/item/ammo_casing/energy/gravity/chaos)
|
||||
item_state = "gravity_gun"
|
||||
icon_state = "gravity_gun"
|
||||
pin = null
|
||||
var/power = 4
|
||||
|
||||
/obj/item/gun/energy/gravity_gun/security
|
||||
pin = /obj/item/firing_pin
|
||||
|
||||
//Emitter Gun
|
||||
|
||||
/obj/item/gun/energy/emitter
|
||||
name = "Emitter Carbine"
|
||||
desc = "A small emitter fitted into a handgun case, do to size constraints and safety it can only shoot about ten times when fully charged."
|
||||
icon_state = "emitter_carbine"
|
||||
force = 12
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
cell_type = /obj/item/stock_parts/cell/super
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/emitter)
|
||||
|
||||
/obj/item/gun/energy/emitter/update_icon()
|
||||
..()
|
||||
var/obj/item/ammo_casing/energy/shot = ammo_type[select]
|
||||
if(!QDELETED(cell) && (cell.charge > shot.e_cost))
|
||||
add_overlay("emitter_carbine_empty")
|
||||
else
|
||||
add_overlay("emitter_carbine")
|
||||
|
||||
@@ -1,64 +1,64 @@
|
||||
/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"
|
||||
item_state = null //so the human update icon uses the icon_state instead.
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/electrode)
|
||||
ammo_x_offset = 3
|
||||
|
||||
/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"
|
||||
item_state = "tesla"
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/tesla_revolver)
|
||||
can_flashlight = 0
|
||||
pin = null
|
||||
shaded_charge = 1
|
||||
|
||||
/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"
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/disabler, /obj/item/ammo_casing/energy/electrode)
|
||||
ammo_x_offset = 2
|
||||
|
||||
/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 one contains a limiter to prevent the cyborg's power cell from overheating."
|
||||
icon = 'icons/obj/items_cyborg.dmi'
|
||||
icon_state = "taser"
|
||||
can_flashlight = FALSE
|
||||
can_charge = FALSE
|
||||
selfcharge = EGUN_SELFCHARGE_BORG
|
||||
cell_type = /obj/item/stock_parts/cell/secborg
|
||||
charge_delay = 5
|
||||
|
||||
/obj/item/gun/energy/e_gun/advtaser/cyborg/mean
|
||||
desc = "An integrated hybrid taser that draws directly from a cyborg's power cell."
|
||||
use_cyborg_cell = TRUE
|
||||
selfcharge = EGUN_NO_SELFCHARGE
|
||||
|
||||
/obj/item/gun/energy/disabler
|
||||
name = "disabler"
|
||||
desc = "A self-defense weapon that exhausts organic targets, weakening them until they collapse."
|
||||
icon_state = "disabler"
|
||||
item_state = null
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/disabler)
|
||||
ammo_x_offset = 3
|
||||
|
||||
/obj/item/gun/energy/disabler/cyborg
|
||||
name = "cyborg disabler"
|
||||
desc = "An integrated disabler that draws from a cyborg's power cell. This one contains a limiter to prevent the cyborg's power cell from overheating."
|
||||
icon = 'icons/obj/items_cyborg.dmi'
|
||||
icon_state = "taser"
|
||||
can_charge = FALSE
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/disabler/secborg)
|
||||
selfcharge = EGUN_SELFCHARGE_BORG
|
||||
cell_type = /obj/item/stock_parts/cell/secborg
|
||||
charge_delay = 5
|
||||
|
||||
/obj/item/gun/energy/disabler/cyborg/mean
|
||||
desc = "An integrated disabler that draws from a cyborg's power cell."
|
||||
use_cyborg_cell = TRUE
|
||||
selfcharge = EGUN_NO_SELFCHARGE
|
||||
/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"
|
||||
item_state = null //so the human update icon uses the icon_state instead.
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/electrode)
|
||||
ammo_x_offset = 3
|
||||
|
||||
/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"
|
||||
item_state = "tesla"
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/tesla_revolver)
|
||||
can_flashlight = 0
|
||||
pin = null
|
||||
shaded_charge = 1
|
||||
|
||||
/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"
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/disabler, /obj/item/ammo_casing/energy/electrode)
|
||||
ammo_x_offset = 2
|
||||
|
||||
/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 one contains a limiter to prevent the cyborg's power cell from overheating."
|
||||
icon = 'icons/obj/items_cyborg.dmi'
|
||||
icon_state = "taser"
|
||||
can_flashlight = FALSE
|
||||
can_charge = FALSE
|
||||
selfcharge = EGUN_SELFCHARGE_BORG
|
||||
cell_type = /obj/item/stock_parts/cell/secborg
|
||||
charge_delay = 5
|
||||
|
||||
/obj/item/gun/energy/e_gun/advtaser/cyborg/mean
|
||||
desc = "An integrated hybrid taser that draws directly from a cyborg's power cell."
|
||||
use_cyborg_cell = TRUE
|
||||
selfcharge = EGUN_NO_SELFCHARGE
|
||||
|
||||
/obj/item/gun/energy/disabler
|
||||
name = "disabler"
|
||||
desc = "A self-defense weapon that exhausts organic targets, weakening them until they collapse."
|
||||
icon_state = "disabler"
|
||||
item_state = null
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/disabler)
|
||||
ammo_x_offset = 3
|
||||
|
||||
/obj/item/gun/energy/disabler/cyborg
|
||||
name = "cyborg disabler"
|
||||
desc = "An integrated disabler that draws from a cyborg's power cell. This one contains a limiter to prevent the cyborg's power cell from overheating."
|
||||
icon = 'icons/obj/items_cyborg.dmi'
|
||||
icon_state = "taser"
|
||||
can_charge = FALSE
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/disabler/secborg)
|
||||
selfcharge = EGUN_SELFCHARGE_BORG
|
||||
cell_type = /obj/item/stock_parts/cell/secborg
|
||||
charge_delay = 5
|
||||
|
||||
/obj/item/gun/energy/disabler/cyborg/mean
|
||||
desc = "An integrated disabler that draws from a cyborg's power cell."
|
||||
use_cyborg_cell = TRUE
|
||||
selfcharge = EGUN_NO_SELFCHARGE
|
||||
|
||||
@@ -1,91 +1,91 @@
|
||||
/obj/item/gun/magic
|
||||
name = "staff of nothing"
|
||||
desc = "This staff is boring to watch because even though it came first you've seen everything it can do in other staves for years."
|
||||
icon = 'icons/obj/guns/magic.dmi'
|
||||
icon_state = "staffofnothing"
|
||||
item_state = "staff"
|
||||
lefthand_file = 'icons/mob/inhands/weapons/staves_lefthand.dmi'
|
||||
righthand_file = 'icons/mob/inhands/weapons/staves_righthand.dmi'
|
||||
fire_sound = 'sound/weapons/emitter.ogg'
|
||||
flags_1 = CONDUCT_1
|
||||
w_class = WEIGHT_CLASS_HUGE
|
||||
var/checks_antimagic = FALSE
|
||||
var/max_charges = 6
|
||||
var/charges = 0
|
||||
var/recharge_rate = 4
|
||||
var/charge_tick = 0
|
||||
var/can_charge = 1
|
||||
var/ammo_type
|
||||
var/no_den_usage
|
||||
clumsy_check = 0
|
||||
trigger_guard = TRIGGER_GUARD_ALLOW_ALL // Has no trigger at all, uses magic instead
|
||||
pin = /obj/item/firing_pin/magic
|
||||
|
||||
lefthand_file = 'icons/mob/inhands/items_lefthand.dmi' //not really a gun and some toys use these inhands
|
||||
righthand_file = 'icons/mob/inhands/items_righthand.dmi'
|
||||
|
||||
/obj/item/gun/magic/afterattack(atom/target, mob/living/user, flag)
|
||||
if(no_den_usage)
|
||||
var/area/A = get_area(user)
|
||||
if(istype(A, /area/wizard_station))
|
||||
to_chat(user, "<span class='warning'>You know better than to violate the security of The Den, best wait until you leave to use [src].</span>")
|
||||
return
|
||||
else
|
||||
no_den_usage = 0
|
||||
if(checks_antimagic && user.anti_magic_check(TRUE, FALSE, FALSE, 0, TRUE))
|
||||
to_chat(user, "<span class='warning'>Something is interfering with [src].</span>")
|
||||
return
|
||||
. = ..()
|
||||
|
||||
/obj/item/gun/magic/can_shoot()
|
||||
return charges
|
||||
|
||||
/obj/item/gun/magic/recharge_newshot()
|
||||
if (charges && chambered && !chambered.BB)
|
||||
chambered.newshot()
|
||||
|
||||
/obj/item/gun/magic/process_chamber()
|
||||
if(chambered && !chambered.BB) //if BB is null, i.e the shot has been fired...
|
||||
charges--//... drain a charge
|
||||
recharge_newshot()
|
||||
|
||||
/obj/item/gun/magic/Initialize()
|
||||
. = ..()
|
||||
charges = max_charges
|
||||
chambered = new ammo_type(src)
|
||||
if(can_charge)
|
||||
START_PROCESSING(SSobj, src)
|
||||
|
||||
|
||||
/obj/item/gun/magic/Destroy()
|
||||
if(can_charge)
|
||||
STOP_PROCESSING(SSobj, src)
|
||||
return ..()
|
||||
|
||||
|
||||
/obj/item/gun/magic/process()
|
||||
charge_tick++
|
||||
if(charge_tick < recharge_rate || charges >= max_charges)
|
||||
return 0
|
||||
charge_tick = 0
|
||||
charges++
|
||||
if(charges == 1)
|
||||
recharge_newshot()
|
||||
return 1
|
||||
|
||||
/obj/item/gun/magic/update_icon()
|
||||
return
|
||||
|
||||
/obj/item/gun/magic/shoot_with_empty_chamber(mob/living/user as mob|obj)
|
||||
to_chat(user, "<span class='warning'>The [name] whizzles quietly.</span>")
|
||||
|
||||
/obj/item/gun/magic/suicide_act(mob/user)
|
||||
user.visible_message("<span class='suicide'>[user] is twisting [src] above [user.p_their()] head, releasing a magical blast! It looks like [user.p_theyre()] trying to commit suicide!</span>")
|
||||
playsound(loc, fire_sound, 50, 1, -1)
|
||||
return (FIRELOSS)
|
||||
|
||||
/obj/item/gun/magic/vv_edit_var(var_name, var_value)
|
||||
. = ..()
|
||||
switch (var_name)
|
||||
if ("charges")
|
||||
recharge_newshot()
|
||||
/obj/item/gun/magic
|
||||
name = "staff of nothing"
|
||||
desc = "This staff is boring to watch because even though it came first you've seen everything it can do in other staves for years."
|
||||
icon = 'icons/obj/guns/magic.dmi'
|
||||
icon_state = "staffofnothing"
|
||||
item_state = "staff"
|
||||
lefthand_file = 'icons/mob/inhands/weapons/staves_lefthand.dmi'
|
||||
righthand_file = 'icons/mob/inhands/weapons/staves_righthand.dmi'
|
||||
fire_sound = 'sound/weapons/emitter.ogg'
|
||||
flags_1 = CONDUCT_1
|
||||
w_class = WEIGHT_CLASS_HUGE
|
||||
var/checks_antimagic = FALSE
|
||||
var/max_charges = 6
|
||||
var/charges = 0
|
||||
var/recharge_rate = 4
|
||||
var/charge_tick = 0
|
||||
var/can_charge = 1
|
||||
var/ammo_type
|
||||
var/no_den_usage
|
||||
clumsy_check = 0
|
||||
trigger_guard = TRIGGER_GUARD_ALLOW_ALL // Has no trigger at all, uses magic instead
|
||||
pin = /obj/item/firing_pin/magic
|
||||
|
||||
lefthand_file = 'icons/mob/inhands/items_lefthand.dmi' //not really a gun and some toys use these inhands
|
||||
righthand_file = 'icons/mob/inhands/items_righthand.dmi'
|
||||
|
||||
/obj/item/gun/magic/afterattack(atom/target, mob/living/user, flag)
|
||||
if(no_den_usage)
|
||||
var/area/A = get_area(user)
|
||||
if(istype(A, /area/wizard_station))
|
||||
to_chat(user, "<span class='warning'>You know better than to violate the security of The Den, best wait until you leave to use [src].</span>")
|
||||
return
|
||||
else
|
||||
no_den_usage = 0
|
||||
if(checks_antimagic && user.anti_magic_check(TRUE, FALSE, FALSE, 0, TRUE))
|
||||
to_chat(user, "<span class='warning'>Something is interfering with [src].</span>")
|
||||
return
|
||||
. = ..()
|
||||
|
||||
/obj/item/gun/magic/can_shoot()
|
||||
return charges
|
||||
|
||||
/obj/item/gun/magic/recharge_newshot()
|
||||
if (charges && chambered && !chambered.BB)
|
||||
chambered.newshot()
|
||||
|
||||
/obj/item/gun/magic/process_chamber()
|
||||
if(chambered && !chambered.BB) //if BB is null, i.e the shot has been fired...
|
||||
charges--//... drain a charge
|
||||
recharge_newshot()
|
||||
|
||||
/obj/item/gun/magic/Initialize()
|
||||
. = ..()
|
||||
charges = max_charges
|
||||
chambered = new ammo_type(src)
|
||||
if(can_charge)
|
||||
START_PROCESSING(SSobj, src)
|
||||
|
||||
|
||||
/obj/item/gun/magic/Destroy()
|
||||
if(can_charge)
|
||||
STOP_PROCESSING(SSobj, src)
|
||||
return ..()
|
||||
|
||||
|
||||
/obj/item/gun/magic/process()
|
||||
charge_tick++
|
||||
if(charge_tick < recharge_rate || charges >= max_charges)
|
||||
return 0
|
||||
charge_tick = 0
|
||||
charges++
|
||||
if(charges == 1)
|
||||
recharge_newshot()
|
||||
return 1
|
||||
|
||||
/obj/item/gun/magic/update_icon()
|
||||
return
|
||||
|
||||
/obj/item/gun/magic/shoot_with_empty_chamber(mob/living/user as mob|obj)
|
||||
to_chat(user, "<span class='warning'>The [name] whizzles quietly.</span>")
|
||||
|
||||
/obj/item/gun/magic/suicide_act(mob/user)
|
||||
user.visible_message("<span class='suicide'>[user] is twisting [src] above [user.p_their()] head, releasing a magical blast! It looks like [user.p_theyre()] trying to commit suicide!</span>")
|
||||
playsound(loc, fire_sound, 50, 1, -1)
|
||||
return (FIRELOSS)
|
||||
|
||||
/obj/item/gun/magic/vv_edit_var(var_name, var_value)
|
||||
. = ..()
|
||||
switch (var_name)
|
||||
if ("charges")
|
||||
recharge_newshot()
|
||||
|
||||
@@ -1,177 +1,177 @@
|
||||
/obj/item/gun/magic/wand
|
||||
name = "wand of nothing"
|
||||
desc = "It's not just a stick, it's a MAGIC stick!"
|
||||
ammo_type = /obj/item/ammo_casing/magic
|
||||
icon_state = "nothingwand"
|
||||
item_state = "wand"
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
can_charge = 0
|
||||
max_charges = 100 //100, 50, 50, 34 (max charge distribution by 25%ths)
|
||||
var/variable_charges = 1
|
||||
|
||||
/obj/item/gun/magic/wand/Initialize()
|
||||
if(prob(75) && variable_charges) //25% chance of listed max charges, 50% chance of 1/2 max charges, 25% chance of 1/3 max charges
|
||||
if(prob(33))
|
||||
max_charges = CEILING(max_charges / 3, 1)
|
||||
else
|
||||
max_charges = CEILING(max_charges / 2, 1)
|
||||
return ..()
|
||||
|
||||
/obj/item/gun/magic/wand/examine(mob/user)
|
||||
. = ..()
|
||||
. += "Has [charges] charge\s remaining."
|
||||
|
||||
/obj/item/gun/magic/wand/update_icon()
|
||||
icon_state = "[initial(icon_state)][charges ? "" : "-drained"]"
|
||||
|
||||
/obj/item/gun/magic/wand/attack(atom/target, mob/living/user)
|
||||
if(target == user)
|
||||
return
|
||||
..()
|
||||
|
||||
/obj/item/gun/magic/wand/afterattack(atom/target, mob/living/user)
|
||||
if(!charges)
|
||||
shoot_with_empty_chamber(user)
|
||||
return
|
||||
if(target == user)
|
||||
if(no_den_usage)
|
||||
var/area/A = get_area(user)
|
||||
if(istype(A, /area/wizard_station))
|
||||
to_chat(user, "<span class='warning'>You know better than to violate the security of The Den, best wait until you leave to use [src].</span>")
|
||||
return
|
||||
else
|
||||
no_den_usage = 0
|
||||
zap_self(user)
|
||||
else
|
||||
. = ..()
|
||||
update_icon()
|
||||
|
||||
|
||||
/obj/item/gun/magic/wand/proc/zap_self(mob/living/user)
|
||||
user.visible_message("<span class='danger'>[user] zaps [user.p_them()]self with [src].</span>")
|
||||
playsound(user, fire_sound, 50, 1)
|
||||
user.log_message("zapped [user.p_them()]self with a <b>[src]</b>", LOG_ATTACK)
|
||||
|
||||
|
||||
/////////////////////////////////////
|
||||
//WAND OF DEATH
|
||||
/////////////////////////////////////
|
||||
|
||||
/obj/item/gun/magic/wand/death
|
||||
name = "wand of death"
|
||||
desc = "This deadly wand overwhelms the victim's body with pure energy, slaying them without fail."
|
||||
fire_sound = 'sound/magic/wandodeath.ogg'
|
||||
ammo_type = /obj/item/ammo_casing/magic/death
|
||||
icon_state = "deathwand"
|
||||
max_charges = 3 //3, 2, 2, 1
|
||||
|
||||
/obj/item/gun/magic/wand/death/zap_self(mob/living/user)
|
||||
..()
|
||||
to_chat(user, "<span class='warning'>You irradiate yourself with pure energy! \
|
||||
[pick("Do not pass go. Do not collect 200 zorkmids.","You feel more confident in your spell casting skills.","You Die...","Do you want your possessions identified?")]\
|
||||
</span>")
|
||||
user.adjustOxyLoss(500)
|
||||
charges--
|
||||
|
||||
|
||||
/////////////////////////////////////
|
||||
//WAND OF HEALING
|
||||
/////////////////////////////////////
|
||||
|
||||
/obj/item/gun/magic/wand/resurrection
|
||||
name = "wand of healing"
|
||||
desc = "This wand uses healing magics to heal and revive. They are rarely utilized within the Wizard Federation for some reason."
|
||||
ammo_type = /obj/item/ammo_casing/magic/heal
|
||||
fire_sound = 'sound/magic/staff_healing.ogg'
|
||||
icon_state = "revivewand"
|
||||
max_charges = 10 //10, 5, 5, 4
|
||||
|
||||
/obj/item/gun/magic/wand/resurrection/zap_self(mob/living/user)
|
||||
..()
|
||||
charges--
|
||||
if(user.anti_magic_check())
|
||||
user.visible_message("<span class='warning'>[src] has no effect on [user]!</span>")
|
||||
return
|
||||
user.revive(full_heal = 1)
|
||||
if(iscarbon(user))
|
||||
var/mob/living/carbon/C = user
|
||||
C.regenerate_limbs()
|
||||
C.regenerate_organs()
|
||||
to_chat(user, "<span class='notice'>You feel great!</span>")
|
||||
|
||||
/obj/item/gun/magic/wand/resurrection/debug //for testing
|
||||
name = "debug wand of healing"
|
||||
max_charges = 500
|
||||
|
||||
/////////////////////////////////////
|
||||
//WAND OF POLYMORPH
|
||||
/////////////////////////////////////
|
||||
|
||||
/obj/item/gun/magic/wand/polymorph
|
||||
name = "wand of polymorph"
|
||||
desc = "This wand is attuned to chaos and will radically alter the victim's form."
|
||||
ammo_type = /obj/item/ammo_casing/magic/change
|
||||
icon_state = "polywand"
|
||||
fire_sound = 'sound/magic/staff_change.ogg'
|
||||
max_charges = 10 //10, 5, 5, 4
|
||||
|
||||
/obj/item/gun/magic/wand/polymorph/zap_self(mob/living/user)
|
||||
..() //because the user mob ceases to exists by the time wabbajack fully resolves
|
||||
wabbajack(user)
|
||||
charges--
|
||||
|
||||
/////////////////////////////////////
|
||||
//WAND OF TELEPORTATION
|
||||
/////////////////////////////////////
|
||||
|
||||
/obj/item/gun/magic/wand/teleport
|
||||
name = "wand of teleportation"
|
||||
desc = "This wand will wrench targets through space and time to move them somewhere else."
|
||||
ammo_type = /obj/item/ammo_casing/magic/teleport
|
||||
fire_sound = 'sound/magic/wand_teleport.ogg'
|
||||
icon_state = "telewand"
|
||||
max_charges = 10 //10, 5, 5, 4
|
||||
no_den_usage = 1
|
||||
|
||||
/obj/item/gun/magic/wand/teleport/zap_self(mob/living/user)
|
||||
if(do_teleport(user, user, 10, channel = TELEPORT_CHANNEL_MAGIC))
|
||||
var/datum/effect_system/smoke_spread/smoke = new
|
||||
smoke.set_up(3, user.loc)
|
||||
smoke.start()
|
||||
charges--
|
||||
..()
|
||||
|
||||
/////////////////////////////////////
|
||||
//WAND OF DOOR CREATION
|
||||
/////////////////////////////////////
|
||||
|
||||
/obj/item/gun/magic/wand/door
|
||||
name = "wand of door creation"
|
||||
desc = "This particular wand can create doors in any wall for the unscrupulous wizard who shuns teleportation magics."
|
||||
ammo_type = /obj/item/ammo_casing/magic/door
|
||||
icon_state = "doorwand"
|
||||
fire_sound = 'sound/magic/staff_door.ogg'
|
||||
max_charges = 20 //20, 10, 10, 7
|
||||
no_den_usage = 1
|
||||
|
||||
/obj/item/gun/magic/wand/door/zap_self(mob/living/user)
|
||||
to_chat(user, "<span class='notice'>You feel vaguely more open with your feelings.</span>")
|
||||
charges--
|
||||
..()
|
||||
|
||||
/////////////////////////////////////
|
||||
//WAND OF FIREBALL
|
||||
/////////////////////////////////////
|
||||
|
||||
/obj/item/gun/magic/wand/fireball
|
||||
name = "wand of fireball"
|
||||
desc = "This wand shoots scorching balls of fire that explode into destructive flames."
|
||||
fire_sound = 'sound/magic/fireball.ogg'
|
||||
ammo_type = /obj/item/ammo_casing/magic/fireball
|
||||
icon_state = "firewand"
|
||||
max_charges = 8 //8, 4, 4, 3
|
||||
|
||||
/obj/item/gun/magic/wand/fireball/zap_self(mob/living/user)
|
||||
..()
|
||||
explosion(user.loc, -1, 0, 2, 3, 0, flame_range = 2)
|
||||
charges--
|
||||
/obj/item/gun/magic/wand
|
||||
name = "wand of nothing"
|
||||
desc = "It's not just a stick, it's a MAGIC stick!"
|
||||
ammo_type = /obj/item/ammo_casing/magic
|
||||
icon_state = "nothingwand"
|
||||
item_state = "wand"
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
can_charge = 0
|
||||
max_charges = 100 //100, 50, 50, 34 (max charge distribution by 25%ths)
|
||||
var/variable_charges = 1
|
||||
|
||||
/obj/item/gun/magic/wand/Initialize()
|
||||
if(prob(75) && variable_charges) //25% chance of listed max charges, 50% chance of 1/2 max charges, 25% chance of 1/3 max charges
|
||||
if(prob(33))
|
||||
max_charges = CEILING(max_charges / 3, 1)
|
||||
else
|
||||
max_charges = CEILING(max_charges / 2, 1)
|
||||
return ..()
|
||||
|
||||
/obj/item/gun/magic/wand/examine(mob/user)
|
||||
. = ..()
|
||||
. += "Has [charges] charge\s remaining."
|
||||
|
||||
/obj/item/gun/magic/wand/update_icon()
|
||||
icon_state = "[initial(icon_state)][charges ? "" : "-drained"]"
|
||||
|
||||
/obj/item/gun/magic/wand/attack(atom/target, mob/living/user)
|
||||
if(target == user)
|
||||
return
|
||||
..()
|
||||
|
||||
/obj/item/gun/magic/wand/afterattack(atom/target, mob/living/user)
|
||||
if(!charges)
|
||||
shoot_with_empty_chamber(user)
|
||||
return
|
||||
if(target == user)
|
||||
if(no_den_usage)
|
||||
var/area/A = get_area(user)
|
||||
if(istype(A, /area/wizard_station))
|
||||
to_chat(user, "<span class='warning'>You know better than to violate the security of The Den, best wait until you leave to use [src].</span>")
|
||||
return
|
||||
else
|
||||
no_den_usage = 0
|
||||
zap_self(user)
|
||||
else
|
||||
. = ..()
|
||||
update_icon()
|
||||
|
||||
|
||||
/obj/item/gun/magic/wand/proc/zap_self(mob/living/user)
|
||||
user.visible_message("<span class='danger'>[user] zaps [user.p_them()]self with [src].</span>")
|
||||
playsound(user, fire_sound, 50, 1)
|
||||
user.log_message("zapped [user.p_them()]self with a <b>[src]</b>", LOG_ATTACK)
|
||||
|
||||
|
||||
/////////////////////////////////////
|
||||
//WAND OF DEATH
|
||||
/////////////////////////////////////
|
||||
|
||||
/obj/item/gun/magic/wand/death
|
||||
name = "wand of death"
|
||||
desc = "This deadly wand overwhelms the victim's body with pure energy, slaying them without fail."
|
||||
fire_sound = 'sound/magic/wandodeath.ogg'
|
||||
ammo_type = /obj/item/ammo_casing/magic/death
|
||||
icon_state = "deathwand"
|
||||
max_charges = 3 //3, 2, 2, 1
|
||||
|
||||
/obj/item/gun/magic/wand/death/zap_self(mob/living/user)
|
||||
..()
|
||||
to_chat(user, "<span class='warning'>You irradiate yourself with pure energy! \
|
||||
[pick("Do not pass go. Do not collect 200 zorkmids.","You feel more confident in your spell casting skills.","You Die...","Do you want your possessions identified?")]\
|
||||
</span>")
|
||||
user.adjustOxyLoss(500)
|
||||
charges--
|
||||
|
||||
|
||||
/////////////////////////////////////
|
||||
//WAND OF HEALING
|
||||
/////////////////////////////////////
|
||||
|
||||
/obj/item/gun/magic/wand/resurrection
|
||||
name = "wand of healing"
|
||||
desc = "This wand uses healing magics to heal and revive. They are rarely utilized within the Wizard Federation for some reason."
|
||||
ammo_type = /obj/item/ammo_casing/magic/heal
|
||||
fire_sound = 'sound/magic/staff_healing.ogg'
|
||||
icon_state = "revivewand"
|
||||
max_charges = 10 //10, 5, 5, 4
|
||||
|
||||
/obj/item/gun/magic/wand/resurrection/zap_self(mob/living/user)
|
||||
..()
|
||||
charges--
|
||||
if(user.anti_magic_check())
|
||||
user.visible_message("<span class='warning'>[src] has no effect on [user]!</span>")
|
||||
return
|
||||
user.revive(full_heal = 1)
|
||||
if(iscarbon(user))
|
||||
var/mob/living/carbon/C = user
|
||||
C.regenerate_limbs()
|
||||
C.regenerate_organs()
|
||||
to_chat(user, "<span class='notice'>You feel great!</span>")
|
||||
|
||||
/obj/item/gun/magic/wand/resurrection/debug //for testing
|
||||
name = "debug wand of healing"
|
||||
max_charges = 500
|
||||
|
||||
/////////////////////////////////////
|
||||
//WAND OF POLYMORPH
|
||||
/////////////////////////////////////
|
||||
|
||||
/obj/item/gun/magic/wand/polymorph
|
||||
name = "wand of polymorph"
|
||||
desc = "This wand is attuned to chaos and will radically alter the victim's form."
|
||||
ammo_type = /obj/item/ammo_casing/magic/change
|
||||
icon_state = "polywand"
|
||||
fire_sound = 'sound/magic/staff_change.ogg'
|
||||
max_charges = 10 //10, 5, 5, 4
|
||||
|
||||
/obj/item/gun/magic/wand/polymorph/zap_self(mob/living/user)
|
||||
..() //because the user mob ceases to exists by the time wabbajack fully resolves
|
||||
wabbajack(user)
|
||||
charges--
|
||||
|
||||
/////////////////////////////////////
|
||||
//WAND OF TELEPORTATION
|
||||
/////////////////////////////////////
|
||||
|
||||
/obj/item/gun/magic/wand/teleport
|
||||
name = "wand of teleportation"
|
||||
desc = "This wand will wrench targets through space and time to move them somewhere else."
|
||||
ammo_type = /obj/item/ammo_casing/magic/teleport
|
||||
fire_sound = 'sound/magic/wand_teleport.ogg'
|
||||
icon_state = "telewand"
|
||||
max_charges = 10 //10, 5, 5, 4
|
||||
no_den_usage = 1
|
||||
|
||||
/obj/item/gun/magic/wand/teleport/zap_self(mob/living/user)
|
||||
if(do_teleport(user, user, 10, channel = TELEPORT_CHANNEL_MAGIC))
|
||||
var/datum/effect_system/smoke_spread/smoke = new
|
||||
smoke.set_up(3, user.loc)
|
||||
smoke.start()
|
||||
charges--
|
||||
..()
|
||||
|
||||
/////////////////////////////////////
|
||||
//WAND OF DOOR CREATION
|
||||
/////////////////////////////////////
|
||||
|
||||
/obj/item/gun/magic/wand/door
|
||||
name = "wand of door creation"
|
||||
desc = "This particular wand can create doors in any wall for the unscrupulous wizard who shuns teleportation magics."
|
||||
ammo_type = /obj/item/ammo_casing/magic/door
|
||||
icon_state = "doorwand"
|
||||
fire_sound = 'sound/magic/staff_door.ogg'
|
||||
max_charges = 20 //20, 10, 10, 7
|
||||
no_den_usage = 1
|
||||
|
||||
/obj/item/gun/magic/wand/door/zap_self(mob/living/user)
|
||||
to_chat(user, "<span class='notice'>You feel vaguely more open with your feelings.</span>")
|
||||
charges--
|
||||
..()
|
||||
|
||||
/////////////////////////////////////
|
||||
//WAND OF FIREBALL
|
||||
/////////////////////////////////////
|
||||
|
||||
/obj/item/gun/magic/wand/fireball
|
||||
name = "wand of fireball"
|
||||
desc = "This wand shoots scorching balls of fire that explode into destructive flames."
|
||||
fire_sound = 'sound/magic/fireball.ogg'
|
||||
ammo_type = /obj/item/ammo_casing/magic/fireball
|
||||
icon_state = "firewand"
|
||||
max_charges = 8 //8, 4, 4, 3
|
||||
|
||||
/obj/item/gun/magic/wand/fireball/zap_self(mob/living/user)
|
||||
..()
|
||||
explosion(user.loc, -1, 0, 2, 3, 0, flame_range = 2)
|
||||
charges--
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,46 +1,46 @@
|
||||
//his isn't a subtype of the syringe gun because the syringegun subtype is made to hold syringes
|
||||
//this is meant to hold reagents/obj/item/gun/syringe
|
||||
/obj/item/gun/chem
|
||||
name = "reagent gun"
|
||||
desc = "A Nanotrasen syringe gun, modified to automatically synthesise chemical darts, and instead hold reagents."
|
||||
icon_state = "chemgun"
|
||||
item_state = "chemgun"
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
throw_speed = 3
|
||||
throw_range = 7
|
||||
force = 4
|
||||
materials = list(MAT_METAL=2000)
|
||||
clumsy_check = FALSE
|
||||
fire_sound = 'sound/items/syringeproj.ogg'
|
||||
var/time_per_syringe = 250
|
||||
var/syringes_left = 4
|
||||
var/max_syringes = 4
|
||||
var/last_synth = 0
|
||||
|
||||
/obj/item/gun/chem/Initialize()
|
||||
. = ..()
|
||||
chambered = new /obj/item/ammo_casing/chemgun(src)
|
||||
START_PROCESSING(SSobj, src)
|
||||
create_reagents(100, OPENCONTAINER)
|
||||
|
||||
/obj/item/gun/chem/Destroy()
|
||||
. = ..()
|
||||
STOP_PROCESSING(SSobj, src)
|
||||
|
||||
/obj/item/gun/chem/can_shoot()
|
||||
return syringes_left
|
||||
|
||||
/obj/item/gun/chem/process_chamber()
|
||||
if(chambered && !chambered.BB && syringes_left)
|
||||
chambered.newshot()
|
||||
|
||||
/obj/item/gun/chem/process()
|
||||
if(syringes_left >= max_syringes)
|
||||
return
|
||||
if(world.time < last_synth+time_per_syringe)
|
||||
return
|
||||
to_chat(loc, "<span class='warning'>You hear a click as [src] synthesizes a new dart.</span>")
|
||||
syringes_left++
|
||||
if(chambered && !chambered.BB)
|
||||
chambered.newshot()
|
||||
//his isn't a subtype of the syringe gun because the syringegun subtype is made to hold syringes
|
||||
//this is meant to hold reagents/obj/item/gun/syringe
|
||||
/obj/item/gun/chem
|
||||
name = "reagent gun"
|
||||
desc = "A Nanotrasen syringe gun, modified to automatically synthesise chemical darts, and instead hold reagents."
|
||||
icon_state = "chemgun"
|
||||
item_state = "chemgun"
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
throw_speed = 3
|
||||
throw_range = 7
|
||||
force = 4
|
||||
materials = list(MAT_METAL=2000)
|
||||
clumsy_check = FALSE
|
||||
fire_sound = 'sound/items/syringeproj.ogg'
|
||||
var/time_per_syringe = 250
|
||||
var/syringes_left = 4
|
||||
var/max_syringes = 4
|
||||
var/last_synth = 0
|
||||
|
||||
/obj/item/gun/chem/Initialize()
|
||||
. = ..()
|
||||
chambered = new /obj/item/ammo_casing/chemgun(src)
|
||||
START_PROCESSING(SSobj, src)
|
||||
create_reagents(100, OPENCONTAINER)
|
||||
|
||||
/obj/item/gun/chem/Destroy()
|
||||
. = ..()
|
||||
STOP_PROCESSING(SSobj, src)
|
||||
|
||||
/obj/item/gun/chem/can_shoot()
|
||||
return syringes_left
|
||||
|
||||
/obj/item/gun/chem/process_chamber()
|
||||
if(chambered && !chambered.BB && syringes_left)
|
||||
chambered.newshot()
|
||||
|
||||
/obj/item/gun/chem/process()
|
||||
if(syringes_left >= max_syringes)
|
||||
return
|
||||
if(world.time < last_synth+time_per_syringe)
|
||||
return
|
||||
to_chat(loc, "<span class='warning'>You hear a click as [src] synthesizes a new dart.</span>")
|
||||
syringes_left++
|
||||
if(chambered && !chambered.BB)
|
||||
chambered.newshot()
|
||||
last_synth = world.time
|
||||
@@ -1,46 +1,46 @@
|
||||
/obj/item/gun/grenadelauncher
|
||||
name = "grenade launcher"
|
||||
desc = "A terrible, terrible thing. It's really awful!"
|
||||
icon = 'icons/obj/guns/projectile.dmi'
|
||||
icon_state = "riotgun"
|
||||
item_state = "riotgun"
|
||||
w_class = WEIGHT_CLASS_BULKY
|
||||
throw_speed = 2
|
||||
throw_range = 7
|
||||
force = 5
|
||||
var/list/grenades = new/list()
|
||||
var/max_grenades = 3
|
||||
materials = list(MAT_METAL=2000)
|
||||
|
||||
/obj/item/gun/grenadelauncher/examine(mob/user)
|
||||
. = ..()
|
||||
. += "[grenades.len] / [max_grenades] grenades loaded."
|
||||
|
||||
/obj/item/gun/grenadelauncher/attackby(obj/item/I, mob/user, params)
|
||||
|
||||
if((istype(I, /obj/item/grenade)))
|
||||
if(grenades.len < max_grenades)
|
||||
if(!user.transferItemToLoc(I, src))
|
||||
return
|
||||
grenades += I
|
||||
to_chat(user, "<span class='notice'>You put the grenade in the grenade launcher.</span>")
|
||||
to_chat(user, "<span class='notice'>[grenades.len] / [max_grenades] Grenades.</span>")
|
||||
else
|
||||
to_chat(usr, "<span class='danger'>The grenade launcher cannot hold more grenades.</span>")
|
||||
|
||||
/obj/item/gun/grenadelauncher/can_shoot()
|
||||
return grenades.len
|
||||
|
||||
/obj/item/gun/grenadelauncher/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
|
||||
user.visible_message("<span class='danger'>[user] fired a grenade!</span>", \
|
||||
"<span class='danger'>You fire the grenade launcher!</span>")
|
||||
var/obj/item/grenade/F = grenades[1] //Now with less copypasta!
|
||||
grenades -= F
|
||||
F.forceMove(user.loc)
|
||||
F.throw_at(target, 30, 2, user)
|
||||
message_admins("[ADMIN_LOOKUPFLW(user)] fired a grenade ([F.name]) from a grenade launcher ([src]) from [AREACOORD(user)] at [target] [AREACOORD(target)].")
|
||||
log_game("[key_name(user)] fired a grenade ([F.name]) with a grenade launcher ([src]) from [AREACOORD(user)] at [target] [AREACOORD(target)].")
|
||||
F.active = 1
|
||||
F.icon_state = initial(F.icon_state) + "_active"
|
||||
playsound(user.loc, 'sound/weapons/armbomb.ogg', 75, 1, -3)
|
||||
addtimer(CALLBACK(F, /obj/item/grenade.proc/prime), 15)
|
||||
/obj/item/gun/grenadelauncher
|
||||
name = "grenade launcher"
|
||||
desc = "A terrible, terrible thing. It's really awful!"
|
||||
icon = 'icons/obj/guns/projectile.dmi'
|
||||
icon_state = "riotgun"
|
||||
item_state = "riotgun"
|
||||
w_class = WEIGHT_CLASS_BULKY
|
||||
throw_speed = 2
|
||||
throw_range = 7
|
||||
force = 5
|
||||
var/list/grenades = new/list()
|
||||
var/max_grenades = 3
|
||||
materials = list(MAT_METAL=2000)
|
||||
|
||||
/obj/item/gun/grenadelauncher/examine(mob/user)
|
||||
. = ..()
|
||||
. += "[grenades.len] / [max_grenades] grenades loaded."
|
||||
|
||||
/obj/item/gun/grenadelauncher/attackby(obj/item/I, mob/user, params)
|
||||
|
||||
if((istype(I, /obj/item/grenade)))
|
||||
if(grenades.len < max_grenades)
|
||||
if(!user.transferItemToLoc(I, src))
|
||||
return
|
||||
grenades += I
|
||||
to_chat(user, "<span class='notice'>You put the grenade in the grenade launcher.</span>")
|
||||
to_chat(user, "<span class='notice'>[grenades.len] / [max_grenades] Grenades.</span>")
|
||||
else
|
||||
to_chat(usr, "<span class='danger'>The grenade launcher cannot hold more grenades.</span>")
|
||||
|
||||
/obj/item/gun/grenadelauncher/can_shoot()
|
||||
return grenades.len
|
||||
|
||||
/obj/item/gun/grenadelauncher/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
|
||||
user.visible_message("<span class='danger'>[user] fired a grenade!</span>", \
|
||||
"<span class='danger'>You fire the grenade launcher!</span>")
|
||||
var/obj/item/grenade/F = grenades[1] //Now with less copypasta!
|
||||
grenades -= F
|
||||
F.forceMove(user.loc)
|
||||
F.throw_at(target, 30, 2, user)
|
||||
message_admins("[ADMIN_LOOKUPFLW(user)] fired a grenade ([F.name]) from a grenade launcher ([src]) from [AREACOORD(user)] at [target] [AREACOORD(target)].")
|
||||
log_game("[key_name(user)] fired a grenade ([F.name]) with a grenade launcher ([src]) from [AREACOORD(user)] at [target] [AREACOORD(target)].")
|
||||
F.active = 1
|
||||
F.icon_state = initial(F.icon_state) + "_active"
|
||||
playsound(user.loc, 'sound/weapons/armbomb.ogg', 75, 1, -3)
|
||||
addtimer(CALLBACK(F, /obj/item/grenade.proc/prime), 15)
|
||||
|
||||
@@ -1,135 +1,135 @@
|
||||
/obj/item/gun/medbeam
|
||||
name = "Medical Beamgun"
|
||||
desc = "Don't cross the streams!"
|
||||
icon = 'icons/obj/chronos.dmi'
|
||||
icon_state = "chronogun"
|
||||
item_state = "chronogun"
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
|
||||
var/mob/living/current_target
|
||||
var/last_check = 0
|
||||
var/check_delay = 10 //Check los as often as possible, max resolution is SSobj tick though
|
||||
var/max_range = 8
|
||||
var/active = 0
|
||||
var/datum/beam/current_beam = null
|
||||
var/mounted = 0 //Denotes if this is a handheld or mounted version
|
||||
|
||||
weapon_weight = WEAPON_MEDIUM
|
||||
|
||||
/obj/item/gun/medbeam/Initialize()
|
||||
. = ..()
|
||||
START_PROCESSING(SSobj, src)
|
||||
|
||||
/obj/item/gun/medbeam/Destroy(mob/user)
|
||||
STOP_PROCESSING(SSobj, src)
|
||||
LoseTarget()
|
||||
return ..()
|
||||
|
||||
/obj/item/gun/medbeam/dropped(mob/user)
|
||||
..()
|
||||
LoseTarget()
|
||||
|
||||
/obj/item/gun/medbeam/equipped(mob/user)
|
||||
..()
|
||||
LoseTarget()
|
||||
|
||||
/obj/item/gun/medbeam/proc/LoseTarget()
|
||||
if(active)
|
||||
qdel(current_beam)
|
||||
current_beam = null
|
||||
active = 0
|
||||
on_beam_release(current_target)
|
||||
current_target = null
|
||||
|
||||
/obj/item/gun/medbeam/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
|
||||
if(isliving(user))
|
||||
add_fingerprint(user)
|
||||
|
||||
if(current_target)
|
||||
LoseTarget()
|
||||
if(!isliving(target))
|
||||
return
|
||||
|
||||
current_target = target
|
||||
active = TRUE
|
||||
current_beam = new(user,current_target,time=6000,beam_icon_state="medbeam",btype=/obj/effect/ebeam/medical)
|
||||
INVOKE_ASYNC(current_beam, /datum/beam.proc/Start)
|
||||
|
||||
SSblackbox.record_feedback("tally", "gun_fired", 1, type)
|
||||
|
||||
/obj/item/gun/medbeam/process()
|
||||
|
||||
var/source = loc
|
||||
if(!mounted && !isliving(source))
|
||||
LoseTarget()
|
||||
return
|
||||
|
||||
if(!current_target)
|
||||
LoseTarget()
|
||||
return
|
||||
|
||||
if(world.time <= last_check+check_delay)
|
||||
return
|
||||
|
||||
last_check = world.time
|
||||
|
||||
if(get_dist(source, current_target)>max_range || !los_check(source, current_target))
|
||||
LoseTarget()
|
||||
if(isliving(source))
|
||||
to_chat(source, "<span class='warning'>You lose control of the beam!</span>")
|
||||
return
|
||||
|
||||
if(current_target)
|
||||
on_beam_tick(current_target)
|
||||
|
||||
/obj/item/gun/medbeam/proc/los_check(atom/movable/user, mob/target)
|
||||
var/turf/user_turf = user.loc
|
||||
if(mounted)
|
||||
user_turf = get_turf(user)
|
||||
else if(!istype(user_turf))
|
||||
return 0
|
||||
var/obj/dummy = new(user_turf)
|
||||
dummy.pass_flags |= PASSTABLE|PASSGLASS|PASSGRILLE //Grille/Glass so it can be used through common windows
|
||||
for(var/turf/turf in getline(user_turf,target))
|
||||
if(mounted && turf == user_turf)
|
||||
continue //Mechs are dense and thus fail the check
|
||||
if(turf.density)
|
||||
qdel(dummy)
|
||||
return 0
|
||||
for(var/atom/movable/AM in turf)
|
||||
if(!AM.CanPass(dummy,turf,1))
|
||||
qdel(dummy)
|
||||
return 0
|
||||
for(var/obj/effect/ebeam/medical/B in turf)// Don't cross the str-beams!
|
||||
if(B.owner.origin != current_beam.origin)
|
||||
explosion(B.loc,0,3,5,8)
|
||||
qdel(dummy)
|
||||
return 0
|
||||
qdel(dummy)
|
||||
return 1
|
||||
|
||||
/obj/item/gun/medbeam/proc/on_beam_hit(var/mob/living/target)
|
||||
return
|
||||
|
||||
/obj/item/gun/medbeam/proc/on_beam_tick(var/mob/living/target)
|
||||
if(target.health != target.maxHealth)
|
||||
new /obj/effect/temp_visual/heal(get_turf(target), "#80F5FF")
|
||||
target.adjustBruteLoss(-4)
|
||||
target.adjustFireLoss(-4)
|
||||
target.adjustToxLoss(-1, forced = TRUE)
|
||||
target.adjustOxyLoss(-1)
|
||||
return
|
||||
|
||||
/obj/item/gun/medbeam/proc/on_beam_release(var/mob/living/target)
|
||||
return
|
||||
|
||||
/obj/effect/ebeam/medical
|
||||
name = "medical beam"
|
||||
|
||||
//////////////////////////////Mech Version///////////////////////////////
|
||||
/obj/item/gun/medbeam/mech
|
||||
mounted = 1
|
||||
|
||||
/obj/item/gun/medbeam/mech/Initialize()
|
||||
. = ..()
|
||||
STOP_PROCESSING(SSobj, src) //Mech mediguns do not process until installed, and are controlled by the holder obj
|
||||
/obj/item/gun/medbeam
|
||||
name = "Medical Beamgun"
|
||||
desc = "Don't cross the streams!"
|
||||
icon = 'icons/obj/chronos.dmi'
|
||||
icon_state = "chronogun"
|
||||
item_state = "chronogun"
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
|
||||
var/mob/living/current_target
|
||||
var/last_check = 0
|
||||
var/check_delay = 10 //Check los as often as possible, max resolution is SSobj tick though
|
||||
var/max_range = 8
|
||||
var/active = 0
|
||||
var/datum/beam/current_beam = null
|
||||
var/mounted = 0 //Denotes if this is a handheld or mounted version
|
||||
|
||||
weapon_weight = WEAPON_MEDIUM
|
||||
|
||||
/obj/item/gun/medbeam/Initialize()
|
||||
. = ..()
|
||||
START_PROCESSING(SSobj, src)
|
||||
|
||||
/obj/item/gun/medbeam/Destroy(mob/user)
|
||||
STOP_PROCESSING(SSobj, src)
|
||||
LoseTarget()
|
||||
return ..()
|
||||
|
||||
/obj/item/gun/medbeam/dropped(mob/user)
|
||||
..()
|
||||
LoseTarget()
|
||||
|
||||
/obj/item/gun/medbeam/equipped(mob/user)
|
||||
..()
|
||||
LoseTarget()
|
||||
|
||||
/obj/item/gun/medbeam/proc/LoseTarget()
|
||||
if(active)
|
||||
qdel(current_beam)
|
||||
current_beam = null
|
||||
active = 0
|
||||
on_beam_release(current_target)
|
||||
current_target = null
|
||||
|
||||
/obj/item/gun/medbeam/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
|
||||
if(isliving(user))
|
||||
add_fingerprint(user)
|
||||
|
||||
if(current_target)
|
||||
LoseTarget()
|
||||
if(!isliving(target))
|
||||
return
|
||||
|
||||
current_target = target
|
||||
active = TRUE
|
||||
current_beam = new(user,current_target,time=6000,beam_icon_state="medbeam",btype=/obj/effect/ebeam/medical)
|
||||
INVOKE_ASYNC(current_beam, /datum/beam.proc/Start)
|
||||
|
||||
SSblackbox.record_feedback("tally", "gun_fired", 1, type)
|
||||
|
||||
/obj/item/gun/medbeam/process()
|
||||
|
||||
var/source = loc
|
||||
if(!mounted && !isliving(source))
|
||||
LoseTarget()
|
||||
return
|
||||
|
||||
if(!current_target)
|
||||
LoseTarget()
|
||||
return
|
||||
|
||||
if(world.time <= last_check+check_delay)
|
||||
return
|
||||
|
||||
last_check = world.time
|
||||
|
||||
if(get_dist(source, current_target)>max_range || !los_check(source, current_target))
|
||||
LoseTarget()
|
||||
if(isliving(source))
|
||||
to_chat(source, "<span class='warning'>You lose control of the beam!</span>")
|
||||
return
|
||||
|
||||
if(current_target)
|
||||
on_beam_tick(current_target)
|
||||
|
||||
/obj/item/gun/medbeam/proc/los_check(atom/movable/user, mob/target)
|
||||
var/turf/user_turf = user.loc
|
||||
if(mounted)
|
||||
user_turf = get_turf(user)
|
||||
else if(!istype(user_turf))
|
||||
return 0
|
||||
var/obj/dummy = new(user_turf)
|
||||
dummy.pass_flags |= PASSTABLE|PASSGLASS|PASSGRILLE //Grille/Glass so it can be used through common windows
|
||||
for(var/turf/turf in getline(user_turf,target))
|
||||
if(mounted && turf == user_turf)
|
||||
continue //Mechs are dense and thus fail the check
|
||||
if(turf.density)
|
||||
qdel(dummy)
|
||||
return 0
|
||||
for(var/atom/movable/AM in turf)
|
||||
if(!AM.CanPass(dummy,turf,1))
|
||||
qdel(dummy)
|
||||
return 0
|
||||
for(var/obj/effect/ebeam/medical/B in turf)// Don't cross the str-beams!
|
||||
if(B.owner.origin != current_beam.origin)
|
||||
explosion(B.loc,0,3,5,8)
|
||||
qdel(dummy)
|
||||
return 0
|
||||
qdel(dummy)
|
||||
return 1
|
||||
|
||||
/obj/item/gun/medbeam/proc/on_beam_hit(var/mob/living/target)
|
||||
return
|
||||
|
||||
/obj/item/gun/medbeam/proc/on_beam_tick(var/mob/living/target)
|
||||
if(target.health != target.maxHealth)
|
||||
new /obj/effect/temp_visual/heal(get_turf(target), "#80F5FF")
|
||||
target.adjustBruteLoss(-4)
|
||||
target.adjustFireLoss(-4)
|
||||
target.adjustToxLoss(-1, forced = TRUE)
|
||||
target.adjustOxyLoss(-1)
|
||||
return
|
||||
|
||||
/obj/item/gun/medbeam/proc/on_beam_release(var/mob/living/target)
|
||||
return
|
||||
|
||||
/obj/effect/ebeam/medical
|
||||
name = "medical beam"
|
||||
|
||||
//////////////////////////////Mech Version///////////////////////////////
|
||||
/obj/item/gun/medbeam/mech
|
||||
mounted = 1
|
||||
|
||||
/obj/item/gun/medbeam/mech/Initialize()
|
||||
. = ..()
|
||||
STOP_PROCESSING(SSobj, src) //Mech mediguns do not process until installed, and are controlled by the holder obj
|
||||
|
||||
@@ -1,167 +1,167 @@
|
||||
/obj/item/gun/syringe
|
||||
name = "syringe gun"
|
||||
desc = "A spring loaded rifle designed to fit syringes, used to incapacitate unruly patients from a distance."
|
||||
icon_state = "syringegun"
|
||||
item_state = "syringegun"
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
throw_speed = 3
|
||||
throw_range = 7
|
||||
force = 4
|
||||
materials = list(MAT_METAL=2000)
|
||||
clumsy_check = 0
|
||||
fire_sound = 'sound/items/syringeproj.ogg'
|
||||
var/list/syringes = list()
|
||||
var/max_syringes = 1
|
||||
|
||||
/obj/item/gun/syringe/Initialize()
|
||||
. = ..()
|
||||
chambered = new /obj/item/ammo_casing/syringegun(src)
|
||||
|
||||
/obj/item/gun/syringe/recharge_newshot()
|
||||
if(!syringes.len)
|
||||
return
|
||||
chambered.newshot()
|
||||
|
||||
/obj/item/gun/syringe/can_shoot()
|
||||
return syringes.len
|
||||
|
||||
/obj/item/gun/syringe/process_chamber()
|
||||
if(chambered && !chambered.BB) //we just fired
|
||||
recharge_newshot()
|
||||
|
||||
/obj/item/gun/syringe/examine(mob/user)
|
||||
. = ..()
|
||||
. += "Can hold [max_syringes] syringe\s. Has [syringes.len] syringe\s remaining."
|
||||
|
||||
/obj/item/gun/syringe/attack_self(mob/living/user)
|
||||
if(!syringes.len)
|
||||
to_chat(user, "<span class='warning'>[src] is empty!</span>")
|
||||
return 0
|
||||
|
||||
var/obj/item/reagent_containers/syringe/S = syringes[syringes.len]
|
||||
|
||||
if(!S)
|
||||
return 0
|
||||
S.forceMove(user.loc)
|
||||
|
||||
syringes.Remove(S)
|
||||
to_chat(user, "<span class='notice'>You unload [S] from \the [src].</span>")
|
||||
|
||||
return 1
|
||||
|
||||
/obj/item/gun/syringe/attackby(obj/item/A, mob/user, params, show_msg = TRUE)
|
||||
if(istype(A, /obj/item/reagent_containers/syringe))
|
||||
if(syringes.len < max_syringes)
|
||||
if(!user.transferItemToLoc(A, src))
|
||||
return FALSE
|
||||
to_chat(user, "<span class='notice'>You load [A] into \the [src].</span>")
|
||||
syringes += A
|
||||
recharge_newshot()
|
||||
return TRUE
|
||||
else
|
||||
to_chat(user, "<span class='warning'>[src] cannot hold more syringes!</span>")
|
||||
return FALSE
|
||||
|
||||
/obj/item/gun/syringe/rapidsyringe
|
||||
name = "rapid syringe gun"
|
||||
desc = "A modification of the syringe gun design, using a rotating cylinder to store up to six syringes."
|
||||
icon_state = "rapidsyringegun"
|
||||
max_syringes = 6
|
||||
|
||||
/obj/item/gun/syringe/syndicate
|
||||
name = "dart pistol"
|
||||
desc = "A small spring-loaded sidearm that functions identically to a syringe gun."
|
||||
icon_state = "syringe_pistol"
|
||||
item_state = "gun" //Smaller inhand
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
force = 2 //Also very weak because it's smaller
|
||||
suppressed = TRUE //Softer fire sound
|
||||
can_unsuppress = FALSE //Permanently silenced
|
||||
|
||||
/obj/item/gun/syringe/dna
|
||||
name = "modified syringe gun"
|
||||
desc = "A syringe gun that has been modified to fit DNA injectors instead of normal syringes."
|
||||
|
||||
/obj/item/gun/syringe/dna/Initialize()
|
||||
. = ..()
|
||||
chambered = new /obj/item/ammo_casing/dnainjector(src)
|
||||
|
||||
/obj/item/gun/syringe/dna/attackby(obj/item/A, mob/user, params, show_msg = TRUE)
|
||||
if(istype(A, /obj/item/dnainjector))
|
||||
var/obj/item/dnainjector/D = A
|
||||
if(D.used)
|
||||
to_chat(user, "<span class='warning'>This injector is used up!</span>")
|
||||
return
|
||||
if(syringes.len < max_syringes)
|
||||
if(!user.transferItemToLoc(D, src))
|
||||
return FALSE
|
||||
to_chat(user, "<span class='notice'>You load \the [D] into \the [src].</span>")
|
||||
syringes += D
|
||||
recharge_newshot()
|
||||
return TRUE
|
||||
else
|
||||
to_chat(user, "<span class='warning'>[src] cannot hold more syringes!</span>")
|
||||
return FALSE
|
||||
|
||||
/obj/item/gun/syringe/dart
|
||||
name = "dart gun"
|
||||
desc = "A compressed air gun, designed to fit medicinal darts for application of medicine for those patients just out of reach."
|
||||
icon_state = "dartgun"
|
||||
item_state = "dartgun"
|
||||
materials = list(MAT_METAL=2000, MAT_GLASS=500)
|
||||
suppressed = TRUE //Softer fire sound
|
||||
can_unsuppress = FALSE
|
||||
|
||||
/obj/item/gun/syringe/dart/Initialize()
|
||||
..()
|
||||
chambered = new /obj/item/ammo_casing/syringegun/dart(src)
|
||||
|
||||
/obj/item/gun/syringe/dart/attackby(obj/item/A, mob/user, params, show_msg = TRUE)
|
||||
if(istype(A, /obj/item/reagent_containers/syringe/dart))
|
||||
..()
|
||||
else
|
||||
to_chat(user, "<span class='notice'>You can't put the [A] into \the [src]!</span>")
|
||||
return FALSE
|
||||
|
||||
/obj/item/gun/syringe/dart/rapiddart
|
||||
name = "Repeating dart gun"
|
||||
icon_state = "rapiddartgun"
|
||||
item_state = "rapiddartgun"
|
||||
|
||||
/obj/item/gun/syringe/dart/rapiddart/CheckParts(list/parts_list)
|
||||
var/obj/item/reagent_containers/glass/beaker/B = locate(/obj/item/reagent_containers/glass/beaker) in parts_list
|
||||
|
||||
if(istype(B, /obj/item/reagent_containers/glass/beaker/large))
|
||||
desc = "[initial(desc)] A modification of the dart gun's pressure chamber has been perfomed using a [B], extending it's holding size to [max_syringes]."
|
||||
max_syringes = 2
|
||||
return
|
||||
else if(istype(B, /obj/item/reagent_containers/glass/beaker/plastic))
|
||||
desc = "[initial(desc)] A modification of the dart gun's pressure chamber has been perfomed using a [B], extending it's holding size to [max_syringes]."
|
||||
max_syringes = 3
|
||||
return
|
||||
else if(istype(B, /obj/item/reagent_containers/glass/beaker/meta))
|
||||
desc = "[initial(desc)] A modification of the dart gun's pressure chamber has been perfomed using a [B], extending it's holding size to [max_syringes]."
|
||||
max_syringes = 4
|
||||
return
|
||||
else if(istype(B, /obj/item/reagent_containers/glass/beaker/bluespace))
|
||||
desc = "[initial(desc)] A modification of the dart gun's pressure chamber has been perfomed using a [B], extending it's holding size to [max_syringes]."
|
||||
max_syringes = 6
|
||||
return
|
||||
else
|
||||
max_syringes = 1
|
||||
desc = "[initial(desc)] It has a [B] strapped to it, but it doesn't seem to be doing anything."
|
||||
..()
|
||||
|
||||
/obj/item/gun/syringe/blowgun
|
||||
name = "blowgun"
|
||||
desc = "Fire syringes at a short distance."
|
||||
icon_state = "blowgun"
|
||||
item_state = "blowgun"
|
||||
fire_sound = 'sound/items/syringeproj.ogg'
|
||||
|
||||
/obj/item/gun/syringe/blowgun/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
|
||||
visible_message("<span class='danger'>[user] starts aiming with a blowgun!</span>")
|
||||
if(do_after(user, 25, target = src))
|
||||
user.adjustStaminaLoss(20)
|
||||
user.adjustOxyLoss(20)
|
||||
..()
|
||||
/obj/item/gun/syringe
|
||||
name = "syringe gun"
|
||||
desc = "A spring loaded rifle designed to fit syringes, used to incapacitate unruly patients from a distance."
|
||||
icon_state = "syringegun"
|
||||
item_state = "syringegun"
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
throw_speed = 3
|
||||
throw_range = 7
|
||||
force = 4
|
||||
materials = list(MAT_METAL=2000)
|
||||
clumsy_check = 0
|
||||
fire_sound = 'sound/items/syringeproj.ogg'
|
||||
var/list/syringes = list()
|
||||
var/max_syringes = 1
|
||||
|
||||
/obj/item/gun/syringe/Initialize()
|
||||
. = ..()
|
||||
chambered = new /obj/item/ammo_casing/syringegun(src)
|
||||
|
||||
/obj/item/gun/syringe/recharge_newshot()
|
||||
if(!syringes.len)
|
||||
return
|
||||
chambered.newshot()
|
||||
|
||||
/obj/item/gun/syringe/can_shoot()
|
||||
return syringes.len
|
||||
|
||||
/obj/item/gun/syringe/process_chamber()
|
||||
if(chambered && !chambered.BB) //we just fired
|
||||
recharge_newshot()
|
||||
|
||||
/obj/item/gun/syringe/examine(mob/user)
|
||||
. = ..()
|
||||
. += "Can hold [max_syringes] syringe\s. Has [syringes.len] syringe\s remaining."
|
||||
|
||||
/obj/item/gun/syringe/attack_self(mob/living/user)
|
||||
if(!syringes.len)
|
||||
to_chat(user, "<span class='warning'>[src] is empty!</span>")
|
||||
return 0
|
||||
|
||||
var/obj/item/reagent_containers/syringe/S = syringes[syringes.len]
|
||||
|
||||
if(!S)
|
||||
return 0
|
||||
S.forceMove(user.loc)
|
||||
|
||||
syringes.Remove(S)
|
||||
to_chat(user, "<span class='notice'>You unload [S] from \the [src].</span>")
|
||||
|
||||
return 1
|
||||
|
||||
/obj/item/gun/syringe/attackby(obj/item/A, mob/user, params, show_msg = TRUE)
|
||||
if(istype(A, /obj/item/reagent_containers/syringe))
|
||||
if(syringes.len < max_syringes)
|
||||
if(!user.transferItemToLoc(A, src))
|
||||
return FALSE
|
||||
to_chat(user, "<span class='notice'>You load [A] into \the [src].</span>")
|
||||
syringes += A
|
||||
recharge_newshot()
|
||||
return TRUE
|
||||
else
|
||||
to_chat(user, "<span class='warning'>[src] cannot hold more syringes!</span>")
|
||||
return FALSE
|
||||
|
||||
/obj/item/gun/syringe/rapidsyringe
|
||||
name = "rapid syringe gun"
|
||||
desc = "A modification of the syringe gun design, using a rotating cylinder to store up to six syringes."
|
||||
icon_state = "rapidsyringegun"
|
||||
max_syringes = 6
|
||||
|
||||
/obj/item/gun/syringe/syndicate
|
||||
name = "dart pistol"
|
||||
desc = "A small spring-loaded sidearm that functions identically to a syringe gun."
|
||||
icon_state = "syringe_pistol"
|
||||
item_state = "gun" //Smaller inhand
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
force = 2 //Also very weak because it's smaller
|
||||
suppressed = TRUE //Softer fire sound
|
||||
can_unsuppress = FALSE //Permanently silenced
|
||||
|
||||
/obj/item/gun/syringe/dna
|
||||
name = "modified syringe gun"
|
||||
desc = "A syringe gun that has been modified to fit DNA injectors instead of normal syringes."
|
||||
|
||||
/obj/item/gun/syringe/dna/Initialize()
|
||||
. = ..()
|
||||
chambered = new /obj/item/ammo_casing/dnainjector(src)
|
||||
|
||||
/obj/item/gun/syringe/dna/attackby(obj/item/A, mob/user, params, show_msg = TRUE)
|
||||
if(istype(A, /obj/item/dnainjector))
|
||||
var/obj/item/dnainjector/D = A
|
||||
if(D.used)
|
||||
to_chat(user, "<span class='warning'>This injector is used up!</span>")
|
||||
return
|
||||
if(syringes.len < max_syringes)
|
||||
if(!user.transferItemToLoc(D, src))
|
||||
return FALSE
|
||||
to_chat(user, "<span class='notice'>You load \the [D] into \the [src].</span>")
|
||||
syringes += D
|
||||
recharge_newshot()
|
||||
return TRUE
|
||||
else
|
||||
to_chat(user, "<span class='warning'>[src] cannot hold more syringes!</span>")
|
||||
return FALSE
|
||||
|
||||
/obj/item/gun/syringe/dart
|
||||
name = "dart gun"
|
||||
desc = "A compressed air gun, designed to fit medicinal darts for application of medicine for those patients just out of reach."
|
||||
icon_state = "dartgun"
|
||||
item_state = "dartgun"
|
||||
materials = list(MAT_METAL=2000, MAT_GLASS=500)
|
||||
suppressed = TRUE //Softer fire sound
|
||||
can_unsuppress = FALSE
|
||||
|
||||
/obj/item/gun/syringe/dart/Initialize()
|
||||
..()
|
||||
chambered = new /obj/item/ammo_casing/syringegun/dart(src)
|
||||
|
||||
/obj/item/gun/syringe/dart/attackby(obj/item/A, mob/user, params, show_msg = TRUE)
|
||||
if(istype(A, /obj/item/reagent_containers/syringe/dart))
|
||||
..()
|
||||
else
|
||||
to_chat(user, "<span class='notice'>You can't put the [A] into \the [src]!</span>")
|
||||
return FALSE
|
||||
|
||||
/obj/item/gun/syringe/dart/rapiddart
|
||||
name = "Repeating dart gun"
|
||||
icon_state = "rapiddartgun"
|
||||
item_state = "rapiddartgun"
|
||||
|
||||
/obj/item/gun/syringe/dart/rapiddart/CheckParts(list/parts_list)
|
||||
var/obj/item/reagent_containers/glass/beaker/B = locate(/obj/item/reagent_containers/glass/beaker) in parts_list
|
||||
|
||||
if(istype(B, /obj/item/reagent_containers/glass/beaker/large))
|
||||
desc = "[initial(desc)] A modification of the dart gun's pressure chamber has been perfomed using a [B], extending it's holding size to [max_syringes]."
|
||||
max_syringes = 2
|
||||
return
|
||||
else if(istype(B, /obj/item/reagent_containers/glass/beaker/plastic))
|
||||
desc = "[initial(desc)] A modification of the dart gun's pressure chamber has been perfomed using a [B], extending it's holding size to [max_syringes]."
|
||||
max_syringes = 3
|
||||
return
|
||||
else if(istype(B, /obj/item/reagent_containers/glass/beaker/meta))
|
||||
desc = "[initial(desc)] A modification of the dart gun's pressure chamber has been perfomed using a [B], extending it's holding size to [max_syringes]."
|
||||
max_syringes = 4
|
||||
return
|
||||
else if(istype(B, /obj/item/reagent_containers/glass/beaker/bluespace))
|
||||
desc = "[initial(desc)] A modification of the dart gun's pressure chamber has been perfomed using a [B], extending it's holding size to [max_syringes]."
|
||||
max_syringes = 6
|
||||
return
|
||||
else
|
||||
max_syringes = 1
|
||||
desc = "[initial(desc)] It has a [B] strapped to it, but it doesn't seem to be doing anything."
|
||||
..()
|
||||
|
||||
/obj/item/gun/syringe/blowgun
|
||||
name = "blowgun"
|
||||
desc = "Fire syringes at a short distance."
|
||||
icon_state = "blowgun"
|
||||
item_state = "blowgun"
|
||||
fire_sound = 'sound/items/syringeproj.ogg'
|
||||
|
||||
/obj/item/gun/syringe/blowgun/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
|
||||
visible_message("<span class='danger'>[user] starts aiming with a blowgun!</span>")
|
||||
if(do_after(user, 25, target = src))
|
||||
user.adjustStaminaLoss(20)
|
||||
user.adjustOxyLoss(20)
|
||||
..()
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,210 +1,210 @@
|
||||
/obj/item/projectile/beam
|
||||
name = "laser"
|
||||
icon_state = "laser"
|
||||
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
|
||||
damage = 20
|
||||
light_range = 2
|
||||
damage_type = BURN
|
||||
hitsound = 'sound/weapons/sear.ogg'
|
||||
hitsound_wall = 'sound/weapons/effects/searwall.ogg'
|
||||
flag = "laser"
|
||||
eyeblur = 2
|
||||
impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser
|
||||
light_color = LIGHT_COLOR_RED
|
||||
ricochets_max = 50 //Honk!
|
||||
ricochet_chance = 80
|
||||
is_reflectable = TRUE
|
||||
|
||||
/obj/item/projectile/beam/laser
|
||||
tracer_type = /obj/effect/projectile/tracer/laser
|
||||
muzzle_type = /obj/effect/projectile/muzzle/laser
|
||||
impact_type = /obj/effect/projectile/impact/laser
|
||||
|
||||
/obj/item/projectile/beam/laser/heavylaser
|
||||
name = "heavy laser"
|
||||
icon_state = "heavylaser"
|
||||
damage = 40
|
||||
tracer_type = /obj/effect/projectile/tracer/heavy_laser
|
||||
muzzle_type = /obj/effect/projectile/muzzle/heavy_laser
|
||||
impact_type = /obj/effect/projectile/impact/heavy_laser
|
||||
|
||||
/obj/item/projectile/beam/laser/on_hit(atom/target, blocked = FALSE)
|
||||
. = ..()
|
||||
if(iscarbon(target))
|
||||
var/mob/living/carbon/M = target
|
||||
M.IgniteMob()
|
||||
else if(isturf(target))
|
||||
impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser/wall
|
||||
|
||||
/obj/item/projectile/beam/weak
|
||||
damage = 15
|
||||
|
||||
/obj/item/projectile/beam/weak/penetrator
|
||||
armour_penetration = 50
|
||||
|
||||
/obj/item/projectile/beam/practice
|
||||
name = "practice laser"
|
||||
damage = 0
|
||||
nodamage = 1
|
||||
|
||||
/obj/item/projectile/beam/scatter
|
||||
name = "laser pellet"
|
||||
icon_state = "scatterlaser"
|
||||
damage = 5
|
||||
|
||||
/obj/item/projectile/beam/xray
|
||||
name = "\improper X-ray beam"
|
||||
icon_state = "xray"
|
||||
damage = 15
|
||||
irradiate = 300
|
||||
range = 15
|
||||
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE | PASSCLOSEDTURF
|
||||
|
||||
impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser
|
||||
light_color = LIGHT_COLOR_GREEN
|
||||
tracer_type = /obj/effect/projectile/tracer/xray
|
||||
muzzle_type = /obj/effect/projectile/muzzle/xray
|
||||
impact_type = /obj/effect/projectile/impact/xray
|
||||
|
||||
/obj/item/projectile/beam/disabler
|
||||
name = "disabler beam"
|
||||
icon_state = "omnilaser"
|
||||
damage = 28 // Citadel change for balance from 36
|
||||
damage_type = STAMINA
|
||||
flag = "energy"
|
||||
hitsound = 'sound/weapons/tap.ogg'
|
||||
eyeblur = 0
|
||||
speed = 0.6
|
||||
impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
|
||||
light_color = LIGHT_COLOR_BLUE
|
||||
tracer_type = /obj/effect/projectile/tracer/disabler
|
||||
muzzle_type = /obj/effect/projectile/muzzle/disabler
|
||||
impact_type = /obj/effect/projectile/impact/disabler
|
||||
|
||||
/obj/item/projectile/beam/pulse
|
||||
name = "pulse"
|
||||
icon_state = "u_laser"
|
||||
damage = 50
|
||||
impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
|
||||
light_color = LIGHT_COLOR_BLUE
|
||||
tracer_type = /obj/effect/projectile/tracer/pulse
|
||||
muzzle_type = /obj/effect/projectile/muzzle/pulse
|
||||
impact_type = /obj/effect/projectile/impact/pulse
|
||||
|
||||
/obj/item/projectile/beam/pulse/on_hit(atom/target, blocked = FALSE)
|
||||
. = ..()
|
||||
if (!QDELETED(target) && (isturf(target) || istype(target, /obj/structure/)))
|
||||
target.ex_act(EXPLODE_HEAVY)
|
||||
|
||||
/obj/item/projectile/beam/pulse/shotgun
|
||||
damage = 40
|
||||
|
||||
/obj/item/projectile/beam/pulse/heavy
|
||||
name = "heavy pulse laser"
|
||||
icon_state = "pulse1_bl"
|
||||
var/life = 20
|
||||
|
||||
/obj/item/projectile/beam/pulse/heavy/on_hit(atom/target, blocked = FALSE)
|
||||
life -= 10
|
||||
if(life > 0)
|
||||
. = -1
|
||||
..()
|
||||
|
||||
/obj/item/projectile/beam/emitter
|
||||
name = "emitter beam"
|
||||
icon_state = "emitter"
|
||||
damage = 30
|
||||
impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser
|
||||
light_color = LIGHT_COLOR_GREEN
|
||||
|
||||
/obj/item/projectile/beam/emitter/singularity_pull()
|
||||
return //don't want the emitters to miss
|
||||
|
||||
/obj/item/projectile/beam/lasertag
|
||||
name = "laser tag beam"
|
||||
icon_state = "omnilaser"
|
||||
hitsound = null
|
||||
damage = 0
|
||||
damage_type = STAMINA
|
||||
flag = "laser"
|
||||
var/suit_types = list(/obj/item/clothing/suit/redtag, /obj/item/clothing/suit/bluetag)
|
||||
impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
|
||||
light_color = LIGHT_COLOR_BLUE
|
||||
|
||||
/obj/item/projectile/beam/lasertag/on_hit(atom/target, blocked = FALSE)
|
||||
. = ..()
|
||||
if(ishuman(target))
|
||||
var/mob/living/carbon/human/M = target
|
||||
if(istype(M.wear_suit))
|
||||
if(M.wear_suit.type in suit_types)
|
||||
M.adjustStaminaLoss(34)
|
||||
|
||||
/obj/item/projectile/beam/lasertag/redtag
|
||||
icon_state = "laser"
|
||||
suit_types = list(/obj/item/clothing/suit/bluetag)
|
||||
impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser
|
||||
light_color = LIGHT_COLOR_RED
|
||||
tracer_type = /obj/effect/projectile/tracer/laser
|
||||
muzzle_type = /obj/effect/projectile/muzzle/laser
|
||||
impact_type = /obj/effect/projectile/impact/laser
|
||||
|
||||
/obj/item/projectile/beam/lasertag/redtag/hitscan
|
||||
hitscan = TRUE
|
||||
|
||||
/obj/item/projectile/beam/lasertag/redtag/hitscan/holy
|
||||
name = "lasrifle beam"
|
||||
damage = 0.1
|
||||
damage_type = BURN
|
||||
|
||||
/obj/item/projectile/beam/lasertag/bluetag
|
||||
icon_state = "bluelaser"
|
||||
suit_types = list(/obj/item/clothing/suit/redtag)
|
||||
tracer_type = /obj/effect/projectile/tracer/laser/blue
|
||||
muzzle_type = /obj/effect/projectile/muzzle/laser/blue
|
||||
impact_type = /obj/effect/projectile/impact/laser/blue
|
||||
|
||||
/obj/item/projectile/beam/lasertag/bluetag/hitscan
|
||||
hitscan = TRUE
|
||||
|
||||
/obj/item/projectile/beam/instakill
|
||||
name = "instagib laser"
|
||||
icon_state = "purple_laser"
|
||||
damage = 200
|
||||
damage_type = BURN
|
||||
impact_effect_type = /obj/effect/temp_visual/impact_effect/purple_laser
|
||||
light_color = LIGHT_COLOR_PURPLE
|
||||
|
||||
/obj/item/projectile/beam/instakill/blue
|
||||
icon_state = "blue_laser"
|
||||
impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
|
||||
light_color = LIGHT_COLOR_BLUE
|
||||
|
||||
/obj/item/projectile/beam/instakill/red
|
||||
icon_state = "red_laser"
|
||||
impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser
|
||||
light_color = LIGHT_COLOR_RED
|
||||
|
||||
/obj/item/projectile/beam/instakill/on_hit(atom/target)
|
||||
. = ..()
|
||||
if(iscarbon(target))
|
||||
var/mob/living/carbon/M = target
|
||||
M.visible_message("<span class='danger'>[M] explodes into a shower of gibs!</span>")
|
||||
M.gib()
|
||||
|
||||
//a shrink ray that shrinks stuff, which grows back after a short while.
|
||||
/obj/item/projectile/beam/shrink
|
||||
name = "shrink ray"
|
||||
icon_state = "blue_laser"
|
||||
hitsound = 'sound/weapons/shrink_hit.ogg'
|
||||
damage = 0
|
||||
damage_type = STAMINA
|
||||
flag = "energy"
|
||||
impact_effect_type = /obj/effect/temp_visual/impact_effect/shrink
|
||||
light_color = LIGHT_COLOR_BLUE
|
||||
var/shrink_time = 90
|
||||
|
||||
/obj/item/projectile/beam/shrink/on_hit(atom/target, blocked = FALSE)
|
||||
. = ..()
|
||||
if(isopenturf(target) || istype(target, /turf/closed/indestructible))//shrunk floors wouldnt do anything except look weird, i-walls shouldnt be bypassable
|
||||
return
|
||||
/obj/item/projectile/beam
|
||||
name = "laser"
|
||||
icon_state = "laser"
|
||||
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
|
||||
damage = 20
|
||||
light_range = 2
|
||||
damage_type = BURN
|
||||
hitsound = 'sound/weapons/sear.ogg'
|
||||
hitsound_wall = 'sound/weapons/effects/searwall.ogg'
|
||||
flag = "laser"
|
||||
eyeblur = 2
|
||||
impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser
|
||||
light_color = LIGHT_COLOR_RED
|
||||
ricochets_max = 50 //Honk!
|
||||
ricochet_chance = 80
|
||||
is_reflectable = TRUE
|
||||
|
||||
/obj/item/projectile/beam/laser
|
||||
tracer_type = /obj/effect/projectile/tracer/laser
|
||||
muzzle_type = /obj/effect/projectile/muzzle/laser
|
||||
impact_type = /obj/effect/projectile/impact/laser
|
||||
|
||||
/obj/item/projectile/beam/laser/heavylaser
|
||||
name = "heavy laser"
|
||||
icon_state = "heavylaser"
|
||||
damage = 40
|
||||
tracer_type = /obj/effect/projectile/tracer/heavy_laser
|
||||
muzzle_type = /obj/effect/projectile/muzzle/heavy_laser
|
||||
impact_type = /obj/effect/projectile/impact/heavy_laser
|
||||
|
||||
/obj/item/projectile/beam/laser/on_hit(atom/target, blocked = FALSE)
|
||||
. = ..()
|
||||
if(iscarbon(target))
|
||||
var/mob/living/carbon/M = target
|
||||
M.IgniteMob()
|
||||
else if(isturf(target))
|
||||
impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser/wall
|
||||
|
||||
/obj/item/projectile/beam/weak
|
||||
damage = 15
|
||||
|
||||
/obj/item/projectile/beam/weak/penetrator
|
||||
armour_penetration = 50
|
||||
|
||||
/obj/item/projectile/beam/practice
|
||||
name = "practice laser"
|
||||
damage = 0
|
||||
nodamage = 1
|
||||
|
||||
/obj/item/projectile/beam/scatter
|
||||
name = "laser pellet"
|
||||
icon_state = "scatterlaser"
|
||||
damage = 5
|
||||
|
||||
/obj/item/projectile/beam/xray
|
||||
name = "\improper X-ray beam"
|
||||
icon_state = "xray"
|
||||
damage = 15
|
||||
irradiate = 300
|
||||
range = 15
|
||||
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE | PASSCLOSEDTURF
|
||||
|
||||
impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser
|
||||
light_color = LIGHT_COLOR_GREEN
|
||||
tracer_type = /obj/effect/projectile/tracer/xray
|
||||
muzzle_type = /obj/effect/projectile/muzzle/xray
|
||||
impact_type = /obj/effect/projectile/impact/xray
|
||||
|
||||
/obj/item/projectile/beam/disabler
|
||||
name = "disabler beam"
|
||||
icon_state = "omnilaser"
|
||||
damage = 28 // Citadel change for balance from 36
|
||||
damage_type = STAMINA
|
||||
flag = "energy"
|
||||
hitsound = 'sound/weapons/tap.ogg'
|
||||
eyeblur = 0
|
||||
speed = 0.6
|
||||
impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
|
||||
light_color = LIGHT_COLOR_BLUE
|
||||
tracer_type = /obj/effect/projectile/tracer/disabler
|
||||
muzzle_type = /obj/effect/projectile/muzzle/disabler
|
||||
impact_type = /obj/effect/projectile/impact/disabler
|
||||
|
||||
/obj/item/projectile/beam/pulse
|
||||
name = "pulse"
|
||||
icon_state = "u_laser"
|
||||
damage = 50
|
||||
impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
|
||||
light_color = LIGHT_COLOR_BLUE
|
||||
tracer_type = /obj/effect/projectile/tracer/pulse
|
||||
muzzle_type = /obj/effect/projectile/muzzle/pulse
|
||||
impact_type = /obj/effect/projectile/impact/pulse
|
||||
|
||||
/obj/item/projectile/beam/pulse/on_hit(atom/target, blocked = FALSE)
|
||||
. = ..()
|
||||
if (!QDELETED(target) && (isturf(target) || istype(target, /obj/structure/)))
|
||||
target.ex_act(EXPLODE_HEAVY)
|
||||
|
||||
/obj/item/projectile/beam/pulse/shotgun
|
||||
damage = 40
|
||||
|
||||
/obj/item/projectile/beam/pulse/heavy
|
||||
name = "heavy pulse laser"
|
||||
icon_state = "pulse1_bl"
|
||||
var/life = 20
|
||||
|
||||
/obj/item/projectile/beam/pulse/heavy/on_hit(atom/target, blocked = FALSE)
|
||||
life -= 10
|
||||
if(life > 0)
|
||||
. = -1
|
||||
..()
|
||||
|
||||
/obj/item/projectile/beam/emitter
|
||||
name = "emitter beam"
|
||||
icon_state = "emitter"
|
||||
damage = 30
|
||||
impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser
|
||||
light_color = LIGHT_COLOR_GREEN
|
||||
|
||||
/obj/item/projectile/beam/emitter/singularity_pull()
|
||||
return //don't want the emitters to miss
|
||||
|
||||
/obj/item/projectile/beam/lasertag
|
||||
name = "laser tag beam"
|
||||
icon_state = "omnilaser"
|
||||
hitsound = null
|
||||
damage = 0
|
||||
damage_type = STAMINA
|
||||
flag = "laser"
|
||||
var/suit_types = list(/obj/item/clothing/suit/redtag, /obj/item/clothing/suit/bluetag)
|
||||
impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
|
||||
light_color = LIGHT_COLOR_BLUE
|
||||
|
||||
/obj/item/projectile/beam/lasertag/on_hit(atom/target, blocked = FALSE)
|
||||
. = ..()
|
||||
if(ishuman(target))
|
||||
var/mob/living/carbon/human/M = target
|
||||
if(istype(M.wear_suit))
|
||||
if(M.wear_suit.type in suit_types)
|
||||
M.adjustStaminaLoss(34)
|
||||
|
||||
/obj/item/projectile/beam/lasertag/redtag
|
||||
icon_state = "laser"
|
||||
suit_types = list(/obj/item/clothing/suit/bluetag)
|
||||
impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser
|
||||
light_color = LIGHT_COLOR_RED
|
||||
tracer_type = /obj/effect/projectile/tracer/laser
|
||||
muzzle_type = /obj/effect/projectile/muzzle/laser
|
||||
impact_type = /obj/effect/projectile/impact/laser
|
||||
|
||||
/obj/item/projectile/beam/lasertag/redtag/hitscan
|
||||
hitscan = TRUE
|
||||
|
||||
/obj/item/projectile/beam/lasertag/redtag/hitscan/holy
|
||||
name = "lasrifle beam"
|
||||
damage = 0.1
|
||||
damage_type = BURN
|
||||
|
||||
/obj/item/projectile/beam/lasertag/bluetag
|
||||
icon_state = "bluelaser"
|
||||
suit_types = list(/obj/item/clothing/suit/redtag)
|
||||
tracer_type = /obj/effect/projectile/tracer/laser/blue
|
||||
muzzle_type = /obj/effect/projectile/muzzle/laser/blue
|
||||
impact_type = /obj/effect/projectile/impact/laser/blue
|
||||
|
||||
/obj/item/projectile/beam/lasertag/bluetag/hitscan
|
||||
hitscan = TRUE
|
||||
|
||||
/obj/item/projectile/beam/instakill
|
||||
name = "instagib laser"
|
||||
icon_state = "purple_laser"
|
||||
damage = 200
|
||||
damage_type = BURN
|
||||
impact_effect_type = /obj/effect/temp_visual/impact_effect/purple_laser
|
||||
light_color = LIGHT_COLOR_PURPLE
|
||||
|
||||
/obj/item/projectile/beam/instakill/blue
|
||||
icon_state = "blue_laser"
|
||||
impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
|
||||
light_color = LIGHT_COLOR_BLUE
|
||||
|
||||
/obj/item/projectile/beam/instakill/red
|
||||
icon_state = "red_laser"
|
||||
impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser
|
||||
light_color = LIGHT_COLOR_RED
|
||||
|
||||
/obj/item/projectile/beam/instakill/on_hit(atom/target)
|
||||
. = ..()
|
||||
if(iscarbon(target))
|
||||
var/mob/living/carbon/M = target
|
||||
M.visible_message("<span class='danger'>[M] explodes into a shower of gibs!</span>")
|
||||
M.gib()
|
||||
|
||||
//a shrink ray that shrinks stuff, which grows back after a short while.
|
||||
/obj/item/projectile/beam/shrink
|
||||
name = "shrink ray"
|
||||
icon_state = "blue_laser"
|
||||
hitsound = 'sound/weapons/shrink_hit.ogg'
|
||||
damage = 0
|
||||
damage_type = STAMINA
|
||||
flag = "energy"
|
||||
impact_effect_type = /obj/effect/temp_visual/impact_effect/shrink
|
||||
light_color = LIGHT_COLOR_BLUE
|
||||
var/shrink_time = 90
|
||||
|
||||
/obj/item/projectile/beam/shrink/on_hit(atom/target, blocked = FALSE)
|
||||
. = ..()
|
||||
if(isopenturf(target) || istype(target, /turf/closed/indestructible))//shrunk floors wouldnt do anything except look weird, i-walls shouldnt be bypassable
|
||||
return
|
||||
target.AddComponent(/datum/component/shrink, shrink_time)
|
||||
@@ -1,10 +1,10 @@
|
||||
/obj/item/projectile/bullet
|
||||
name = "bullet"
|
||||
icon_state = "bullet"
|
||||
damage = 60
|
||||
damage_type = BRUTE
|
||||
nodamage = FALSE
|
||||
candink = TRUE
|
||||
flag = "bullet"
|
||||
hitsound_wall = "ricochet"
|
||||
impact_effect_type = /obj/effect/temp_visual/impact_effect
|
||||
/obj/item/projectile/bullet
|
||||
name = "bullet"
|
||||
icon_state = "bullet"
|
||||
damage = 60
|
||||
damage_type = BRUTE
|
||||
nodamage = FALSE
|
||||
candink = TRUE
|
||||
flag = "bullet"
|
||||
hitsound_wall = "ricochet"
|
||||
impact_effect_type = /obj/effect/temp_visual/impact_effect
|
||||
|
||||
@@ -1,17 +1,17 @@
|
||||
/obj/item/projectile/bullet/incendiary
|
||||
damage = 20
|
||||
var/fire_stacks = 4
|
||||
|
||||
/obj/item/projectile/bullet/incendiary/on_hit(atom/target, blocked = FALSE)
|
||||
. = ..()
|
||||
if(iscarbon(target))
|
||||
var/mob/living/carbon/M = target
|
||||
M.adjust_fire_stacks(fire_stacks)
|
||||
M.IgniteMob()
|
||||
|
||||
/obj/item/projectile/bullet/incendiary/Move()
|
||||
. = ..()
|
||||
var/turf/location = get_turf(src)
|
||||
if(location)
|
||||
new /obj/effect/hotspot(location)
|
||||
location.hotspot_expose(700, 5, 1)
|
||||
/obj/item/projectile/bullet/incendiary
|
||||
damage = 20
|
||||
var/fire_stacks = 4
|
||||
|
||||
/obj/item/projectile/bullet/incendiary/on_hit(atom/target, blocked = FALSE)
|
||||
. = ..()
|
||||
if(iscarbon(target))
|
||||
var/mob/living/carbon/M = target
|
||||
M.adjust_fire_stacks(fire_stacks)
|
||||
M.IgniteMob()
|
||||
|
||||
/obj/item/projectile/bullet/incendiary/Move()
|
||||
. = ..()
|
||||
var/turf/location = get_turf(src)
|
||||
if(location)
|
||||
new /obj/effect/hotspot(location)
|
||||
location.hotspot_expose(700, 5, 1)
|
||||
|
||||
@@ -1,81 +1,80 @@
|
||||
/obj/item/projectile/bullet/dart
|
||||
name = "dart"
|
||||
icon_state = "cbbolt"
|
||||
damage = 6
|
||||
var/piercing = FALSE
|
||||
|
||||
/obj/item/projectile/bullet/dart/Initialize()
|
||||
. = ..()
|
||||
create_reagents(50, NO_REACT)
|
||||
|
||||
/obj/item/projectile/bullet/dart/on_hit(atom/target, blocked = FALSE, skip = FALSE)
|
||||
if(iscarbon(target))
|
||||
var/mob/living/carbon/M = target
|
||||
if(blocked != 100) // not completely blocked
|
||||
if(M.can_inject(null, FALSE, def_zone, piercing)) // Pass the hit zone to see if it can inject by whether it hit the head or the body.
|
||||
..()
|
||||
if(skip == TRUE)
|
||||
return
|
||||
reagents.reaction(M, INJECT)
|
||||
reagents.trans_to(M, reagents.total_volume)
|
||||
return TRUE
|
||||
else
|
||||
blocked = 100
|
||||
target.visible_message("<span class='danger'>\The [src] was deflected!</span>", \
|
||||
"<span class='userdanger'>You were protected against \the [src]!</span>")
|
||||
|
||||
..(target, blocked)
|
||||
DISABLE_BITFIELD(reagents.reagents_holder_flags, NO_REACT)
|
||||
reagents.handle_reactions()
|
||||
return TRUE
|
||||
|
||||
/obj/item/projectile/bullet/dart/metalfoam/Initialize()
|
||||
. = ..()
|
||||
reagents.add_reagent("aluminium", 15)
|
||||
reagents.add_reagent("foaming_agent", 5)
|
||||
reagents.add_reagent("facid", 5)
|
||||
|
||||
/obj/item/projectile/bullet/dart/syringe
|
||||
name = "syringe"
|
||||
icon_state = "syringeproj"
|
||||
|
||||
//I am in a mess of my own making
|
||||
/obj/item/projectile/bullet/dart/syringe/dart
|
||||
name = "Smartdart"
|
||||
icon_state = "dartproj"
|
||||
damage = 0
|
||||
var/emptrig = FALSE
|
||||
|
||||
/obj/item/projectile/bullet/dart/syringe/dart/on_hit(atom/target, blocked = FALSE)
|
||||
if(iscarbon(target))
|
||||
var/mob/living/carbon/M = target
|
||||
if(blocked != 100)
|
||||
if(M.can_inject(null, FALSE, def_zone, piercing)) // Pass the hit zone to see if it can inject by whether it hit the head or the body.
|
||||
..(target, blocked, TRUE)
|
||||
for(var/datum/reagent/R in reagents.reagent_list) //OD prevention time!
|
||||
if(istype(R, /datum/reagent/medicine)) //Is this a medicine?
|
||||
if(M.reagents.has_reagent(R.id))
|
||||
if(R.overdose_threshold == 0 || emptrig == TRUE) //Is there a possible OD?
|
||||
M.reagents.add_reagent(R.id, R.volume)
|
||||
else
|
||||
var/transVol = CLAMP(R.volume, 0, (R.overdose_threshold - M.reagents.get_reagent_amount(R.id)) -1)
|
||||
M.reagents.add_reagent(R.id, transVol)
|
||||
else
|
||||
if(!R.overdose_threshold == 0)
|
||||
var/transVol = CLAMP(R.volume, 0, R.overdose_threshold-1)
|
||||
M.reagents.add_reagent(R.id, transVol)
|
||||
else
|
||||
M.reagents.add_reagent(R.id, R.volume)
|
||||
|
||||
|
||||
|
||||
target.visible_message("<span class='notice'>\The [src] beeps!</span>")
|
||||
to_chat("<span class='notice'><i>You feel a tiny prick as a smartdart embeds itself in you with a beep.</i></span>")
|
||||
return TRUE
|
||||
else
|
||||
blocked = 100
|
||||
target.visible_message("<span class='danger'>\The [src] was deflected!</span>", \
|
||||
"<span class='userdanger'>You see a [src] bounce off you, booping sadly!</span>")
|
||||
|
||||
target.visible_message("<span class='danger'>\The [src] fails to land on target!</span>")
|
||||
return TRUE
|
||||
/obj/item/projectile/bullet/dart
|
||||
name = "dart"
|
||||
icon_state = "cbbolt"
|
||||
damage = 6
|
||||
var/piercing = FALSE
|
||||
|
||||
/obj/item/projectile/bullet/dart/Initialize()
|
||||
. = ..()
|
||||
create_reagents(50, NO_REACT)
|
||||
|
||||
/obj/item/projectile/bullet/dart/on_hit(atom/target, blocked = FALSE, skip = FALSE)
|
||||
if(iscarbon(target))
|
||||
var/mob/living/carbon/M = target
|
||||
if(blocked != 100) // not completely blocked
|
||||
if(M.can_inject(null, FALSE, def_zone, piercing)) // Pass the hit zone to see if it can inject by whether it hit the head or the body.
|
||||
..()
|
||||
if(skip == TRUE)
|
||||
return
|
||||
reagents.reaction(M, INJECT)
|
||||
reagents.trans_to(M, reagents.total_volume)
|
||||
return TRUE
|
||||
else
|
||||
blocked = 100
|
||||
target.visible_message("<span class='danger'>\The [src] was deflected!</span>", \
|
||||
"<span class='userdanger'>You were protected against \the [src]!</span>")
|
||||
|
||||
..(target, blocked)
|
||||
DISABLE_BITFIELD(reagents.reagents_holder_flags, NO_REACT)
|
||||
reagents.handle_reactions()
|
||||
return TRUE
|
||||
|
||||
/obj/item/projectile/bullet/dart/metalfoam/Initialize()
|
||||
. = ..()
|
||||
reagents.add_reagent(/datum/reagent/aluminium, 15)
|
||||
reagents.add_reagent(/datum/reagent/foaming_agent, 5)
|
||||
reagents.add_reagent(/datum/reagent/toxin/acid, 5)
|
||||
|
||||
/obj/item/projectile/bullet/dart/syringe
|
||||
name = "syringe"
|
||||
icon_state = "syringeproj"
|
||||
|
||||
//I am in a mess of my own making
|
||||
/obj/item/projectile/bullet/dart/syringe/dart
|
||||
name = "Smartdart"
|
||||
icon_state = "dartproj"
|
||||
damage = 0
|
||||
var/emptrig = FALSE
|
||||
|
||||
/obj/item/projectile/bullet/dart/syringe/dart/on_hit(atom/target, blocked = FALSE)
|
||||
if(iscarbon(target))
|
||||
var/mob/living/carbon/M = target
|
||||
if(blocked != 100)
|
||||
if(M.can_inject(null, FALSE, def_zone, piercing)) // Pass the hit zone to see if it can inject by whether it hit the head or the body.
|
||||
..(target, blocked, TRUE)
|
||||
for(var/datum/reagent/medicine/R in reagents.reagent_list) //OD prevention time!
|
||||
if(M.reagents.has_reagent(R.type))
|
||||
if(R.overdose_threshold == 0 || emptrig == TRUE) //Is there a possible OD?
|
||||
M.reagents.add_reagent(R.type, R.volume)
|
||||
else
|
||||
var/transVol = CLAMP(R.volume, 0, (R.overdose_threshold - M.reagents.get_reagent_amount(R.type)) -1)
|
||||
M.reagents.add_reagent(R.type, transVol)
|
||||
else
|
||||
if(!R.overdose_threshold == 0)
|
||||
var/transVol = CLAMP(R.volume, 0, R.overdose_threshold-1)
|
||||
M.reagents.add_reagent(R.type, transVol)
|
||||
else
|
||||
M.reagents.add_reagent(R.type, R.volume)
|
||||
|
||||
|
||||
|
||||
target.visible_message("<span class='notice'>\The [src] beeps!</span>")
|
||||
to_chat("<span class='notice'><i>You feel a tiny prick as a smartdart embeds itself in you with a beep.</i></span>")
|
||||
return TRUE
|
||||
else
|
||||
blocked = 100
|
||||
target.visible_message("<span class='danger'>\The [src] was deflected!</span>", \
|
||||
"<span class='userdanger'>You see a [src] bounce off you, booping sadly!</span>")
|
||||
|
||||
target.visible_message("<span class='danger'>\The [src] fails to land on target!</span>")
|
||||
return TRUE
|
||||
|
||||
@@ -1,24 +1,24 @@
|
||||
/obj/item/projectile/bullet/dnainjector
|
||||
name = "\improper DNA injector"
|
||||
icon_state = "syringeproj"
|
||||
var/obj/item/dnainjector/injector
|
||||
damage = 5
|
||||
hitsound_wall = "shatter"
|
||||
|
||||
/obj/item/projectile/bullet/dnainjector/on_hit(atom/target, blocked = FALSE)
|
||||
if(iscarbon(target))
|
||||
var/mob/living/carbon/M = target
|
||||
if(blocked != 100)
|
||||
if(M.can_inject(null, FALSE, def_zone, FALSE))
|
||||
if(injector.inject(M, firer))
|
||||
QDEL_NULL(injector)
|
||||
return TRUE
|
||||
else
|
||||
blocked = 100
|
||||
target.visible_message("<span class='danger'>\The [src] was deflected!</span>", \
|
||||
"<span class='userdanger'>You were protected against \the [src]!</span>")
|
||||
return ..()
|
||||
|
||||
/obj/item/projectile/bullet/dnainjector/Destroy()
|
||||
QDEL_NULL(injector)
|
||||
return ..()
|
||||
/obj/item/projectile/bullet/dnainjector
|
||||
name = "\improper DNA injector"
|
||||
icon_state = "syringeproj"
|
||||
var/obj/item/dnainjector/injector
|
||||
damage = 5
|
||||
hitsound_wall = "shatter"
|
||||
|
||||
/obj/item/projectile/bullet/dnainjector/on_hit(atom/target, blocked = FALSE)
|
||||
if(iscarbon(target))
|
||||
var/mob/living/carbon/M = target
|
||||
if(blocked != 100)
|
||||
if(M.can_inject(null, FALSE, def_zone, FALSE))
|
||||
if(injector.inject(M, firer))
|
||||
QDEL_NULL(injector)
|
||||
return TRUE
|
||||
else
|
||||
blocked = 100
|
||||
target.visible_message("<span class='danger'>\The [src] was deflected!</span>", \
|
||||
"<span class='userdanger'>You were protected against \the [src]!</span>")
|
||||
return ..()
|
||||
|
||||
/obj/item/projectile/bullet/dnainjector/Destroy()
|
||||
QDEL_NULL(injector)
|
||||
return ..()
|
||||
|
||||
@@ -1,12 +1,12 @@
|
||||
// 40mm (Grenade Launcher
|
||||
|
||||
/obj/item/projectile/bullet/a40mm
|
||||
name ="40mm grenade"
|
||||
desc = "USE A WEEL GUN"
|
||||
icon_state= "bolter"
|
||||
damage = 60
|
||||
|
||||
/obj/item/projectile/bullet/a40mm/on_hit(atom/target, blocked = FALSE)
|
||||
..()
|
||||
explosion(target, -1, 0, 2, 1, 0, flame_range = 3)
|
||||
return TRUE
|
||||
// 40mm (Grenade Launcher
|
||||
|
||||
/obj/item/projectile/bullet/a40mm
|
||||
name ="40mm grenade"
|
||||
desc = "USE A WEEL GUN"
|
||||
icon_state= "bolter"
|
||||
damage = 60
|
||||
|
||||
/obj/item/projectile/bullet/a40mm/on_hit(atom/target, blocked = FALSE)
|
||||
..()
|
||||
explosion(target, -1, 0, 2, 1, 0, flame_range = 3)
|
||||
return TRUE
|
||||
|
||||
@@ -1,44 +1,44 @@
|
||||
// C3D (Borgs)
|
||||
|
||||
/obj/item/projectile/bullet/c3d
|
||||
damage = 20
|
||||
|
||||
// Mech LMG
|
||||
|
||||
/obj/item/projectile/bullet/lmg
|
||||
damage = 20
|
||||
|
||||
// Mech FNX-99
|
||||
|
||||
/obj/item/projectile/bullet/incendiary/fnx99
|
||||
damage = 20
|
||||
|
||||
// Turrets
|
||||
|
||||
/obj/item/projectile/bullet/manned_turret
|
||||
damage = 20
|
||||
|
||||
/obj/item/projectile/bullet/syndicate_turret
|
||||
damage = 20
|
||||
|
||||
// 1.95x129mm (SAW)
|
||||
|
||||
/obj/item/projectile/bullet/mm195x129
|
||||
name = "1.95x129mm bullet"
|
||||
damage = 45
|
||||
armour_penetration = 5
|
||||
|
||||
/obj/item/projectile/bullet/mm195x129_ap
|
||||
name = "1.95x129mm armor-piercing bullet"
|
||||
damage = 40
|
||||
armour_penetration = 75
|
||||
|
||||
/obj/item/projectile/bullet/mm195x129_hp
|
||||
name = "1.95x129mm hollow-point bullet"
|
||||
damage = 60
|
||||
armour_penetration = -60
|
||||
|
||||
/obj/item/projectile/bullet/incendiary/mm195x129
|
||||
name = "1.95x129mm incendiary bullet"
|
||||
damage = 20
|
||||
fire_stacks = 3
|
||||
// C3D (Borgs)
|
||||
|
||||
/obj/item/projectile/bullet/c3d
|
||||
damage = 20
|
||||
|
||||
// Mech LMG
|
||||
|
||||
/obj/item/projectile/bullet/lmg
|
||||
damage = 20
|
||||
|
||||
// Mech FNX-99
|
||||
|
||||
/obj/item/projectile/bullet/incendiary/fnx99
|
||||
damage = 20
|
||||
|
||||
// Turrets
|
||||
|
||||
/obj/item/projectile/bullet/manned_turret
|
||||
damage = 20
|
||||
|
||||
/obj/item/projectile/bullet/syndicate_turret
|
||||
damage = 20
|
||||
|
||||
// 1.95x129mm (SAW)
|
||||
|
||||
/obj/item/projectile/bullet/mm195x129
|
||||
name = "1.95x129mm bullet"
|
||||
damage = 45
|
||||
armour_penetration = 5
|
||||
|
||||
/obj/item/projectile/bullet/mm195x129_ap
|
||||
name = "1.95x129mm armor-piercing bullet"
|
||||
damage = 40
|
||||
armour_penetration = 75
|
||||
|
||||
/obj/item/projectile/bullet/mm195x129_hp
|
||||
name = "1.95x129mm hollow-point bullet"
|
||||
damage = 60
|
||||
armour_penetration = -60
|
||||
|
||||
/obj/item/projectile/bullet/incendiary/mm195x129
|
||||
name = "1.95x129mm incendiary bullet"
|
||||
damage = 20
|
||||
fire_stacks = 3
|
||||
|
||||
@@ -1,36 +1,36 @@
|
||||
// 9mm (Stechkin APS)
|
||||
|
||||
/obj/item/projectile/bullet/c9mm
|
||||
name = "9mm bullet"
|
||||
damage = 20
|
||||
|
||||
/obj/item/projectile/bullet/c9mm_ap
|
||||
name = "9mm armor-piercing bullet"
|
||||
damage = 15
|
||||
armour_penetration = 40
|
||||
|
||||
/obj/item/projectile/bullet/incendiary/c9mm
|
||||
name = "9mm incendiary bullet"
|
||||
damage = 10
|
||||
fire_stacks = 1
|
||||
|
||||
// 10mm (Stechkin)
|
||||
|
||||
/obj/item/projectile/bullet/c10mm
|
||||
name = "10mm bullet"
|
||||
damage = 30
|
||||
|
||||
/obj/item/projectile/bullet/c10mm_ap
|
||||
name = "10mm armor-piercing bullet"
|
||||
damage = 27
|
||||
armour_penetration = 40
|
||||
|
||||
/obj/item/projectile/bullet/c10mm_hp
|
||||
name = "10mm hollow-point bullet"
|
||||
damage = 40
|
||||
armour_penetration = -50
|
||||
|
||||
/obj/item/projectile/bullet/incendiary/c10mm
|
||||
name = "10mm incendiary bullet"
|
||||
damage = 15
|
||||
fire_stacks = 2
|
||||
// 9mm (Stechkin APS)
|
||||
|
||||
/obj/item/projectile/bullet/c9mm
|
||||
name = "9mm bullet"
|
||||
damage = 20
|
||||
|
||||
/obj/item/projectile/bullet/c9mm_ap
|
||||
name = "9mm armor-piercing bullet"
|
||||
damage = 15
|
||||
armour_penetration = 40
|
||||
|
||||
/obj/item/projectile/bullet/incendiary/c9mm
|
||||
name = "9mm incendiary bullet"
|
||||
damage = 10
|
||||
fire_stacks = 1
|
||||
|
||||
// 10mm (Stechkin)
|
||||
|
||||
/obj/item/projectile/bullet/c10mm
|
||||
name = "10mm bullet"
|
||||
damage = 30
|
||||
|
||||
/obj/item/projectile/bullet/c10mm_ap
|
||||
name = "10mm armor-piercing bullet"
|
||||
damage = 27
|
||||
armour_penetration = 40
|
||||
|
||||
/obj/item/projectile/bullet/c10mm_hp
|
||||
name = "10mm hollow-point bullet"
|
||||
damage = 40
|
||||
armour_penetration = -50
|
||||
|
||||
/obj/item/projectile/bullet/incendiary/c10mm
|
||||
name = "10mm incendiary bullet"
|
||||
damage = 15
|
||||
fire_stacks = 2
|
||||
|
||||
@@ -1,71 +1,71 @@
|
||||
// 7.62x38mmR (Nagant Revolver)
|
||||
|
||||
/obj/item/projectile/bullet/n762
|
||||
name = "7.62x38mmR bullet"
|
||||
damage = 60
|
||||
|
||||
// .50AE (Desert Eagle)
|
||||
|
||||
/obj/item/projectile/bullet/a50AE
|
||||
name = ".50AE bullet"
|
||||
damage = 60
|
||||
|
||||
// .38 (Detective's Gun)
|
||||
|
||||
/obj/item/projectile/bullet/c38
|
||||
name = ".38 bullet"
|
||||
damage = 25
|
||||
|
||||
/obj/item/projectile/bullet/c38/rubber
|
||||
name = ".38 rubber bullet"
|
||||
damage = 15
|
||||
stamina = 48
|
||||
|
||||
/obj/item/projectile/bullet/c38/trac
|
||||
name = ".38 TRAC bullet"
|
||||
damage = 10
|
||||
|
||||
/obj/item/projectile/bullet/c38/trac/on_hit(atom/target, blocked = FALSE)
|
||||
. = ..()
|
||||
var/mob/living/carbon/M = target
|
||||
var/obj/item/implant/tracking/c38/imp
|
||||
for(var/obj/item/implant/tracking/c38/TI in M.implants) //checks if the target already contains a tracking implant
|
||||
imp = TI
|
||||
return
|
||||
if(!imp)
|
||||
imp = new /obj/item/implant/tracking/c38(M)
|
||||
imp.implant(M)
|
||||
|
||||
/obj/item/projectile/bullet/c38/hotshot //similar to incendiary bullets, but do not leave a flaming trail
|
||||
name = ".38 Hot Shot bullet"
|
||||
damage = 20
|
||||
|
||||
/obj/item/projectile/bullet/c38/hotshot/on_hit(atom/target, blocked = FALSE)
|
||||
. = ..()
|
||||
if(iscarbon(target))
|
||||
var/mob/living/carbon/M = target
|
||||
M.adjust_fire_stacks(6)
|
||||
M.IgniteMob()
|
||||
|
||||
/obj/item/projectile/bullet/c38/iceblox //see /obj/item/projectile/temp for the original code
|
||||
name = ".38 Iceblox bullet"
|
||||
damage = 20
|
||||
var/temperature = 100
|
||||
|
||||
/obj/item/projectile/bullet/c38/iceblox/on_hit(atom/target, blocked = FALSE)
|
||||
. = ..()
|
||||
if(isliving(target))
|
||||
var/mob/living/M = target
|
||||
M.adjust_bodytemperature(((100-blocked)/100)*(temperature - M.bodytemperature))
|
||||
|
||||
|
||||
// .357 (Syndie Revolver)
|
||||
|
||||
/obj/item/projectile/bullet/a357
|
||||
name = ".357 bullet"
|
||||
damage = 60
|
||||
|
||||
/obj/item/projectile/bullet/a357/ap
|
||||
name = ".357 armor-piercing bullet"
|
||||
damage = 45
|
||||
// 7.62x38mmR (Nagant Revolver)
|
||||
|
||||
/obj/item/projectile/bullet/n762
|
||||
name = "7.62x38mmR bullet"
|
||||
damage = 60
|
||||
|
||||
// .50AE (Desert Eagle)
|
||||
|
||||
/obj/item/projectile/bullet/a50AE
|
||||
name = ".50AE bullet"
|
||||
damage = 60
|
||||
|
||||
// .38 (Detective's Gun)
|
||||
|
||||
/obj/item/projectile/bullet/c38
|
||||
name = ".38 bullet"
|
||||
damage = 25
|
||||
|
||||
/obj/item/projectile/bullet/c38/rubber
|
||||
name = ".38 rubber bullet"
|
||||
damage = 15
|
||||
stamina = 48
|
||||
|
||||
/obj/item/projectile/bullet/c38/trac
|
||||
name = ".38 TRAC bullet"
|
||||
damage = 10
|
||||
|
||||
/obj/item/projectile/bullet/c38/trac/on_hit(atom/target, blocked = FALSE)
|
||||
. = ..()
|
||||
var/mob/living/carbon/M = target
|
||||
var/obj/item/implant/tracking/c38/imp
|
||||
for(var/obj/item/implant/tracking/c38/TI in M.implants) //checks if the target already contains a tracking implant
|
||||
imp = TI
|
||||
return
|
||||
if(!imp)
|
||||
imp = new /obj/item/implant/tracking/c38(M)
|
||||
imp.implant(M)
|
||||
|
||||
/obj/item/projectile/bullet/c38/hotshot //similar to incendiary bullets, but do not leave a flaming trail
|
||||
name = ".38 Hot Shot bullet"
|
||||
damage = 20
|
||||
|
||||
/obj/item/projectile/bullet/c38/hotshot/on_hit(atom/target, blocked = FALSE)
|
||||
. = ..()
|
||||
if(iscarbon(target))
|
||||
var/mob/living/carbon/M = target
|
||||
M.adjust_fire_stacks(6)
|
||||
M.IgniteMob()
|
||||
|
||||
/obj/item/projectile/bullet/c38/iceblox //see /obj/item/projectile/temp for the original code
|
||||
name = ".38 Iceblox bullet"
|
||||
damage = 20
|
||||
var/temperature = 100
|
||||
|
||||
/obj/item/projectile/bullet/c38/iceblox/on_hit(atom/target, blocked = FALSE)
|
||||
. = ..()
|
||||
if(isliving(target))
|
||||
var/mob/living/M = target
|
||||
M.adjust_bodytemperature(((100-blocked)/100)*(temperature - M.bodytemperature))
|
||||
|
||||
|
||||
// .357 (Syndie Revolver)
|
||||
|
||||
/obj/item/projectile/bullet/a357
|
||||
name = ".357 bullet"
|
||||
damage = 60
|
||||
|
||||
/obj/item/projectile/bullet/a357/ap
|
||||
name = ".357 armor-piercing bullet"
|
||||
damage = 45
|
||||
armour_penetration = 45
|
||||
@@ -1,16 +1,16 @@
|
||||
// 5.56mm (M-90gl Carbine)
|
||||
|
||||
/obj/item/projectile/bullet/a556
|
||||
name = "5.56mm bullet"
|
||||
damage = 35
|
||||
|
||||
// 7.62 (Nagant Rifle)
|
||||
|
||||
/obj/item/projectile/bullet/a762
|
||||
name = "7.62 bullet"
|
||||
damage = 60
|
||||
|
||||
/obj/item/projectile/bullet/a762_enchanted
|
||||
name = "enchanted 7.62 bullet"
|
||||
damage = 5
|
||||
stamina = 80
|
||||
// 5.56mm (M-90gl Carbine)
|
||||
|
||||
/obj/item/projectile/bullet/a556
|
||||
name = "5.56mm bullet"
|
||||
damage = 35
|
||||
|
||||
// 7.62 (Nagant Rifle)
|
||||
|
||||
/obj/item/projectile/bullet/a762
|
||||
name = "7.62 bullet"
|
||||
damage = 60
|
||||
|
||||
/obj/item/projectile/bullet/a762_enchanted
|
||||
name = "enchanted 7.62 bullet"
|
||||
damage = 5
|
||||
stamina = 80
|
||||
|
||||
@@ -1,100 +1,100 @@
|
||||
/obj/item/projectile/bullet/shotgun_slug
|
||||
name = "12g shotgun slug"
|
||||
damage = 60
|
||||
|
||||
/obj/item/projectile/bullet/shotgun_beanbag
|
||||
name = "beanbag slug"
|
||||
damage = 5
|
||||
stamina = 70
|
||||
|
||||
/obj/item/projectile/bullet/incendiary/shotgun
|
||||
name = "incendiary slug"
|
||||
damage = 20
|
||||
|
||||
/obj/item/projectile/bullet/incendiary/shotgun/dragonsbreath
|
||||
name = "dragonsbreath pellet"
|
||||
damage = 5
|
||||
|
||||
/obj/item/projectile/bullet/shotgun_stunslug
|
||||
name = "stunslug"
|
||||
damage = 5
|
||||
stamina = 20
|
||||
knockdown = 100
|
||||
stutter = 5
|
||||
jitter = 20
|
||||
range = 7
|
||||
icon_state = "spark"
|
||||
color = "#FFFF00"
|
||||
|
||||
/obj/item/projectile/bullet/shotgun_meteorslug
|
||||
name = "meteorslug"
|
||||
icon = 'icons/obj/meteor.dmi'
|
||||
icon_state = "dust"
|
||||
damage = 20
|
||||
knockdown = 80
|
||||
hitsound = 'sound/effects/meteorimpact.ogg'
|
||||
|
||||
/obj/item/projectile/bullet/shotgun_meteorslug/on_hit(atom/target, blocked = FALSE)
|
||||
. = ..()
|
||||
if(ismovableatom(target))
|
||||
var/atom/movable/M = target
|
||||
var/atom/throw_target = get_edge_target_turf(M, get_dir(src, get_step_away(M, src)))
|
||||
M.safe_throw_at(throw_target, 3, 2)
|
||||
|
||||
/obj/item/projectile/bullet/shotgun_meteorslug/Initialize()
|
||||
. = ..()
|
||||
SpinAnimation()
|
||||
|
||||
/obj/item/projectile/bullet/shotgun_frag12
|
||||
name ="frag12 slug"
|
||||
damage = 25
|
||||
knockdown = 50
|
||||
|
||||
/obj/item/projectile/bullet/shotgun_frag12/on_hit(atom/target, blocked = FALSE)
|
||||
..()
|
||||
explosion(target, -1, 0, 1)
|
||||
return TRUE
|
||||
|
||||
/obj/item/projectile/bullet/pellet
|
||||
var/tile_dropoff = 0.75
|
||||
var/tile_dropoff_s = 1.25
|
||||
|
||||
/obj/item/projectile/bullet/pellet/shotgun_buckshot
|
||||
name = "buckshot pellet"
|
||||
damage = 10
|
||||
|
||||
/obj/item/projectile/bullet/pellet/shotgun_rubbershot
|
||||
name = "rubbershot pellet"
|
||||
damage = 2
|
||||
stamina = 15
|
||||
|
||||
/obj/item/projectile/bullet/pellet/Range()
|
||||
..()
|
||||
if(damage > 0)
|
||||
damage -= tile_dropoff
|
||||
if(stamina > 0)
|
||||
stamina -= tile_dropoff_s
|
||||
if(damage < 0 && stamina < 0)
|
||||
qdel(src)
|
||||
|
||||
/obj/item/projectile/bullet/pellet/shotgun_improvised
|
||||
tile_dropoff = 0.55 //Come on it does 6 damage don't be like that.
|
||||
damage = 6
|
||||
|
||||
/obj/item/projectile/bullet/pellet/shotgun_improvised/Initialize()
|
||||
. = ..()
|
||||
range = rand(1, 8)
|
||||
|
||||
/obj/item/projectile/bullet/pellet/shotgun_improvised/on_range()
|
||||
do_sparks(1, TRUE, src)
|
||||
..()
|
||||
|
||||
// Mech Scattershots
|
||||
|
||||
/obj/item/projectile/bullet/scattershot
|
||||
damage = 20
|
||||
stamina = 65
|
||||
|
||||
/obj/item/projectile/bullet/seed
|
||||
damage = 4
|
||||
stamina = 1
|
||||
/obj/item/projectile/bullet/shotgun_slug
|
||||
name = "12g shotgun slug"
|
||||
damage = 60
|
||||
|
||||
/obj/item/projectile/bullet/shotgun_beanbag
|
||||
name = "beanbag slug"
|
||||
damage = 5
|
||||
stamina = 70
|
||||
|
||||
/obj/item/projectile/bullet/incendiary/shotgun
|
||||
name = "incendiary slug"
|
||||
damage = 20
|
||||
|
||||
/obj/item/projectile/bullet/incendiary/shotgun/dragonsbreath
|
||||
name = "dragonsbreath pellet"
|
||||
damage = 5
|
||||
|
||||
/obj/item/projectile/bullet/shotgun_stunslug
|
||||
name = "stunslug"
|
||||
damage = 5
|
||||
stamina = 20
|
||||
knockdown = 100
|
||||
stutter = 5
|
||||
jitter = 20
|
||||
range = 7
|
||||
icon_state = "spark"
|
||||
color = "#FFFF00"
|
||||
|
||||
/obj/item/projectile/bullet/shotgun_meteorslug
|
||||
name = "meteorslug"
|
||||
icon = 'icons/obj/meteor.dmi'
|
||||
icon_state = "dust"
|
||||
damage = 20
|
||||
knockdown = 80
|
||||
hitsound = 'sound/effects/meteorimpact.ogg'
|
||||
|
||||
/obj/item/projectile/bullet/shotgun_meteorslug/on_hit(atom/target, blocked = FALSE)
|
||||
. = ..()
|
||||
if(ismovableatom(target))
|
||||
var/atom/movable/M = target
|
||||
var/atom/throw_target = get_edge_target_turf(M, get_dir(src, get_step_away(M, src)))
|
||||
M.safe_throw_at(throw_target, 3, 2)
|
||||
|
||||
/obj/item/projectile/bullet/shotgun_meteorslug/Initialize()
|
||||
. = ..()
|
||||
SpinAnimation()
|
||||
|
||||
/obj/item/projectile/bullet/shotgun_frag12
|
||||
name ="frag12 slug"
|
||||
damage = 25
|
||||
knockdown = 50
|
||||
|
||||
/obj/item/projectile/bullet/shotgun_frag12/on_hit(atom/target, blocked = FALSE)
|
||||
..()
|
||||
explosion(target, -1, 0, 1)
|
||||
return TRUE
|
||||
|
||||
/obj/item/projectile/bullet/pellet
|
||||
var/tile_dropoff = 0.75
|
||||
var/tile_dropoff_s = 1.25
|
||||
|
||||
/obj/item/projectile/bullet/pellet/shotgun_buckshot
|
||||
name = "buckshot pellet"
|
||||
damage = 10
|
||||
|
||||
/obj/item/projectile/bullet/pellet/shotgun_rubbershot
|
||||
name = "rubbershot pellet"
|
||||
damage = 2
|
||||
stamina = 15
|
||||
|
||||
/obj/item/projectile/bullet/pellet/Range()
|
||||
..()
|
||||
if(damage > 0)
|
||||
damage -= tile_dropoff
|
||||
if(stamina > 0)
|
||||
stamina -= tile_dropoff_s
|
||||
if(damage < 0 && stamina < 0)
|
||||
qdel(src)
|
||||
|
||||
/obj/item/projectile/bullet/pellet/shotgun_improvised
|
||||
tile_dropoff = 0.55 //Come on it does 6 damage don't be like that.
|
||||
damage = 6
|
||||
|
||||
/obj/item/projectile/bullet/pellet/shotgun_improvised/Initialize()
|
||||
. = ..()
|
||||
range = rand(1, 8)
|
||||
|
||||
/obj/item/projectile/bullet/pellet/shotgun_improvised/on_range()
|
||||
do_sparks(1, TRUE, src)
|
||||
..()
|
||||
|
||||
// Mech Scattershots
|
||||
|
||||
/obj/item/projectile/bullet/scattershot
|
||||
damage = 20
|
||||
stamina = 65
|
||||
|
||||
/obj/item/projectile/bullet/seed
|
||||
damage = 4
|
||||
stamina = 1
|
||||
|
||||
@@ -1,46 +1,46 @@
|
||||
// .50 (Sniper)
|
||||
|
||||
/obj/item/projectile/bullet/p50
|
||||
name =".50 bullet"
|
||||
speed = 0.4
|
||||
damage = 70
|
||||
knockdown = 100
|
||||
dismemberment = 50
|
||||
armour_penetration = 50
|
||||
var/breakthings = TRUE
|
||||
|
||||
/obj/item/projectile/bullet/p50/on_hit(atom/target, blocked = 0)
|
||||
if(isobj(target) && (blocked != 100) && breakthings)
|
||||
var/obj/O = target
|
||||
O.take_damage(80, BRUTE, "bullet", FALSE)
|
||||
return ..()
|
||||
|
||||
/obj/item/projectile/bullet/p50/soporific
|
||||
name =".50 soporific bullet"
|
||||
armour_penetration = 0
|
||||
damage = 0
|
||||
dismemberment = 0
|
||||
knockdown = 0
|
||||
breakthings = FALSE
|
||||
|
||||
/obj/item/projectile/bullet/p50/soporific/on_hit(atom/target, blocked = FALSE)
|
||||
if((blocked != 100) && isliving(target))
|
||||
var/mob/living/L = target
|
||||
L.Sleeping(400)
|
||||
return ..()
|
||||
|
||||
/obj/item/projectile/bullet/p50/penetrator
|
||||
name =".50 penetrator bullet"
|
||||
icon_state = "gauss"
|
||||
name = "penetrator round"
|
||||
damage = 60
|
||||
forcedodge = TRUE
|
||||
dismemberment = 0 //It goes through you cleanly.
|
||||
knockdown = 0
|
||||
breakthings = FALSE
|
||||
|
||||
/obj/item/projectile/bullet/p50/penetrator/shuttle //Nukeop Shuttle Variety
|
||||
icon_state = "gaussstrong"
|
||||
damage = 25
|
||||
speed = 0.3
|
||||
range = 16
|
||||
// .50 (Sniper)
|
||||
|
||||
/obj/item/projectile/bullet/p50
|
||||
name =".50 bullet"
|
||||
speed = 0.4
|
||||
damage = 70
|
||||
knockdown = 100
|
||||
dismemberment = 50
|
||||
armour_penetration = 50
|
||||
var/breakthings = TRUE
|
||||
|
||||
/obj/item/projectile/bullet/p50/on_hit(atom/target, blocked = 0)
|
||||
if(isobj(target) && (blocked != 100) && breakthings)
|
||||
var/obj/O = target
|
||||
O.take_damage(80, BRUTE, "bullet", FALSE)
|
||||
return ..()
|
||||
|
||||
/obj/item/projectile/bullet/p50/soporific
|
||||
name =".50 soporific bullet"
|
||||
armour_penetration = 0
|
||||
damage = 0
|
||||
dismemberment = 0
|
||||
knockdown = 0
|
||||
breakthings = FALSE
|
||||
|
||||
/obj/item/projectile/bullet/p50/soporific/on_hit(atom/target, blocked = FALSE)
|
||||
if((blocked != 100) && isliving(target))
|
||||
var/mob/living/L = target
|
||||
L.Sleeping(400)
|
||||
return ..()
|
||||
|
||||
/obj/item/projectile/bullet/p50/penetrator
|
||||
name =".50 penetrator bullet"
|
||||
icon_state = "gauss"
|
||||
name = "penetrator round"
|
||||
damage = 60
|
||||
forcedodge = TRUE
|
||||
dismemberment = 0 //It goes through you cleanly.
|
||||
knockdown = 0
|
||||
breakthings = FALSE
|
||||
|
||||
/obj/item/projectile/bullet/p50/penetrator/shuttle //Nukeop Shuttle Variety
|
||||
icon_state = "gaussstrong"
|
||||
damage = 25
|
||||
speed = 0.3
|
||||
range = 16
|
||||
|
||||
@@ -1,27 +1,27 @@
|
||||
// Honker
|
||||
|
||||
/obj/item/projectile/bullet/honker
|
||||
damage = 0
|
||||
knockdown = 60
|
||||
forcedodge = TRUE
|
||||
nodamage = TRUE
|
||||
candink = FALSE
|
||||
hitsound = 'sound/items/bikehorn.ogg'
|
||||
icon = 'icons/obj/hydroponics/harvest.dmi'
|
||||
icon_state = "banana"
|
||||
range = 200
|
||||
|
||||
/obj/item/projectile/bullet/honker/Initialize()
|
||||
. = ..()
|
||||
SpinAnimation()
|
||||
|
||||
// Mime
|
||||
|
||||
/obj/item/projectile/bullet/mime
|
||||
damage = 20
|
||||
|
||||
/obj/item/projectile/bullet/mime/on_hit(atom/target, blocked = FALSE)
|
||||
. = ..()
|
||||
if(iscarbon(target))
|
||||
var/mob/living/carbon/M = target
|
||||
M.silent = max(M.silent, 10)
|
||||
// Honker
|
||||
|
||||
/obj/item/projectile/bullet/honker
|
||||
damage = 0
|
||||
knockdown = 60
|
||||
forcedodge = TRUE
|
||||
nodamage = TRUE
|
||||
candink = FALSE
|
||||
hitsound = 'sound/items/bikehorn.ogg'
|
||||
icon = 'icons/obj/hydroponics/harvest.dmi'
|
||||
icon_state = "banana"
|
||||
range = 200
|
||||
|
||||
/obj/item/projectile/bullet/honker/Initialize()
|
||||
. = ..()
|
||||
SpinAnimation()
|
||||
|
||||
// Mime
|
||||
|
||||
/obj/item/projectile/bullet/mime
|
||||
damage = 20
|
||||
|
||||
/obj/item/projectile/bullet/mime/on_hit(atom/target, blocked = FALSE)
|
||||
. = ..()
|
||||
if(iscarbon(target))
|
||||
var/mob/living/carbon/M = target
|
||||
M.silent = max(M.silent, 10)
|
||||
|
||||
@@ -1,8 +1,8 @@
|
||||
/obj/item/projectile/energy
|
||||
name = "energy"
|
||||
icon_state = "spark"
|
||||
damage = 0
|
||||
damage_type = BURN
|
||||
flag = "energy"
|
||||
is_reflectable = TRUE
|
||||
|
||||
/obj/item/projectile/energy
|
||||
name = "energy"
|
||||
icon_state = "spark"
|
||||
damage = 0
|
||||
damage_type = BURN
|
||||
flag = "energy"
|
||||
is_reflectable = TRUE
|
||||
|
||||
|
||||
@@ -1,16 +1,16 @@
|
||||
/obj/item/projectile/energy/bolt //ebow bolts
|
||||
name = "bolt"
|
||||
icon_state = "cbbolt"
|
||||
damage = 8
|
||||
damage_type = TOX
|
||||
nodamage = 0
|
||||
knockdown = 100
|
||||
stutter = 5
|
||||
drowsy = 50
|
||||
|
||||
/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/bolt //ebow bolts
|
||||
name = "bolt"
|
||||
icon_state = "cbbolt"
|
||||
damage = 8
|
||||
damage_type = TOX
|
||||
nodamage = 0
|
||||
knockdown = 100
|
||||
stutter = 5
|
||||
drowsy = 50
|
||||
|
||||
/obj/item/projectile/energy/bolt/halloween
|
||||
name = "candy corn"
|
||||
icon_state = "candy_corn"
|
||||
|
||||
/obj/item/projectile/energy/bolt/large
|
||||
damage = 20
|
||||
|
||||
@@ -1,15 +1,15 @@
|
||||
/obj/item/projectile/energy/declone
|
||||
name = "radiation beam"
|
||||
icon_state = "declone"
|
||||
damage = 20
|
||||
damage_type = CLONE
|
||||
irradiate = 100
|
||||
impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser
|
||||
|
||||
/obj/item/projectile/energy/dart //ninja throwing dart
|
||||
name = "dart"
|
||||
icon_state = "toxin"
|
||||
damage = 5
|
||||
damage_type = TOX
|
||||
knockdown = 100
|
||||
range = 7
|
||||
/obj/item/projectile/energy/declone
|
||||
name = "radiation beam"
|
||||
icon_state = "declone"
|
||||
damage = 20
|
||||
damage_type = CLONE
|
||||
irradiate = 100
|
||||
impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser
|
||||
|
||||
/obj/item/projectile/energy/dart //ninja throwing dart
|
||||
name = "dart"
|
||||
icon_state = "toxin"
|
||||
damage = 5
|
||||
damage_type = TOX
|
||||
knockdown = 100
|
||||
range = 7
|
||||
|
||||
@@ -1,35 +1,35 @@
|
||||
/obj/item/projectile/energy/electrode
|
||||
name = "electrode"
|
||||
icon_state = "spark"
|
||||
color = "#FFFF00"
|
||||
nodamage = 1
|
||||
knockdown = 60
|
||||
knockdown_stamoverride = 36
|
||||
knockdown_stam_max = 50
|
||||
stutter = 5
|
||||
jitter = 20
|
||||
hitsound = 'sound/weapons/taserhit.ogg'
|
||||
range = 7
|
||||
tracer_type = /obj/effect/projectile/tracer/stun
|
||||
muzzle_type = /obj/effect/projectile/muzzle/stun
|
||||
impact_type = /obj/effect/projectile/impact/stun
|
||||
var/tase_duration = 50
|
||||
|
||||
/obj/item/projectile/energy/electrode/on_hit(atom/target, blocked = FALSE)
|
||||
. = ..()
|
||||
if(!ismob(target) || blocked >= 100) //Fully blocked by mob or collided with dense object - burst into sparks!
|
||||
do_sparks(1, TRUE, src)
|
||||
else if(iscarbon(target))
|
||||
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))
|
||||
C.apply_status_effect(STATUS_EFFECT_TASED, tase_duration)
|
||||
addtimer(CALLBACK(C, /mob/living/carbon.proc/do_jitter_animation, jitter), 5)
|
||||
|
||||
/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
|
||||
do_sparks(1, TRUE, src)
|
||||
..()
|
||||
/obj/item/projectile/energy/electrode
|
||||
name = "electrode"
|
||||
icon_state = "spark"
|
||||
color = "#FFFF00"
|
||||
nodamage = 1
|
||||
knockdown = 60
|
||||
knockdown_stamoverride = 36
|
||||
knockdown_stam_max = 50
|
||||
stutter = 5
|
||||
jitter = 20
|
||||
hitsound = 'sound/weapons/taserhit.ogg'
|
||||
range = 7
|
||||
tracer_type = /obj/effect/projectile/tracer/stun
|
||||
muzzle_type = /obj/effect/projectile/muzzle/stun
|
||||
impact_type = /obj/effect/projectile/impact/stun
|
||||
var/tase_duration = 50
|
||||
|
||||
/obj/item/projectile/energy/electrode/on_hit(atom/target, blocked = FALSE)
|
||||
. = ..()
|
||||
if(!ismob(target) || blocked >= 100) //Fully blocked by mob or collided with dense object - burst into sparks!
|
||||
do_sparks(1, TRUE, src)
|
||||
else if(iscarbon(target))
|
||||
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))
|
||||
C.apply_status_effect(STATUS_EFFECT_TASED, tase_duration)
|
||||
addtimer(CALLBACK(C, /mob/living/carbon.proc/do_jitter_animation, jitter), 5)
|
||||
|
||||
/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
|
||||
do_sparks(1, TRUE, src)
|
||||
..()
|
||||
|
||||
@@ -1,29 +1,29 @@
|
||||
/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
|
||||
var/tesla_flags = TESLA_MOB_DAMAGE | TESLA_OBJ_DAMAGE
|
||||
var/zap_range = 3
|
||||
var/power = 10000
|
||||
|
||||
/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/on_hit(atom/target)
|
||||
. = ..()
|
||||
tesla_zap(target, zap_range, power, tesla_flags)
|
||||
qdel(src)
|
||||
|
||||
/obj/item/projectile/energy/tesla/Destroy()
|
||||
qdel(chain)
|
||||
return ..()
|
||||
|
||||
/obj/item/projectile/energy/tesla/revolver
|
||||
name = "energy orb"
|
||||
|
||||
/obj/item/projectile/energy/tesla/cannon
|
||||
name = "tesla orb"
|
||||
power = 20000
|
||||
/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
|
||||
var/tesla_flags = TESLA_MOB_DAMAGE | TESLA_OBJ_DAMAGE
|
||||
var/zap_range = 3
|
||||
var/power = 10000
|
||||
|
||||
/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/on_hit(atom/target)
|
||||
. = ..()
|
||||
tesla_zap(target, zap_range, power, tesla_flags)
|
||||
qdel(src)
|
||||
|
||||
/obj/item/projectile/energy/tesla/Destroy()
|
||||
qdel(chain)
|
||||
return ..()
|
||||
|
||||
/obj/item/projectile/energy/tesla/revolver
|
||||
name = "energy orb"
|
||||
|
||||
/obj/item/projectile/energy/tesla/cannon
|
||||
name = "tesla orb"
|
||||
power = 20000
|
||||
|
||||
@@ -1,20 +1,20 @@
|
||||
/obj/item/projectile/bullet/reusable
|
||||
name = "reusable bullet"
|
||||
desc = "How do you even reuse a bullet?"
|
||||
var/ammo_type = /obj/item/ammo_casing/caseless
|
||||
var/dropped = FALSE
|
||||
impact_effect_type = null
|
||||
|
||||
/obj/item/projectile/bullet/reusable/on_hit(atom/target, blocked = FALSE)
|
||||
. = ..()
|
||||
handle_drop()
|
||||
|
||||
/obj/item/projectile/bullet/reusable/on_range()
|
||||
handle_drop()
|
||||
..()
|
||||
|
||||
/obj/item/projectile/bullet/reusable/proc/handle_drop()
|
||||
if(!dropped)
|
||||
var/turf/T = get_turf(src)
|
||||
new ammo_type(T)
|
||||
dropped = TRUE
|
||||
/obj/item/projectile/bullet/reusable
|
||||
name = "reusable bullet"
|
||||
desc = "How do you even reuse a bullet?"
|
||||
var/ammo_type = /obj/item/ammo_casing/caseless
|
||||
var/dropped = FALSE
|
||||
impact_effect_type = null
|
||||
|
||||
/obj/item/projectile/bullet/reusable/on_hit(atom/target, blocked = FALSE)
|
||||
. = ..()
|
||||
handle_drop()
|
||||
|
||||
/obj/item/projectile/bullet/reusable/on_range()
|
||||
handle_drop()
|
||||
..()
|
||||
|
||||
/obj/item/projectile/bullet/reusable/proc/handle_drop()
|
||||
if(!dropped)
|
||||
var/turf/T = get_turf(src)
|
||||
new ammo_type(T)
|
||||
dropped = TRUE
|
||||
|
||||
@@ -1,41 +1,41 @@
|
||||
/obj/item/projectile/bullet/reusable/foam_dart
|
||||
name = "foam dart"
|
||||
desc = "I hope you're wearing eye protection."
|
||||
damage = 0 // It's a damn toy.
|
||||
damage_type = OXY
|
||||
nodamage = TRUE
|
||||
icon = 'icons/obj/guns/toy.dmi'
|
||||
icon_state = "foamdart_proj"
|
||||
ammo_type = /obj/item/ammo_casing/caseless/foam_dart
|
||||
range = 10
|
||||
var/modified = FALSE
|
||||
var/obj/item/pen/pen = null
|
||||
|
||||
/obj/item/projectile/bullet/reusable/foam_dart/handle_drop()
|
||||
if(dropped)
|
||||
return
|
||||
var/turf/T = get_turf(src)
|
||||
dropped = 1
|
||||
var/obj/item/ammo_casing/caseless/foam_dart/newcasing = new ammo_type(T)
|
||||
newcasing.modified = modified
|
||||
var/obj/item/projectile/bullet/reusable/foam_dart/newdart = newcasing.BB
|
||||
newdart.modified = modified
|
||||
newdart.damage = damage
|
||||
newdart.nodamage = nodamage
|
||||
newdart.damage_type = damage_type
|
||||
if(pen)
|
||||
newdart.pen = pen
|
||||
pen.forceMove(newdart)
|
||||
pen = null
|
||||
newdart.update_icon()
|
||||
|
||||
|
||||
/obj/item/projectile/bullet/reusable/foam_dart/Destroy()
|
||||
pen = null
|
||||
return ..()
|
||||
|
||||
/obj/item/projectile/bullet/reusable/foam_dart/riot
|
||||
name = "riot foam dart"
|
||||
icon_state = "foamdart_riot_proj"
|
||||
ammo_type = /obj/item/ammo_casing/caseless/foam_dart/riot
|
||||
stamina = 25
|
||||
/obj/item/projectile/bullet/reusable/foam_dart
|
||||
name = "foam dart"
|
||||
desc = "I hope you're wearing eye protection."
|
||||
damage = 0 // It's a damn toy.
|
||||
damage_type = OXY
|
||||
nodamage = TRUE
|
||||
icon = 'icons/obj/guns/toy.dmi'
|
||||
icon_state = "foamdart_proj"
|
||||
ammo_type = /obj/item/ammo_casing/caseless/foam_dart
|
||||
range = 10
|
||||
var/modified = FALSE
|
||||
var/obj/item/pen/pen = null
|
||||
|
||||
/obj/item/projectile/bullet/reusable/foam_dart/handle_drop()
|
||||
if(dropped)
|
||||
return
|
||||
var/turf/T = get_turf(src)
|
||||
dropped = 1
|
||||
var/obj/item/ammo_casing/caseless/foam_dart/newcasing = new ammo_type(T)
|
||||
newcasing.modified = modified
|
||||
var/obj/item/projectile/bullet/reusable/foam_dart/newdart = newcasing.BB
|
||||
newdart.modified = modified
|
||||
newdart.damage = damage
|
||||
newdart.nodamage = nodamage
|
||||
newdart.damage_type = damage_type
|
||||
if(pen)
|
||||
newdart.pen = pen
|
||||
pen.forceMove(newdart)
|
||||
pen = null
|
||||
newdart.update_icon()
|
||||
|
||||
|
||||
/obj/item/projectile/bullet/reusable/foam_dart/Destroy()
|
||||
pen = null
|
||||
return ..()
|
||||
|
||||
/obj/item/projectile/bullet/reusable/foam_dart/riot
|
||||
name = "riot foam dart"
|
||||
icon_state = "foamdart_riot_proj"
|
||||
ammo_type = /obj/item/ammo_casing/caseless/foam_dart/riot
|
||||
stamina = 25
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
/obj/item/projectile/bullet/reusable/magspear
|
||||
name = "magnetic spear"
|
||||
desc = "WHITE WHALE, HOLY GRAIL"
|
||||
damage = 30 //takes 3 spears to kill a mega carp, one to kill a normal carp
|
||||
icon_state = "magspear"
|
||||
ammo_type = /obj/item/ammo_casing/caseless/magspear
|
||||
/obj/item/projectile/bullet/reusable/magspear
|
||||
name = "magnetic spear"
|
||||
desc = "WHITE WHALE, HOLY GRAIL"
|
||||
damage = 30 //takes 3 spears to kill a mega carp, one to kill a normal carp
|
||||
icon_state = "magspear"
|
||||
ammo_type = /obj/item/ammo_casing/caseless/magspear
|
||||
|
||||
@@ -1,52 +1,52 @@
|
||||
/obj/effect/ebeam/curse_arm
|
||||
name = "curse arm"
|
||||
layer = LARGE_MOB_LAYER
|
||||
|
||||
/obj/item/projectile/curse_hand
|
||||
name = "curse hand"
|
||||
icon_state = "cursehand0"
|
||||
hitsound = 'sound/effects/curse4.ogg'
|
||||
layer = LARGE_MOB_LAYER
|
||||
damage_type = BURN
|
||||
damage = 10
|
||||
knockdown = 20
|
||||
speed = 2
|
||||
range = 16
|
||||
forcedodge = TRUE
|
||||
var/datum/beam/arm
|
||||
var/handedness = 0
|
||||
|
||||
/obj/item/projectile/curse_hand/Initialize(mapload)
|
||||
. = ..()
|
||||
handedness = prob(50)
|
||||
icon_state = "cursehand[handedness]"
|
||||
|
||||
/obj/item/projectile/curse_hand/fire(setAngle)
|
||||
if(starting)
|
||||
arm = starting.Beam(src, icon_state = "curse[handedness]", time = INFINITY, maxdistance = INFINITY, beam_type=/obj/effect/ebeam/curse_arm)
|
||||
..()
|
||||
|
||||
/obj/item/projectile/curse_hand/prehit(atom/target)
|
||||
if(target == original)
|
||||
forcedodge = FALSE
|
||||
else if(!isturf(target))
|
||||
return FALSE
|
||||
return ..()
|
||||
|
||||
/obj/item/projectile/curse_hand/Destroy()
|
||||
if(arm)
|
||||
arm.End()
|
||||
arm = null
|
||||
if(forcedodge)
|
||||
playsound(src, 'sound/effects/curse3.ogg', 25, 1, -1)
|
||||
var/turf/T = get_step(src, dir)
|
||||
new/obj/effect/temp_visual/dir_setting/curse/hand(T, dir, handedness)
|
||||
for(var/obj/effect/temp_visual/dir_setting/curse/grasp_portal/G in starting)
|
||||
qdel(G)
|
||||
new /obj/effect/temp_visual/dir_setting/curse/grasp_portal/fading(starting, dir)
|
||||
var/datum/beam/D = starting.Beam(T, icon_state = "curse[handedness]", time = 32, maxdistance = INFINITY, beam_type=/obj/effect/ebeam/curse_arm, beam_sleep_time = 1)
|
||||
for(var/b in D.elements)
|
||||
var/obj/effect/ebeam/B = b
|
||||
animate(B, alpha = 0, time = 32)
|
||||
return ..()
|
||||
|
||||
/obj/effect/ebeam/curse_arm
|
||||
name = "curse arm"
|
||||
layer = LARGE_MOB_LAYER
|
||||
|
||||
/obj/item/projectile/curse_hand
|
||||
name = "curse hand"
|
||||
icon_state = "cursehand0"
|
||||
hitsound = 'sound/effects/curse4.ogg'
|
||||
layer = LARGE_MOB_LAYER
|
||||
damage_type = BURN
|
||||
damage = 10
|
||||
knockdown = 20
|
||||
speed = 2
|
||||
range = 16
|
||||
forcedodge = TRUE
|
||||
var/datum/beam/arm
|
||||
var/handedness = 0
|
||||
|
||||
/obj/item/projectile/curse_hand/Initialize(mapload)
|
||||
. = ..()
|
||||
handedness = prob(50)
|
||||
icon_state = "cursehand[handedness]"
|
||||
|
||||
/obj/item/projectile/curse_hand/fire(setAngle)
|
||||
if(starting)
|
||||
arm = starting.Beam(src, icon_state = "curse[handedness]", time = INFINITY, maxdistance = INFINITY, beam_type=/obj/effect/ebeam/curse_arm)
|
||||
..()
|
||||
|
||||
/obj/item/projectile/curse_hand/prehit(atom/target)
|
||||
if(target == original)
|
||||
forcedodge = FALSE
|
||||
else if(!isturf(target))
|
||||
return FALSE
|
||||
return ..()
|
||||
|
||||
/obj/item/projectile/curse_hand/Destroy()
|
||||
if(arm)
|
||||
arm.End()
|
||||
arm = null
|
||||
if(forcedodge)
|
||||
playsound(src, 'sound/effects/curse3.ogg', 25, 1, -1)
|
||||
var/turf/T = get_step(src, dir)
|
||||
new/obj/effect/temp_visual/dir_setting/curse/hand(T, dir, handedness)
|
||||
for(var/obj/effect/temp_visual/dir_setting/curse/grasp_portal/G in starting)
|
||||
qdel(G)
|
||||
new /obj/effect/temp_visual/dir_setting/curse/grasp_portal/fading(starting, dir)
|
||||
var/datum/beam/D = starting.Beam(T, icon_state = "curse[handedness]", time = 32, maxdistance = INFINITY, beam_type=/obj/effect/ebeam/curse_arm, beam_sleep_time = 1)
|
||||
for(var/b in D.elements)
|
||||
var/obj/effect/ebeam/B = b
|
||||
animate(B, alpha = 0, time = 32)
|
||||
return ..()
|
||||
|
||||
|
||||
@@ -1,25 +1,25 @@
|
||||
/obj/item/projectile/energy/floramut
|
||||
name = "alpha somatoray"
|
||||
icon_state = "energy"
|
||||
damage = 0
|
||||
damage_type = TOX
|
||||
nodamage = 1
|
||||
flag = "energy"
|
||||
|
||||
/obj/item/projectile/energy/floramut/on_hit(atom/target, blocked = FALSE)
|
||||
. = ..()
|
||||
if(iscarbon(target))
|
||||
var/mob/living/carbon/C = target
|
||||
if(C.dna.species.id == "pod")
|
||||
C.randmuti()
|
||||
C.randmut()
|
||||
C.updateappearance()
|
||||
C.domutcheck()
|
||||
|
||||
/obj/item/projectile/energy/florayield
|
||||
name = "beta somatoray"
|
||||
icon_state = "energy2"
|
||||
damage = 0
|
||||
damage_type = TOX
|
||||
nodamage = 1
|
||||
flag = "energy"
|
||||
/obj/item/projectile/energy/floramut
|
||||
name = "alpha somatoray"
|
||||
icon_state = "energy"
|
||||
damage = 0
|
||||
damage_type = TOX
|
||||
nodamage = 1
|
||||
flag = "energy"
|
||||
|
||||
/obj/item/projectile/energy/floramut/on_hit(atom/target, blocked = FALSE)
|
||||
. = ..()
|
||||
if(iscarbon(target))
|
||||
var/mob/living/carbon/C = target
|
||||
if(C.dna.species.id == "pod")
|
||||
C.randmuti()
|
||||
C.randmut()
|
||||
C.updateappearance()
|
||||
C.domutcheck()
|
||||
|
||||
/obj/item/projectile/energy/florayield
|
||||
name = "beta somatoray"
|
||||
icon_state = "energy2"
|
||||
damage = 0
|
||||
damage_type = TOX
|
||||
nodamage = 1
|
||||
flag = "energy"
|
||||
|
||||
@@ -1,90 +1,90 @@
|
||||
/obj/item/projectile/gravityrepulse
|
||||
name = "repulsion bolt"
|
||||
icon = 'icons/effects/effects.dmi'
|
||||
icon_state = "chronofield"
|
||||
hitsound = 'sound/weapons/wave.ogg'
|
||||
damage = 0
|
||||
damage_type = BRUTE
|
||||
nodamage = 1
|
||||
color = "#33CCFF"
|
||||
var/turf/T
|
||||
var/power = 4
|
||||
var/list/thrown_items = list()
|
||||
|
||||
/obj/item/projectile/gravityrepulse/Initialize()
|
||||
. = ..()
|
||||
var/obj/item/ammo_casing/energy/gravity/repulse/C = loc
|
||||
if(istype(C)) //Hard-coded maximum power so servers can't be crashed by trying to throw the entire Z level's items
|
||||
power = min(C.gun.power, 15)
|
||||
|
||||
/obj/item/projectile/gravityrepulse/on_hit()
|
||||
. = ..()
|
||||
T = get_turf(src)
|
||||
for(var/atom/movable/A in range(T, power))
|
||||
if(A == src || (firer && A == src.firer) || A.anchored || thrown_items[A])
|
||||
continue
|
||||
var/throwtarget = get_edge_target_turf(src, get_dir(src, get_step_away(A, src)))
|
||||
A.throw_at(throwtarget,power+1,1)
|
||||
thrown_items[A] = A
|
||||
for(var/turf/F in range(T,power))
|
||||
new /obj/effect/temp_visual/gravpush(F)
|
||||
|
||||
/obj/item/projectile/gravityattract
|
||||
name = "attraction bolt"
|
||||
icon = 'icons/effects/effects.dmi'
|
||||
icon_state = "chronofield"
|
||||
hitsound = 'sound/weapons/wave.ogg'
|
||||
damage = 0
|
||||
damage_type = BRUTE
|
||||
nodamage = 1
|
||||
color = "#FF6600"
|
||||
var/turf/T
|
||||
var/power = 4
|
||||
var/list/thrown_items = list()
|
||||
|
||||
/obj/item/projectile/gravityattract/Initialize()
|
||||
. = ..()
|
||||
var/obj/item/ammo_casing/energy/gravity/attract/C = loc
|
||||
if(istype(C)) //Hard-coded maximum power so servers can't be crashed by trying to throw the entire Z level's items
|
||||
power = min(C.gun.power, 15)
|
||||
|
||||
/obj/item/projectile/gravityattract/on_hit()
|
||||
. = ..()
|
||||
T = get_turf(src)
|
||||
for(var/atom/movable/A in range(T, power))
|
||||
if(A == src || (firer && A == src.firer) || A.anchored || thrown_items[A])
|
||||
continue
|
||||
A.throw_at(T, power+1, 1)
|
||||
thrown_items[A] = A
|
||||
for(var/turf/F in range(T,power))
|
||||
new /obj/effect/temp_visual/gravpush(F)
|
||||
|
||||
/obj/item/projectile/gravitychaos
|
||||
name = "gravitational blast"
|
||||
icon = 'icons/effects/effects.dmi'
|
||||
icon_state = "chronofield"
|
||||
hitsound = 'sound/weapons/wave.ogg'
|
||||
damage = 0
|
||||
damage_type = BRUTE
|
||||
nodamage = 1
|
||||
color = "#101010"
|
||||
var/turf/T
|
||||
var/power = 4
|
||||
var/list/thrown_items = list()
|
||||
|
||||
/obj/item/projectile/gravitychaos/Initialize()
|
||||
. = ..()
|
||||
var/obj/item/ammo_casing/energy/gravity/chaos/C = loc
|
||||
if(istype(C)) //Hard-coded maximum power so servers can't be crashed by trying to throw the entire Z level's items
|
||||
power = min(C.gun.power, 15)
|
||||
|
||||
/obj/item/projectile/gravitychaos/on_hit()
|
||||
. = ..()
|
||||
T = get_turf(src)
|
||||
for(var/atom/movable/A in range(T, power))
|
||||
if(A == src|| (firer && A == src.firer) || A.anchored || thrown_items[A])
|
||||
continue
|
||||
A.throw_at(get_edge_target_turf(A, pick(GLOB.cardinals)), power+1, 1)
|
||||
thrown_items[A] = A
|
||||
for(var/turf/Z in range(T,power))
|
||||
new /obj/effect/temp_visual/gravpush(Z)
|
||||
/obj/item/projectile/gravityrepulse
|
||||
name = "repulsion bolt"
|
||||
icon = 'icons/effects/effects.dmi'
|
||||
icon_state = "chronofield"
|
||||
hitsound = 'sound/weapons/wave.ogg'
|
||||
damage = 0
|
||||
damage_type = BRUTE
|
||||
nodamage = 1
|
||||
color = "#33CCFF"
|
||||
var/turf/T
|
||||
var/power = 4
|
||||
var/list/thrown_items = list()
|
||||
|
||||
/obj/item/projectile/gravityrepulse/Initialize()
|
||||
. = ..()
|
||||
var/obj/item/ammo_casing/energy/gravity/repulse/C = loc
|
||||
if(istype(C)) //Hard-coded maximum power so servers can't be crashed by trying to throw the entire Z level's items
|
||||
power = min(C.gun.power, 15)
|
||||
|
||||
/obj/item/projectile/gravityrepulse/on_hit()
|
||||
. = ..()
|
||||
T = get_turf(src)
|
||||
for(var/atom/movable/A in range(T, power))
|
||||
if(A == src || (firer && A == src.firer) || A.anchored || thrown_items[A])
|
||||
continue
|
||||
var/throwtarget = get_edge_target_turf(src, get_dir(src, get_step_away(A, src)))
|
||||
A.throw_at(throwtarget,power+1,1)
|
||||
thrown_items[A] = A
|
||||
for(var/turf/F in range(T,power))
|
||||
new /obj/effect/temp_visual/gravpush(F)
|
||||
|
||||
/obj/item/projectile/gravityattract
|
||||
name = "attraction bolt"
|
||||
icon = 'icons/effects/effects.dmi'
|
||||
icon_state = "chronofield"
|
||||
hitsound = 'sound/weapons/wave.ogg'
|
||||
damage = 0
|
||||
damage_type = BRUTE
|
||||
nodamage = 1
|
||||
color = "#FF6600"
|
||||
var/turf/T
|
||||
var/power = 4
|
||||
var/list/thrown_items = list()
|
||||
|
||||
/obj/item/projectile/gravityattract/Initialize()
|
||||
. = ..()
|
||||
var/obj/item/ammo_casing/energy/gravity/attract/C = loc
|
||||
if(istype(C)) //Hard-coded maximum power so servers can't be crashed by trying to throw the entire Z level's items
|
||||
power = min(C.gun.power, 15)
|
||||
|
||||
/obj/item/projectile/gravityattract/on_hit()
|
||||
. = ..()
|
||||
T = get_turf(src)
|
||||
for(var/atom/movable/A in range(T, power))
|
||||
if(A == src || (firer && A == src.firer) || A.anchored || thrown_items[A])
|
||||
continue
|
||||
A.throw_at(T, power+1, 1)
|
||||
thrown_items[A] = A
|
||||
for(var/turf/F in range(T,power))
|
||||
new /obj/effect/temp_visual/gravpush(F)
|
||||
|
||||
/obj/item/projectile/gravitychaos
|
||||
name = "gravitational blast"
|
||||
icon = 'icons/effects/effects.dmi'
|
||||
icon_state = "chronofield"
|
||||
hitsound = 'sound/weapons/wave.ogg'
|
||||
damage = 0
|
||||
damage_type = BRUTE
|
||||
nodamage = 1
|
||||
color = "#101010"
|
||||
var/turf/T
|
||||
var/power = 4
|
||||
var/list/thrown_items = list()
|
||||
|
||||
/obj/item/projectile/gravitychaos/Initialize()
|
||||
. = ..()
|
||||
var/obj/item/ammo_casing/energy/gravity/chaos/C = loc
|
||||
if(istype(C)) //Hard-coded maximum power so servers can't be crashed by trying to throw the entire Z level's items
|
||||
power = min(C.gun.power, 15)
|
||||
|
||||
/obj/item/projectile/gravitychaos/on_hit()
|
||||
. = ..()
|
||||
T = get_turf(src)
|
||||
for(var/atom/movable/A in range(T, power))
|
||||
if(A == src|| (firer && A == src.firer) || A.anchored || thrown_items[A])
|
||||
continue
|
||||
A.throw_at(get_edge_target_turf(A, pick(GLOB.cardinals)), power+1, 1)
|
||||
thrown_items[A] = A
|
||||
for(var/turf/Z in range(T,power))
|
||||
new /obj/effect/temp_visual/gravpush(Z)
|
||||
|
||||
@@ -1,230 +1,230 @@
|
||||
/obj/item/projectile/hallucination
|
||||
name = "bullet"
|
||||
icon = null
|
||||
icon_state = null
|
||||
hitsound = ""
|
||||
suppressed = TRUE
|
||||
ricochets_max = 0
|
||||
ricochet_chance = 0
|
||||
damage = 0
|
||||
nodamage = TRUE
|
||||
projectile_type = /obj/item/projectile/hallucination
|
||||
log_override = TRUE
|
||||
var/hal_icon_state
|
||||
var/image/fake_icon
|
||||
var/mob/living/carbon/hal_target
|
||||
var/hal_fire_sound
|
||||
var/hal_hitsound
|
||||
var/hal_hitsound_wall
|
||||
var/hal_impact_effect
|
||||
var/hal_impact_effect_wall
|
||||
var/hit_duration
|
||||
var/hit_duration_wall
|
||||
|
||||
/obj/item/projectile/hallucination/fire()
|
||||
..()
|
||||
fake_icon = image('icons/obj/projectiles.dmi', src, hal_icon_state, ABOVE_MOB_LAYER)
|
||||
if(hal_target.client)
|
||||
hal_target.client.images += fake_icon
|
||||
|
||||
/obj/item/projectile/hallucination/Destroy()
|
||||
if(hal_target.client)
|
||||
hal_target.client.images -= fake_icon
|
||||
QDEL_NULL(fake_icon)
|
||||
return ..()
|
||||
|
||||
/obj/item/projectile/hallucination/Bump(atom/A)
|
||||
if(!ismob(A))
|
||||
if(hal_hitsound_wall)
|
||||
hal_target.playsound_local(loc, hal_hitsound_wall, 40, 1)
|
||||
if(hal_impact_effect_wall)
|
||||
spawn_hit(A, TRUE)
|
||||
else if(A == hal_target)
|
||||
if(hal_hitsound)
|
||||
hal_target.playsound_local(A, hal_hitsound, 100, 1)
|
||||
target_on_hit(A)
|
||||
qdel(src)
|
||||
return TRUE
|
||||
|
||||
/obj/item/projectile/hallucination/proc/target_on_hit(mob/M)
|
||||
if(M == hal_target)
|
||||
to_chat(hal_target, "<span class='userdanger'>[M] is hit by \a [src] in the chest!</span>")
|
||||
hal_apply_effect()
|
||||
else if(M in view(hal_target))
|
||||
to_chat(hal_target, "<span class='danger'>[M] is hit by \a [src] in the chest!!</span>")
|
||||
if(damage_type == BRUTE)
|
||||
var/splatter_dir = dir
|
||||
if(starting)
|
||||
splatter_dir = get_dir(starting, get_turf(M))
|
||||
spawn_blood(M, splatter_dir)
|
||||
else if(hal_impact_effect)
|
||||
spawn_hit(M, FALSE)
|
||||
|
||||
/obj/item/projectile/hallucination/proc/spawn_blood(mob/M, set_dir)
|
||||
set waitfor = 0
|
||||
if(!hal_target.client)
|
||||
return
|
||||
|
||||
var/splatter_icon_state
|
||||
if(set_dir in GLOB.diagonals)
|
||||
splatter_icon_state = "splatter[pick(1, 2, 6)]"
|
||||
else
|
||||
splatter_icon_state = "splatter[pick(3, 4, 5)]"
|
||||
|
||||
var/image/blood = image('icons/effects/blood.dmi', M, splatter_icon_state, ABOVE_MOB_LAYER)
|
||||
var/target_pixel_x = 0
|
||||
var/target_pixel_y = 0
|
||||
switch(set_dir)
|
||||
if(NORTH)
|
||||
target_pixel_y = 16
|
||||
if(SOUTH)
|
||||
target_pixel_y = -16
|
||||
layer = ABOVE_MOB_LAYER
|
||||
if(EAST)
|
||||
target_pixel_x = 16
|
||||
if(WEST)
|
||||
target_pixel_x = -16
|
||||
if(NORTHEAST)
|
||||
target_pixel_x = 16
|
||||
target_pixel_y = 16
|
||||
if(NORTHWEST)
|
||||
target_pixel_x = -16
|
||||
target_pixel_y = 16
|
||||
if(SOUTHEAST)
|
||||
target_pixel_x = 16
|
||||
target_pixel_y = -16
|
||||
layer = ABOVE_MOB_LAYER
|
||||
if(SOUTHWEST)
|
||||
target_pixel_x = -16
|
||||
target_pixel_y = -16
|
||||
layer = ABOVE_MOB_LAYER
|
||||
hal_target.client.images += blood
|
||||
animate(blood, pixel_x = target_pixel_x, pixel_y = target_pixel_y, alpha = 0, time = 5)
|
||||
addtimer(CALLBACK(src, .proc/cleanup_blood), 5)
|
||||
|
||||
/obj/item/projectile/hallucination/proc/cleanup_blood(image/blood)
|
||||
hal_target.client.images -= blood
|
||||
qdel(blood)
|
||||
|
||||
/obj/item/projectile/hallucination/proc/spawn_hit(atom/A, is_wall)
|
||||
set waitfor = 0
|
||||
if(!hal_target.client)
|
||||
return
|
||||
|
||||
var/image/hit_effect = image('icons/effects/blood.dmi', A, is_wall ? hal_impact_effect_wall : hal_impact_effect, ABOVE_MOB_LAYER)
|
||||
hit_effect.pixel_x = A.pixel_x + rand(-4,4)
|
||||
hit_effect.pixel_y = A.pixel_y + rand(-4,4)
|
||||
hal_target.client.images += hit_effect
|
||||
sleep(is_wall ? hit_duration_wall : hit_duration)
|
||||
hal_target.client.images -= hit_effect
|
||||
qdel(hit_effect)
|
||||
|
||||
|
||||
/obj/item/projectile/hallucination/proc/hal_apply_effect()
|
||||
return
|
||||
|
||||
/obj/item/projectile/hallucination/bullet
|
||||
name = "bullet"
|
||||
hal_icon_state = "bullet"
|
||||
hal_fire_sound = "gunshot"
|
||||
hal_hitsound = 'sound/weapons/pierce.ogg'
|
||||
hal_hitsound_wall = "ricochet"
|
||||
hal_impact_effect = "impact_bullet"
|
||||
hal_impact_effect_wall = "impact_bullet"
|
||||
hit_duration = 5
|
||||
hit_duration_wall = 5
|
||||
|
||||
/obj/item/projectile/hallucination/bullet/hal_apply_effect()
|
||||
hal_target.adjustStaminaLoss(60)
|
||||
|
||||
/obj/item/projectile/hallucination/laser
|
||||
name = "laser"
|
||||
damage_type = BURN
|
||||
hal_icon_state = "laser"
|
||||
hal_fire_sound = 'sound/weapons/laser.ogg'
|
||||
hal_hitsound = 'sound/weapons/sear.ogg'
|
||||
hal_hitsound_wall = 'sound/weapons/effects/searwall.ogg'
|
||||
hal_impact_effect = "impact_laser"
|
||||
hal_impact_effect_wall = "impact_laser_wall"
|
||||
hit_duration = 4
|
||||
hit_duration_wall = 10
|
||||
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
|
||||
|
||||
/obj/item/projectile/hallucination/laser/hal_apply_effect()
|
||||
hal_target.adjustStaminaLoss(20)
|
||||
hal_target.blur_eyes(2)
|
||||
|
||||
/obj/item/projectile/hallucination/taser
|
||||
name = "electrode"
|
||||
damage_type = BURN
|
||||
hal_icon_state = "spark"
|
||||
color = "#FFFF00"
|
||||
hal_fire_sound = 'sound/weapons/taser.ogg'
|
||||
hal_hitsound = 'sound/weapons/taserhit.ogg'
|
||||
hal_hitsound_wall = null
|
||||
hal_impact_effect = null
|
||||
hal_impact_effect_wall = null
|
||||
|
||||
/obj/item/projectile/hallucination/taser/hal_apply_effect()
|
||||
hal_target.DefaultCombatKnockdown(100)
|
||||
hal_target.stuttering += 20
|
||||
if(hal_target.dna && hal_target.dna.check_mutation(HULK))
|
||||
hal_target.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ), forced = "hulk")
|
||||
else if((hal_target.status_flags & CANKNOCKDOWN) && !HAS_TRAIT(hal_target, TRAIT_STUNIMMUNE))
|
||||
addtimer(CALLBACK(hal_target, /mob/living/carbon.proc/do_jitter_animation, 20), 5)
|
||||
|
||||
/obj/item/projectile/hallucination/disabler
|
||||
name = "disabler beam"
|
||||
damage_type = STAMINA
|
||||
hal_icon_state = "omnilaser"
|
||||
hal_fire_sound = 'sound/weapons/taser2.ogg'
|
||||
hal_hitsound = 'sound/weapons/tap.ogg'
|
||||
hal_hitsound_wall = 'sound/weapons/effects/searwall.ogg'
|
||||
hal_impact_effect = "impact_laser_blue"
|
||||
hal_impact_effect_wall = null
|
||||
hit_duration = 4
|
||||
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
|
||||
|
||||
/obj/item/projectile/hallucination/disabler/hal_apply_effect()
|
||||
hal_target.adjustStaminaLoss(25)
|
||||
|
||||
/obj/item/projectile/hallucination/ebow
|
||||
name = "bolt"
|
||||
damage_type = TOX
|
||||
hal_icon_state = "cbbolt"
|
||||
hal_fire_sound = 'sound/weapons/genhit.ogg'
|
||||
hal_hitsound = null
|
||||
hal_hitsound_wall = null
|
||||
hal_impact_effect = null
|
||||
hal_impact_effect_wall = null
|
||||
|
||||
/obj/item/projectile/hallucination/ebow/hal_apply_effect()
|
||||
hal_target.DefaultCombatKnockdown(100)
|
||||
hal_target.stuttering += 5
|
||||
hal_target.adjustStaminaLoss(8)
|
||||
|
||||
/obj/item/projectile/hallucination/change
|
||||
name = "bolt of change"
|
||||
damage_type = BURN
|
||||
hal_icon_state = "ice_1"
|
||||
hal_fire_sound = 'sound/magic/staff_change.ogg'
|
||||
hal_hitsound = null
|
||||
hal_hitsound_wall = null
|
||||
hal_impact_effect = null
|
||||
hal_impact_effect_wall = null
|
||||
|
||||
/obj/item/projectile/hallucination/change/hal_apply_effect()
|
||||
new /datum/hallucination/self_delusion(hal_target, TRUE, wabbajack = FALSE)
|
||||
|
||||
/obj/item/projectile/hallucination/death
|
||||
name = "bolt of death"
|
||||
damage_type = BURN
|
||||
hal_icon_state = "pulse1_bl"
|
||||
hal_fire_sound = 'sound/magic/wandodeath.ogg'
|
||||
hal_hitsound = null
|
||||
hal_hitsound_wall = null
|
||||
hal_impact_effect = null
|
||||
hal_impact_effect_wall = null
|
||||
|
||||
/obj/item/projectile/hallucination/death/hal_apply_effect()
|
||||
new /datum/hallucination/death(hal_target, TRUE)
|
||||
/obj/item/projectile/hallucination
|
||||
name = "bullet"
|
||||
icon = null
|
||||
icon_state = null
|
||||
hitsound = ""
|
||||
suppressed = TRUE
|
||||
ricochets_max = 0
|
||||
ricochet_chance = 0
|
||||
damage = 0
|
||||
nodamage = TRUE
|
||||
projectile_type = /obj/item/projectile/hallucination
|
||||
log_override = TRUE
|
||||
var/hal_icon_state
|
||||
var/image/fake_icon
|
||||
var/mob/living/carbon/hal_target
|
||||
var/hal_fire_sound
|
||||
var/hal_hitsound
|
||||
var/hal_hitsound_wall
|
||||
var/hal_impact_effect
|
||||
var/hal_impact_effect_wall
|
||||
var/hit_duration
|
||||
var/hit_duration_wall
|
||||
|
||||
/obj/item/projectile/hallucination/fire()
|
||||
..()
|
||||
fake_icon = image('icons/obj/projectiles.dmi', src, hal_icon_state, ABOVE_MOB_LAYER)
|
||||
if(hal_target.client)
|
||||
hal_target.client.images += fake_icon
|
||||
|
||||
/obj/item/projectile/hallucination/Destroy()
|
||||
if(hal_target.client)
|
||||
hal_target.client.images -= fake_icon
|
||||
QDEL_NULL(fake_icon)
|
||||
return ..()
|
||||
|
||||
/obj/item/projectile/hallucination/Bump(atom/A)
|
||||
if(!ismob(A))
|
||||
if(hal_hitsound_wall)
|
||||
hal_target.playsound_local(loc, hal_hitsound_wall, 40, 1)
|
||||
if(hal_impact_effect_wall)
|
||||
spawn_hit(A, TRUE)
|
||||
else if(A == hal_target)
|
||||
if(hal_hitsound)
|
||||
hal_target.playsound_local(A, hal_hitsound, 100, 1)
|
||||
target_on_hit(A)
|
||||
qdel(src)
|
||||
return TRUE
|
||||
|
||||
/obj/item/projectile/hallucination/proc/target_on_hit(mob/M)
|
||||
if(M == hal_target)
|
||||
to_chat(hal_target, "<span class='userdanger'>[M] is hit by \a [src] in the chest!</span>")
|
||||
hal_apply_effect()
|
||||
else if(M in view(hal_target))
|
||||
to_chat(hal_target, "<span class='danger'>[M] is hit by \a [src] in the chest!!</span>")
|
||||
if(damage_type == BRUTE)
|
||||
var/splatter_dir = dir
|
||||
if(starting)
|
||||
splatter_dir = get_dir(starting, get_turf(M))
|
||||
spawn_blood(M, splatter_dir)
|
||||
else if(hal_impact_effect)
|
||||
spawn_hit(M, FALSE)
|
||||
|
||||
/obj/item/projectile/hallucination/proc/spawn_blood(mob/M, set_dir)
|
||||
set waitfor = 0
|
||||
if(!hal_target.client)
|
||||
return
|
||||
|
||||
var/splatter_icon_state
|
||||
if(set_dir in GLOB.diagonals)
|
||||
splatter_icon_state = "splatter[pick(1, 2, 6)]"
|
||||
else
|
||||
splatter_icon_state = "splatter[pick(3, 4, 5)]"
|
||||
|
||||
var/image/blood = image('icons/effects/blood.dmi', M, splatter_icon_state, ABOVE_MOB_LAYER)
|
||||
var/target_pixel_x = 0
|
||||
var/target_pixel_y = 0
|
||||
switch(set_dir)
|
||||
if(NORTH)
|
||||
target_pixel_y = 16
|
||||
if(SOUTH)
|
||||
target_pixel_y = -16
|
||||
layer = ABOVE_MOB_LAYER
|
||||
if(EAST)
|
||||
target_pixel_x = 16
|
||||
if(WEST)
|
||||
target_pixel_x = -16
|
||||
if(NORTHEAST)
|
||||
target_pixel_x = 16
|
||||
target_pixel_y = 16
|
||||
if(NORTHWEST)
|
||||
target_pixel_x = -16
|
||||
target_pixel_y = 16
|
||||
if(SOUTHEAST)
|
||||
target_pixel_x = 16
|
||||
target_pixel_y = -16
|
||||
layer = ABOVE_MOB_LAYER
|
||||
if(SOUTHWEST)
|
||||
target_pixel_x = -16
|
||||
target_pixel_y = -16
|
||||
layer = ABOVE_MOB_LAYER
|
||||
hal_target.client.images += blood
|
||||
animate(blood, pixel_x = target_pixel_x, pixel_y = target_pixel_y, alpha = 0, time = 5)
|
||||
addtimer(CALLBACK(src, .proc/cleanup_blood), 5)
|
||||
|
||||
/obj/item/projectile/hallucination/proc/cleanup_blood(image/blood)
|
||||
hal_target.client.images -= blood
|
||||
qdel(blood)
|
||||
|
||||
/obj/item/projectile/hallucination/proc/spawn_hit(atom/A, is_wall)
|
||||
set waitfor = 0
|
||||
if(!hal_target.client)
|
||||
return
|
||||
|
||||
var/image/hit_effect = image('icons/effects/blood.dmi', A, is_wall ? hal_impact_effect_wall : hal_impact_effect, ABOVE_MOB_LAYER)
|
||||
hit_effect.pixel_x = A.pixel_x + rand(-4,4)
|
||||
hit_effect.pixel_y = A.pixel_y + rand(-4,4)
|
||||
hal_target.client.images += hit_effect
|
||||
sleep(is_wall ? hit_duration_wall : hit_duration)
|
||||
hal_target.client.images -= hit_effect
|
||||
qdel(hit_effect)
|
||||
|
||||
|
||||
/obj/item/projectile/hallucination/proc/hal_apply_effect()
|
||||
return
|
||||
|
||||
/obj/item/projectile/hallucination/bullet
|
||||
name = "bullet"
|
||||
hal_icon_state = "bullet"
|
||||
hal_fire_sound = "gunshot"
|
||||
hal_hitsound = 'sound/weapons/pierce.ogg'
|
||||
hal_hitsound_wall = "ricochet"
|
||||
hal_impact_effect = "impact_bullet"
|
||||
hal_impact_effect_wall = "impact_bullet"
|
||||
hit_duration = 5
|
||||
hit_duration_wall = 5
|
||||
|
||||
/obj/item/projectile/hallucination/bullet/hal_apply_effect()
|
||||
hal_target.adjustStaminaLoss(60)
|
||||
|
||||
/obj/item/projectile/hallucination/laser
|
||||
name = "laser"
|
||||
damage_type = BURN
|
||||
hal_icon_state = "laser"
|
||||
hal_fire_sound = 'sound/weapons/laser.ogg'
|
||||
hal_hitsound = 'sound/weapons/sear.ogg'
|
||||
hal_hitsound_wall = 'sound/weapons/effects/searwall.ogg'
|
||||
hal_impact_effect = "impact_laser"
|
||||
hal_impact_effect_wall = "impact_laser_wall"
|
||||
hit_duration = 4
|
||||
hit_duration_wall = 10
|
||||
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
|
||||
|
||||
/obj/item/projectile/hallucination/laser/hal_apply_effect()
|
||||
hal_target.adjustStaminaLoss(20)
|
||||
hal_target.blur_eyes(2)
|
||||
|
||||
/obj/item/projectile/hallucination/taser
|
||||
name = "electrode"
|
||||
damage_type = BURN
|
||||
hal_icon_state = "spark"
|
||||
color = "#FFFF00"
|
||||
hal_fire_sound = 'sound/weapons/taser.ogg'
|
||||
hal_hitsound = 'sound/weapons/taserhit.ogg'
|
||||
hal_hitsound_wall = null
|
||||
hal_impact_effect = null
|
||||
hal_impact_effect_wall = null
|
||||
|
||||
/obj/item/projectile/hallucination/taser/hal_apply_effect()
|
||||
hal_target.DefaultCombatKnockdown(100)
|
||||
hal_target.stuttering += 20
|
||||
if(hal_target.dna && hal_target.dna.check_mutation(HULK))
|
||||
hal_target.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ), forced = "hulk")
|
||||
else if((hal_target.status_flags & CANKNOCKDOWN) && !HAS_TRAIT(hal_target, TRAIT_STUNIMMUNE))
|
||||
addtimer(CALLBACK(hal_target, /mob/living/carbon.proc/do_jitter_animation, 20), 5)
|
||||
|
||||
/obj/item/projectile/hallucination/disabler
|
||||
name = "disabler beam"
|
||||
damage_type = STAMINA
|
||||
hal_icon_state = "omnilaser"
|
||||
hal_fire_sound = 'sound/weapons/taser2.ogg'
|
||||
hal_hitsound = 'sound/weapons/tap.ogg'
|
||||
hal_hitsound_wall = 'sound/weapons/effects/searwall.ogg'
|
||||
hal_impact_effect = "impact_laser_blue"
|
||||
hal_impact_effect_wall = null
|
||||
hit_duration = 4
|
||||
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
|
||||
|
||||
/obj/item/projectile/hallucination/disabler/hal_apply_effect()
|
||||
hal_target.adjustStaminaLoss(25)
|
||||
|
||||
/obj/item/projectile/hallucination/ebow
|
||||
name = "bolt"
|
||||
damage_type = TOX
|
||||
hal_icon_state = "cbbolt"
|
||||
hal_fire_sound = 'sound/weapons/genhit.ogg'
|
||||
hal_hitsound = null
|
||||
hal_hitsound_wall = null
|
||||
hal_impact_effect = null
|
||||
hal_impact_effect_wall = null
|
||||
|
||||
/obj/item/projectile/hallucination/ebow/hal_apply_effect()
|
||||
hal_target.DefaultCombatKnockdown(100)
|
||||
hal_target.stuttering += 5
|
||||
hal_target.adjustStaminaLoss(8)
|
||||
|
||||
/obj/item/projectile/hallucination/change
|
||||
name = "bolt of change"
|
||||
damage_type = BURN
|
||||
hal_icon_state = "ice_1"
|
||||
hal_fire_sound = 'sound/magic/staff_change.ogg'
|
||||
hal_hitsound = null
|
||||
hal_hitsound_wall = null
|
||||
hal_impact_effect = null
|
||||
hal_impact_effect_wall = null
|
||||
|
||||
/obj/item/projectile/hallucination/change/hal_apply_effect()
|
||||
new /datum/hallucination/self_delusion(hal_target, TRUE, wabbajack = FALSE)
|
||||
|
||||
/obj/item/projectile/hallucination/death
|
||||
name = "bolt of death"
|
||||
damage_type = BURN
|
||||
hal_icon_state = "pulse1_bl"
|
||||
hal_fire_sound = 'sound/magic/wandodeath.ogg'
|
||||
hal_hitsound = null
|
||||
hal_hitsound_wall = null
|
||||
hal_impact_effect = null
|
||||
hal_impact_effect_wall = null
|
||||
|
||||
/obj/item/projectile/hallucination/death/hal_apply_effect()
|
||||
new /datum/hallucination/death(hal_target, TRUE)
|
||||
|
||||
@@ -1,20 +1,20 @@
|
||||
/obj/item/projectile/ion
|
||||
name = "ion bolt"
|
||||
icon_state = "ion"
|
||||
damage = 0
|
||||
damage_type = BURN
|
||||
nodamage = 1
|
||||
flag = "energy"
|
||||
impact_effect_type = /obj/effect/temp_visual/impact_effect/ion
|
||||
|
||||
/obj/item/projectile/ion/on_hit(atom/target, blocked = FALSE)
|
||||
..()
|
||||
empulse(target, 1, 1)
|
||||
return TRUE
|
||||
|
||||
/obj/item/projectile/ion/weak
|
||||
|
||||
/obj/item/projectile/ion/weak/on_hit(atom/target, blocked = FALSE)
|
||||
..()
|
||||
empulse(target, 0, 0)
|
||||
return TRUE
|
||||
/obj/item/projectile/ion
|
||||
name = "ion bolt"
|
||||
icon_state = "ion"
|
||||
damage = 0
|
||||
damage_type = BURN
|
||||
nodamage = 1
|
||||
flag = "energy"
|
||||
impact_effect_type = /obj/effect/temp_visual/impact_effect/ion
|
||||
|
||||
/obj/item/projectile/ion/on_hit(atom/target, blocked = FALSE)
|
||||
..()
|
||||
empulse(target, 1, 1)
|
||||
return TRUE
|
||||
|
||||
/obj/item/projectile/ion/weak
|
||||
|
||||
/obj/item/projectile/ion/weak/on_hit(atom/target, blocked = FALSE)
|
||||
..()
|
||||
empulse(target, 0, 0)
|
||||
return TRUE
|
||||
|
||||
@@ -1,19 +1,19 @@
|
||||
/obj/item/projectile/meteor
|
||||
name = "meteor"
|
||||
icon = 'icons/obj/meteor.dmi'
|
||||
icon_state = "small1"
|
||||
damage = 0
|
||||
damage_type = BRUTE
|
||||
nodamage = 1
|
||||
flag = "bullet"
|
||||
|
||||
/obj/item/projectile/meteor/Bump(atom/A)
|
||||
if(A == firer)
|
||||
forceMove(A.loc)
|
||||
return
|
||||
A.ex_act(EXPLODE_HEAVY)
|
||||
playsound(src.loc, 'sound/effects/meteorimpact.ogg', 40, 1)
|
||||
for(var/mob/M in urange(10, src))
|
||||
if(!M.stat)
|
||||
shake_camera(M, 3, 1)
|
||||
qdel(src)
|
||||
/obj/item/projectile/meteor
|
||||
name = "meteor"
|
||||
icon = 'icons/obj/meteor.dmi'
|
||||
icon_state = "small1"
|
||||
damage = 0
|
||||
damage_type = BRUTE
|
||||
nodamage = 1
|
||||
flag = "bullet"
|
||||
|
||||
/obj/item/projectile/meteor/Bump(atom/A)
|
||||
if(A == firer)
|
||||
forceMove(A.loc)
|
||||
return
|
||||
A.ex_act(EXPLODE_HEAVY)
|
||||
playsound(src.loc, 'sound/effects/meteorimpact.ogg', 40, 1)
|
||||
for(var/mob/M in urange(10, src))
|
||||
if(!M.stat)
|
||||
shake_camera(M, 3, 1)
|
||||
qdel(src)
|
||||
|
||||
@@ -1,9 +1,9 @@
|
||||
/obj/item/projectile/beam/mindflayer
|
||||
name = "flayer ray"
|
||||
|
||||
/obj/item/projectile/beam/mindflayer/on_hit(atom/target, blocked = FALSE)
|
||||
. = ..()
|
||||
if(ishuman(target))
|
||||
var/mob/living/carbon/human/M = target
|
||||
M.adjustOrganLoss(ORGAN_SLOT_BRAIN, 20)
|
||||
M.hallucination += 30
|
||||
/obj/item/projectile/beam/mindflayer
|
||||
name = "flayer ray"
|
||||
|
||||
/obj/item/projectile/beam/mindflayer/on_hit(atom/target, blocked = FALSE)
|
||||
. = ..()
|
||||
if(ishuman(target))
|
||||
var/mob/living/carbon/human/M = target
|
||||
M.adjustOrganLoss(ORGAN_SLOT_BRAIN, 20)
|
||||
M.hallucination += 30
|
||||
|
||||
@@ -1,14 +1,14 @@
|
||||
/obj/item/projectile/bullet/neurotoxin
|
||||
name = "neurotoxin spit"
|
||||
icon_state = "neurotoxin"
|
||||
damage = 5
|
||||
damage_type = TOX
|
||||
|
||||
/obj/item/projectile/bullet/neurotoxin/on_hit(atom/target, blocked = FALSE)
|
||||
if(isalien(target))
|
||||
knockdown = 0
|
||||
nodamage = TRUE
|
||||
else if(iscarbon(target))
|
||||
var/mob/living/L = target
|
||||
L.DefaultCombatKnockdown(100, TRUE, FALSE, 30, 25)
|
||||
return ..()
|
||||
/obj/item/projectile/bullet/neurotoxin
|
||||
name = "neurotoxin spit"
|
||||
icon_state = "neurotoxin"
|
||||
damage = 5
|
||||
damage_type = TOX
|
||||
|
||||
/obj/item/projectile/bullet/neurotoxin/on_hit(atom/target, blocked = FALSE)
|
||||
if(isalien(target))
|
||||
knockdown = 0
|
||||
nodamage = TRUE
|
||||
else if(iscarbon(target))
|
||||
var/mob/living/L = target
|
||||
L.DefaultCombatKnockdown(100, TRUE, FALSE, 30, 25)
|
||||
return ..()
|
||||
|
||||
@@ -1,49 +1,55 @@
|
||||
/obj/item/projectile/plasma
|
||||
name = "plasma blast"
|
||||
icon_state = "plasmacutter"
|
||||
damage_type = BRUTE
|
||||
damage = 20
|
||||
range = 4
|
||||
dismemberment = 20
|
||||
impact_effect_type = /obj/effect/temp_visual/impact_effect/purple_laser
|
||||
var/pressure_decrease_active = FALSE
|
||||
var/pressure_decrease = 0.25
|
||||
var/mine_range = 3 //mines this many additional tiles of rock
|
||||
tracer_type = /obj/effect/projectile/tracer/plasma_cutter
|
||||
muzzle_type = /obj/effect/projectile/muzzle/plasma_cutter
|
||||
impact_type = /obj/effect/projectile/impact/plasma_cutter
|
||||
|
||||
/obj/item/projectile/plasma/Initialize()
|
||||
. = ..()
|
||||
if(!lavaland_equipment_pressure_check(get_turf(src)))
|
||||
name = "weakened [name]"
|
||||
damage = damage * pressure_decrease
|
||||
pressure_decrease_active = TRUE
|
||||
|
||||
/obj/item/projectile/plasma/on_hit(atom/target)
|
||||
. = ..()
|
||||
if(ismineralturf(target))
|
||||
var/turf/closed/mineral/M = target
|
||||
M.gets_drilled(firer)
|
||||
if(mine_range)
|
||||
mine_range--
|
||||
range++
|
||||
if(range > 0)
|
||||
return -1
|
||||
|
||||
/obj/item/projectile/plasma/adv
|
||||
damage = 28
|
||||
range = 5
|
||||
mine_range = 5
|
||||
|
||||
/obj/item/projectile/plasma/adv/mech
|
||||
damage = 40
|
||||
range = 9
|
||||
mine_range = 3
|
||||
|
||||
/obj/item/projectile/plasma/turret
|
||||
//Between normal and advanced for damage, made a beam so not the turret does not destroy glass
|
||||
name = "plasma beam"
|
||||
damage = 24
|
||||
range = 7
|
||||
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
|
||||
/obj/item/projectile/plasma
|
||||
name = "plasma blast"
|
||||
icon_state = "plasmacutter"
|
||||
damage_type = BRUTE
|
||||
damage = 20
|
||||
range = 4
|
||||
dismemberment = 20
|
||||
impact_effect_type = /obj/effect/temp_visual/impact_effect/purple_laser
|
||||
var/pressure_decrease_active = FALSE
|
||||
var/pressure_decrease = 0.25
|
||||
var/mine_range = 3 //mines this many additional tiles of rock
|
||||
tracer_type = /obj/effect/projectile/tracer/plasma_cutter
|
||||
muzzle_type = /obj/effect/projectile/muzzle/plasma_cutter
|
||||
impact_type = /obj/effect/projectile/impact/plasma_cutter
|
||||
|
||||
/obj/item/projectile/plasma/Initialize()
|
||||
. = ..()
|
||||
if(!lavaland_equipment_pressure_check(get_turf(src)))
|
||||
name = "weakened [name]"
|
||||
damage = damage * pressure_decrease
|
||||
pressure_decrease_active = TRUE
|
||||
|
||||
/obj/item/projectile/plasma/on_hit(atom/target)
|
||||
. = ..()
|
||||
if(ismineralturf(target))
|
||||
var/turf/closed/mineral/M = target
|
||||
M.gets_drilled(firer)
|
||||
if(mine_range)
|
||||
mine_range--
|
||||
range++
|
||||
if(range > 0)
|
||||
return -1
|
||||
|
||||
/obj/item/projectile/plasma/adv
|
||||
damage = 28
|
||||
range = 5
|
||||
mine_range = 5
|
||||
|
||||
/obj/item/projectile/plasma/adv/mech
|
||||
damage = 40
|
||||
range = 9
|
||||
mine_range = 3
|
||||
|
||||
/obj/item/projectile/plasma/turret
|
||||
//Between normal and advanced for damage, made a beam so not the turret does not destroy glass
|
||||
name = "plasma beam"
|
||||
damage = 24
|
||||
range = 7
|
||||
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
|
||||
|
||||
/obj/item/projectile/plasma/weak
|
||||
dismemberment = 0
|
||||
damage = 10
|
||||
range = 4
|
||||
mine_range = 0
|
||||
@@ -1,46 +1,46 @@
|
||||
/obj/item/projectile/bullet/gyro
|
||||
name ="explosive bolt"
|
||||
icon_state= "bolter"
|
||||
damage = 50
|
||||
|
||||
/obj/item/projectile/bullet/gyro/on_hit(atom/target, blocked = FALSE)
|
||||
..()
|
||||
explosion(target, -1, 0, 2)
|
||||
return TRUE
|
||||
|
||||
/obj/item/projectile/bullet/a84mm
|
||||
name ="\improper HEDP rocket"
|
||||
desc = "USE A WEEL GUN"
|
||||
icon_state= "84mm-hedp"
|
||||
damage = 80
|
||||
var/anti_armour_damage = 200
|
||||
armour_penetration = 100
|
||||
dismemberment = 100
|
||||
ricochets_max = 0
|
||||
|
||||
/obj/item/projectile/bullet/a84mm/on_hit(atom/target, blocked = FALSE)
|
||||
..()
|
||||
explosion(target, -1, 1, 3, 1, 0, flame_range = 4)
|
||||
|
||||
if(ismecha(target))
|
||||
var/obj/mecha/M = target
|
||||
M.take_damage(anti_armour_damage)
|
||||
if(issilicon(target))
|
||||
var/mob/living/silicon/S = target
|
||||
S.take_overall_damage(anti_armour_damage*0.75, anti_armour_damage*0.25)
|
||||
return TRUE
|
||||
|
||||
/obj/item/projectile/bullet/a84mm_he
|
||||
name ="\improper HE missile"
|
||||
desc = "Boom."
|
||||
icon_state = "missile"
|
||||
damage = 30
|
||||
ricochets_max = 0 //it's a MISSILE
|
||||
|
||||
/obj/item/projectile/bullet/a84mm_he/on_hit(atom/target, blocked=0)
|
||||
..()
|
||||
if(!isliving(target)) //if the target isn't alive, so is a wall or something
|
||||
explosion(target, 0, 1, 2, 4)
|
||||
else
|
||||
explosion(target, 0, 0, 2, 4)
|
||||
/obj/item/projectile/bullet/gyro
|
||||
name ="explosive bolt"
|
||||
icon_state= "bolter"
|
||||
damage = 50
|
||||
|
||||
/obj/item/projectile/bullet/gyro/on_hit(atom/target, blocked = FALSE)
|
||||
..()
|
||||
explosion(target, -1, 0, 2)
|
||||
return TRUE
|
||||
|
||||
/obj/item/projectile/bullet/a84mm
|
||||
name ="\improper HEDP rocket"
|
||||
desc = "USE A WEEL GUN"
|
||||
icon_state= "84mm-hedp"
|
||||
damage = 80
|
||||
var/anti_armour_damage = 200
|
||||
armour_penetration = 100
|
||||
dismemberment = 100
|
||||
ricochets_max = 0
|
||||
|
||||
/obj/item/projectile/bullet/a84mm/on_hit(atom/target, blocked = FALSE)
|
||||
..()
|
||||
explosion(target, -1, 1, 3, 1, 0, flame_range = 4)
|
||||
|
||||
if(ismecha(target))
|
||||
var/obj/mecha/M = target
|
||||
M.take_damage(anti_armour_damage)
|
||||
if(issilicon(target))
|
||||
var/mob/living/silicon/S = target
|
||||
S.take_overall_damage(anti_armour_damage*0.75, anti_armour_damage*0.25)
|
||||
return TRUE
|
||||
|
||||
/obj/item/projectile/bullet/a84mm_he
|
||||
name ="\improper HE missile"
|
||||
desc = "Boom."
|
||||
icon_state = "missile"
|
||||
damage = 30
|
||||
ricochets_max = 0 //it's a MISSILE
|
||||
|
||||
/obj/item/projectile/bullet/a84mm_he/on_hit(atom/target, blocked=0)
|
||||
..()
|
||||
if(!isliving(target)) //if the target isn't alive, so is a wall or something
|
||||
explosion(target, 0, 1, 2, 4)
|
||||
else
|
||||
explosion(target, 0, 0, 2, 4)
|
||||
return TRUE
|
||||
@@ -1,18 +1,18 @@
|
||||
/obj/item/projectile/temp
|
||||
name = "freeze beam"
|
||||
icon_state = "ice_2"
|
||||
damage = 0
|
||||
damage_type = BURN
|
||||
nodamage = FALSE
|
||||
flag = "energy"
|
||||
var/temperature = 100
|
||||
|
||||
/obj/item/projectile/temp/on_hit(atom/target, blocked = 0)
|
||||
. = ..()
|
||||
if(isliving(target))
|
||||
var/mob/living/L = target
|
||||
L.adjust_bodytemperature(((100-blocked)/100)*(temperature - L.bodytemperature)) // the new body temperature is adjusted by 100-blocked % of the delta between body temperature and the bullet's effect temperature
|
||||
|
||||
/obj/item/projectile/temp/hot
|
||||
name = "heat beam"
|
||||
temperature = 400
|
||||
/obj/item/projectile/temp
|
||||
name = "freeze beam"
|
||||
icon_state = "ice_2"
|
||||
damage = 0
|
||||
damage_type = BURN
|
||||
nodamage = FALSE
|
||||
flag = "energy"
|
||||
var/temperature = 100
|
||||
|
||||
/obj/item/projectile/temp/on_hit(atom/target, blocked = 0)
|
||||
. = ..()
|
||||
if(isliving(target))
|
||||
var/mob/living/L = target
|
||||
L.adjust_bodytemperature(((100-blocked)/100)*(temperature - L.bodytemperature)) // the new body temperature is adjusted by 100-blocked % of the delta between body temperature and the bullet's effect temperature
|
||||
|
||||
/obj/item/projectile/temp/hot
|
||||
name = "heat beam"
|
||||
temperature = 400
|
||||
|
||||
@@ -1,29 +1,29 @@
|
||||
/obj/item/projectile/beam/wormhole
|
||||
name = "bluespace beam"
|
||||
icon_state = "spark"
|
||||
hitsound = "sparks"
|
||||
damage = 0
|
||||
nodamage = TRUE
|
||||
pass_flags = PASSGLASS | PASSTABLE | PASSGRILLE | PASSMOB
|
||||
var/obj/item/gun/energy/wormhole_projector/gun
|
||||
color = "#33CCFF"
|
||||
tracer_type = /obj/effect/projectile/tracer/wormhole
|
||||
impact_type = /obj/effect/projectile/impact/wormhole
|
||||
muzzle_type = /obj/effect/projectile/muzzle/wormhole
|
||||
hitscan = TRUE
|
||||
|
||||
/obj/item/projectile/beam/wormhole/orange
|
||||
name = "orange bluespace beam"
|
||||
color = "#FF6600"
|
||||
|
||||
/obj/item/projectile/beam/wormhole/Initialize(mapload, obj/item/ammo_casing/energy/wormhole/casing)
|
||||
. = ..()
|
||||
if(casing)
|
||||
gun = casing.gun
|
||||
|
||||
|
||||
/obj/item/projectile/beam/wormhole/on_hit(atom/target)
|
||||
if(!gun)
|
||||
qdel(src)
|
||||
return
|
||||
gun.create_portal(src, get_turf(src))
|
||||
/obj/item/projectile/beam/wormhole
|
||||
name = "bluespace beam"
|
||||
icon_state = "spark"
|
||||
hitsound = "sparks"
|
||||
damage = 0
|
||||
nodamage = TRUE
|
||||
pass_flags = PASSGLASS | PASSTABLE | PASSGRILLE | PASSMOB
|
||||
var/obj/item/gun/energy/wormhole_projector/gun
|
||||
color = "#33CCFF"
|
||||
tracer_type = /obj/effect/projectile/tracer/wormhole
|
||||
impact_type = /obj/effect/projectile/impact/wormhole
|
||||
muzzle_type = /obj/effect/projectile/muzzle/wormhole
|
||||
hitscan = TRUE
|
||||
|
||||
/obj/item/projectile/beam/wormhole/orange
|
||||
name = "orange bluespace beam"
|
||||
color = "#FF6600"
|
||||
|
||||
/obj/item/projectile/beam/wormhole/Initialize(mapload, obj/item/ammo_casing/energy/wormhole/casing)
|
||||
. = ..()
|
||||
if(casing)
|
||||
gun = casing.gun
|
||||
|
||||
|
||||
/obj/item/projectile/beam/wormhole/on_hit(atom/target)
|
||||
if(!gun)
|
||||
qdel(src)
|
||||
return
|
||||
gun.create_portal(src, get_turf(src))
|
||||
|
||||
Reference in New Issue
Block a user