[MIRROR] Fixes language code ignoring holder restrictions (#858)
* Fixes language code ignoring holder restrictions * resolve .rej file.
This commit is contained in:
committed by
Poojawa
parent
e84191b5c3
commit
8bcaa54cbe
@@ -1,435 +1,435 @@
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/obj/item/mecha_parts/mecha_equipment/weapon
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name = "mecha weapon"
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range = RANGED
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origin_tech = "materials=3;combat=3"
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var/projectile
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var/fire_sound
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var/projectiles_per_shot = 1
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var/variance = 0
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var/randomspread = 0 //use random spread for machineguns, instead of shotgun scatter
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var/projectile_delay = 0
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var/firing_effect_type = /obj/effect/overlay/temp/dir_setting/firing_effect //the visual effect appearing when the weapon is fired.
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/obj/item/mecha_parts/mecha_equipment/weapon/can_attach(obj/mecha/combat/M)
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if(..())
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if(istype(M))
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return 1
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return 0
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/obj/item/mecha_parts/mecha_equipment/weapon/proc/get_shot_amount()
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return projectiles_per_shot
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/obj/item/mecha_parts/mecha_equipment/weapon/action(atom/target, params)
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if(!action_checks(target))
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return 0
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var/turf/curloc = get_turf(chassis)
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var/turf/targloc = get_turf(target)
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if (!targloc || !istype(targloc) || !curloc)
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return 0
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if (targloc == curloc)
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return 0
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set_ready_state(0)
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for(var/i=1 to get_shot_amount())
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var/obj/item/projectile/A = new projectile(curloc)
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A.firer = chassis.occupant
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A.original = target
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A.current = curloc
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if(!A.suppressed && firing_effect_type)
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new firing_effect_type(get_turf(src), chassis.dir)
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var/spread = 0
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if(variance)
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if(randomspread)
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spread = round((rand() - 0.5) * variance)
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else
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spread = round((i / projectiles_per_shot - 0.5) * variance)
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A.preparePixelProjectile(target, targloc, chassis.occupant, params, spread)
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A.fire()
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playsound(chassis, fire_sound, 50, 1)
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sleep(max(0, projectile_delay))
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chassis.log_message("Fired from [src.name], targeting [target].")
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return 1
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//Base energy weapon type
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/obj/item/mecha_parts/mecha_equipment/weapon/energy
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name = "general energy weapon"
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firing_effect_type = /obj/effect/overlay/temp/dir_setting/firing_effect/energy
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/obj/item/mecha_parts/mecha_equipment/weapon/energy/get_shot_amount()
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return min(round(chassis.cell.charge / energy_drain), projectiles_per_shot)
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/obj/item/mecha_parts/mecha_equipment/weapon/energy/start_cooldown()
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set_ready_state(0)
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chassis.use_power(energy_drain*get_shot_amount())
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addtimer(CALLBACK(src, .proc/set_ready_state, 1), equip_cooldown)
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/obj/item/mecha_parts/mecha_equipment/weapon/energy/laser
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equip_cooldown = 8
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name = "\improper CH-PS \"Immolator\" laser"
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desc = "A weapon for combat exosuits. Shoots basic lasers."
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icon_state = "mecha_laser"
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origin_tech = "magnets=3;combat=3;engineering=3"
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energy_drain = 30
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projectile = /obj/item/projectile/beam/laser
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fire_sound = 'sound/weapons/Laser.ogg'
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/obj/item/mecha_parts/mecha_equipment/weapon/energy/laser/heavy
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equip_cooldown = 15
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name = "\improper CH-LC \"Solaris\" laser cannon"
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desc = "A weapon for combat exosuits. Shoots heavy lasers."
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icon_state = "mecha_laser"
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origin_tech = "magnets=4;combat=4;engineering=3"
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energy_drain = 60
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projectile = /obj/item/projectile/beam/laser/heavylaser
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fire_sound = 'sound/weapons/lasercannonfire.ogg'
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/obj/item/mecha_parts/mecha_equipment/weapon/energy/ion
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equip_cooldown = 20
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name = "\improper MKIV ion heavy cannon"
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desc = "A weapon for combat exosuits. Shoots technology-disabling ion beams. Don't catch yourself in the blast!"
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icon_state = "mecha_ion"
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origin_tech = "materials=4;combat=5;magnets=4"
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energy_drain = 120
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projectile = /obj/item/projectile/ion
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fire_sound = 'sound/weapons/Laser.ogg'
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/obj/item/mecha_parts/mecha_equipment/weapon/energy/tesla
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equip_cooldown = 35
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name = "\improper MKI Tesla Cannon"
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desc = "A weapon for combat exosuits. Fires bolts of electricity similar to the experimental tesla engine"
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icon_state = "mecha_ion"
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origin_tech = "materials=4;engineering=4;combat=6;magnets=6"
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energy_drain = 500
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projectile = /obj/item/projectile/energy/tesla/cannon
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fire_sound = 'sound/magic/lightningbolt.ogg'
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/obj/item/mecha_parts/mecha_equipment/weapon/energy/pulse
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equip_cooldown = 30
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name = "eZ-13 MK2 heavy pulse rifle"
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desc = "A weapon for combat exosuits. Shoots powerful destructive blasts capable of demolishing obstacles."
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icon_state = "mecha_pulse"
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energy_drain = 120
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origin_tech = "materials=3;combat=6;powerstorage=4"
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projectile = /obj/item/projectile/beam/pulse/heavy
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fire_sound = 'sound/weapons/marauder.ogg'
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/obj/item/mecha_parts/mecha_equipment/weapon/energy/plasma
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equip_cooldown = 10
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name = "217-D Heavy Plasma Cutter"
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desc = "A device that shoots resonant plasma bursts at extreme velocity. The blasts are capable of crushing rock and demolishing solid obstacles."
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icon_state = "mecha_plasmacutter"
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item_state = "plasmacutter"
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energy_drain = 30
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origin_tech = "materials=3;plasmatech=4;engineering=3"
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projectile = /obj/item/projectile/plasma/adv/mech
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fire_sound = 'sound/weapons/plasma_cutter.ogg'
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/obj/item/mecha_parts/mecha_equipment/weapon/energy/plasma/can_attach(obj/mecha/working/M)
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if(..()) //combat mech
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return 1
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else if(M.equipment.len < M.max_equip && istype(M))
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return 1
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return 0
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/obj/item/mecha_parts/mecha_equipment/weapon/energy/taser
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name = "\improper PBT \"Pacifier\" mounted taser"
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desc = "A weapon for combat exosuits. Shoots non-lethal stunning electrodes."
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icon_state = "mecha_taser"
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origin_tech = "combat=3"
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energy_drain = 20
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equip_cooldown = 8
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projectile = /obj/item/projectile/energy/electrode
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fire_sound = 'sound/weapons/Taser.ogg'
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/obj/item/mecha_parts/mecha_equipment/weapon/honker
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name = "\improper HoNkER BlAsT 5000"
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desc = "Equipment for clown exosuits. Spreads fun and joy to everyone around. Honk!"
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icon_state = "mecha_honker"
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energy_drain = 200
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equip_cooldown = 150
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range = MELEE|RANGED
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/obj/item/mecha_parts/mecha_equipment/weapon/honker/can_attach(obj/mecha/combat/honker/M)
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if(..())
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if(istype(M))
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return 1
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return 0
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/obj/item/mecha_parts/mecha_equipment/weapon/honker/action(target, params)
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if(!action_checks(target))
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return
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playsound(chassis, 'sound/items/AirHorn.ogg', 100, 1)
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chassis.occupant_message("<font color='red' size='5'>HONK</font>")
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for(var/mob/living/carbon/M in ohearers(6, chassis))
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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if(istype(H.ears, /obj/item/clothing/ears/earmuffs))
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continue
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to_chat(M, "<font color='red' size='7'>HONK</font>")
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M.SetSleeping(0)
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M.stuttering += 20
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M.adjustEarDamage(0, 30)
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M.Weaken(3)
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if(prob(30))
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M.Stun(10)
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M.Paralyse(4)
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else
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M.Jitter(500)
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log_message("Honked from [src.name]. HONK!")
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var/turf/T = get_turf(src)
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message_admins("[ADMIN_LOOKUPFLW(chassis.occupant)] used a Mecha Honker in [ADMIN_COORDJMP(T)]",0,1)
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log_game("[chassis.occupant.ckey]([chassis.occupant]) used a Mecha Honker in [COORD(T)]")
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return 1
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//Base ballistic weapon type
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/obj/item/mecha_parts/mecha_equipment/weapon/ballistic
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name = "general ballisic weapon"
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fire_sound = 'sound/weapons/Gunshot.ogg'
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var/projectiles
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var/projectile_energy_cost
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/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/get_shot_amount()
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return min(projectiles, projectiles_per_shot)
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/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/action_checks(target)
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if(!..())
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return 0
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if(projectiles <= 0)
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return 0
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return 1
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/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/get_equip_info()
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return "[..()] \[[src.projectiles]\][(src.projectiles < initial(src.projectiles))?" - <a href='?src=\ref[src];rearm=1'>Rearm</a>":null]"
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/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/rearm()
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if(projectiles < initial(projectiles))
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var/projectiles_to_add = initial(projectiles) - projectiles
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while(chassis.get_charge() >= projectile_energy_cost && projectiles_to_add)
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projectiles++
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projectiles_to_add--
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chassis.use_power(projectile_energy_cost)
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send_byjax(chassis.occupant,"exosuit.browser","\ref[src]",src.get_equip_info())
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log_message("Rearmed [src.name].")
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return 1
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/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/needs_rearm()
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. = !(projectiles > 0)
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/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/Topic(href, href_list)
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..()
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if (href_list["rearm"])
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src.rearm()
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return
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/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/action(atom/target)
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if(..())
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projectiles -= get_shot_amount()
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send_byjax(chassis.occupant,"exosuit.browser","\ref[src]",src.get_equip_info())
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return 1
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/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/carbine
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name = "\improper FNX-99 \"Hades\" Carbine"
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desc = "A weapon for combat exosuits. Shoots incendiary bullets."
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icon_state = "mecha_carbine"
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origin_tech = "materials=4;combat=4"
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equip_cooldown = 10
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projectile = /obj/item/projectile/bullet/incendiary/shell
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projectiles = 24
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projectile_energy_cost = 15
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/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/silenced
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name = "\improper S.H.H. \"Quietus\" Carbine"
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desc = "A weapon for combat exosuits. A mime invention, field tests have shown that targets cannot even scream before going down."
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fire_sound = 'sound/weapons/Gunshot_silenced.ogg'
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icon_state = "mecha_mime"
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equip_cooldown = 30
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projectile = /obj/item/projectile/bullet/mime
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projectiles = 6
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projectile_energy_cost = 50
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/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/scattershot
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name = "\improper LBX AC 10 \"Scattershot\""
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desc = "A weapon for combat exosuits. Shoots a spread of pellets."
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icon_state = "mecha_scatter"
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origin_tech = "combat=4"
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equip_cooldown = 20
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projectile = /obj/item/projectile/bullet/midbullet
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projectiles = 40
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projectile_energy_cost = 25
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projectiles_per_shot = 4
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variance = 25
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/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/lmg
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name = "\improper Ultra AC 2"
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desc = "A weapon for combat exosuits. Shoots a rapid, three shot burst."
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icon_state = "mecha_uac2"
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origin_tech = "combat=4"
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equip_cooldown = 10
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projectile = /obj/item/projectile/bullet/weakbullet3
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projectiles = 300
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projectile_energy_cost = 20
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projectiles_per_shot = 3
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variance = 6
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randomspread = 1
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projectile_delay = 2
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/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack
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name = "\improper SRM-8 missile rack"
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desc = "A weapon for combat exosuits. Shoots light explosive missiles."
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icon_state = "mecha_missilerack"
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origin_tech = "combat=5;materials=4;engineering=4"
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projectile = /obj/item/projectile/bullet/srmrocket
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fire_sound = 'sound/weapons/grenadelaunch.ogg'
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projectiles = 8
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projectile_energy_cost = 1000
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equip_cooldown = 60
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/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher
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var/missile_speed = 2
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var/missile_range = 30
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var/diags_first = FALSE
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/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/action(target)
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if(!action_checks(target))
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return
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var/obj/O = new projectile(chassis.loc)
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playsound(chassis, fire_sound, 50, 1)
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log_message("Launched a [O.name] from [name], targeting [target].")
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projectiles--
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proj_init(O)
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O.throw_at(target, missile_range, missile_speed, spin = 0, diagonals_first = diags_first)
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return 1
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//used for projectile initilisation (priming flashbang) and additional logging
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/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/proc/proj_init(var/obj/O)
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return
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/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/flashbang
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name = "\improper SGL-6 grenade launcher"
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desc = "A weapon for combat exosuits. Launches primed flashbangs."
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icon_state = "mecha_grenadelnchr"
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origin_tech = "combat=4;engineering=4"
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projectile = /obj/item/weapon/grenade/flashbang
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fire_sound = 'sound/weapons/grenadelaunch.ogg'
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projectiles = 6
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missile_speed = 1.5
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projectile_energy_cost = 800
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equip_cooldown = 60
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var/det_time = 20
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/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/flashbang/proj_init(var/obj/item/weapon/grenade/flashbang/F)
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var/turf/T = get_turf(src)
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message_admins("[ADMIN_LOOKUPFLW(chassis.occupant)] fired a [src] in [ADMIN_COORDJMP(T)]",0,1)
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log_game("[key_name(chassis.occupant)] fired a [src] [COORD(T)]")
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addtimer(CALLBACK(F, /obj/item/weapon/grenade/flashbang.proc/prime), det_time)
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/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/flashbang/clusterbang //Because I am a heartless bastard -Sieve //Heartless? for making the poor man's honkblast? - Kaze
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name = "\improper SOB-3 grenade launcher"
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desc = "A weapon for combat exosuits. Launches primed clusterbangs. You monster."
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origin_tech = "combat=4;materials=4"
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projectiles = 3
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projectile = /obj/item/weapon/grenade/clusterbuster
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projectile_energy_cost = 1600 //getting off cheap seeing as this is 3 times the flashbangs held in the grenade launcher.
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equip_cooldown = 90
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/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/banana_mortar
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name = "banana mortar"
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desc = "Equipment for clown exosuits. Launches banana peels."
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icon_state = "mecha_bananamrtr"
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projectile = /obj/item/weapon/grown/bananapeel
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fire_sound = 'sound/items/bikehorn.ogg'
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projectiles = 15
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missile_speed = 1.5
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projectile_energy_cost = 100
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equip_cooldown = 20
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/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/banana_mortar/can_attach(obj/mecha/combat/honker/M)
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if(..())
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if(istype(M))
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return 1
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return 0
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/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/mousetrap_mortar
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name = "mousetrap mortar"
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desc = "Equipment for clown exosuits. Launches armed mousetraps."
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icon_state = "mecha_mousetrapmrtr"
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projectile = /obj/item/device/assembly/mousetrap/armed
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fire_sound = 'sound/items/bikehorn.ogg'
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projectiles = 15
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missile_speed = 1.5
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projectile_energy_cost = 100
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equip_cooldown = 10
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/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/mousetrap_mortar/can_attach(obj/mecha/combat/honker/M)
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if(..())
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if(istype(M))
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return 1
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return 0
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/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/mousetrap_mortar/proj_init(var/obj/item/device/assembly/mousetrap/armed/M)
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M.secured = 1
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//Classic extending punching glove, but weaponised!
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/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/punching_glove
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name = "\improper Oingo Boingo Punch-face"
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desc = "Equipment for clown exosuits. Delivers fun right to your face!"
|
||||
icon_state = "mecha_punching_glove"
|
||||
energy_drain = 250
|
||||
equip_cooldown = 20
|
||||
range = MELEE|RANGED
|
||||
missile_range = 5
|
||||
projectile = /obj/item/punching_glove
|
||||
fire_sound = 'sound/items/bikehorn.ogg'
|
||||
projectiles = 10
|
||||
projectile_energy_cost = 500
|
||||
diags_first = TRUE
|
||||
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/punching_glove/can_attach(obj/mecha/combat/honker/M)
|
||||
if(..())
|
||||
if(istype(M))
|
||||
return 1
|
||||
return 0
|
||||
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/punching_glove/action(target)
|
||||
. = ..()
|
||||
if(.)
|
||||
chassis.occupant_message("<font color='red' size='5'>HONK</font>")
|
||||
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/punching_glove/proj_init(obj/item/punching_glove/PG)
|
||||
if(!istype(PG))
|
||||
return
|
||||
//has to be low sleep or it looks weird, the beam doesn't exist for very long so it's a non-issue
|
||||
chassis.Beam(PG, icon_state = "chain", time = missile_range * 20, maxdistance = missile_range + 2, beam_sleep_time = 1)
|
||||
|
||||
/obj/item/punching_glove
|
||||
name = "punching glove"
|
||||
desc = "INCOMING HONKS"
|
||||
throwforce = 35
|
||||
icon_state = "punching_glove"
|
||||
|
||||
/obj/item/punching_glove/throw_impact(atom/hit_atom)
|
||||
if(!..())
|
||||
if(istype(hit_atom, /atom/movable))
|
||||
var/atom/movable/AM = hit_atom
|
||||
AM.throw_at(get_edge_target_turf(AM,get_dir(src, AM)), 7, 2)
|
||||
qdel(src)
|
||||
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon
|
||||
name = "mecha weapon"
|
||||
range = RANGED
|
||||
origin_tech = "materials=3;combat=3"
|
||||
var/projectile
|
||||
var/fire_sound
|
||||
var/projectiles_per_shot = 1
|
||||
var/variance = 0
|
||||
var/randomspread = 0 //use random spread for machineguns, instead of shotgun scatter
|
||||
var/projectile_delay = 0
|
||||
var/firing_effect_type = /obj/effect/overlay/temp/dir_setting/firing_effect //the visual effect appearing when the weapon is fired.
|
||||
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon/can_attach(obj/mecha/combat/M)
|
||||
if(..())
|
||||
if(istype(M))
|
||||
return 1
|
||||
return 0
|
||||
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon/proc/get_shot_amount()
|
||||
return projectiles_per_shot
|
||||
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon/action(atom/target, params)
|
||||
if(!action_checks(target))
|
||||
return 0
|
||||
|
||||
var/turf/curloc = get_turf(chassis)
|
||||
var/turf/targloc = get_turf(target)
|
||||
if (!targloc || !istype(targloc) || !curloc)
|
||||
return 0
|
||||
if (targloc == curloc)
|
||||
return 0
|
||||
|
||||
set_ready_state(0)
|
||||
for(var/i=1 to get_shot_amount())
|
||||
var/obj/item/projectile/A = new projectile(curloc)
|
||||
A.firer = chassis.occupant
|
||||
A.original = target
|
||||
A.current = curloc
|
||||
if(!A.suppressed && firing_effect_type)
|
||||
new firing_effect_type(get_turf(src), chassis.dir)
|
||||
|
||||
|
||||
var/spread = 0
|
||||
if(variance)
|
||||
if(randomspread)
|
||||
spread = round((rand() - 0.5) * variance)
|
||||
else
|
||||
spread = round((i / projectiles_per_shot - 0.5) * variance)
|
||||
A.preparePixelProjectile(target, targloc, chassis.occupant, params, spread)
|
||||
|
||||
A.fire()
|
||||
playsound(chassis, fire_sound, 50, 1)
|
||||
|
||||
sleep(max(0, projectile_delay))
|
||||
|
||||
chassis.log_message("Fired from [src.name], targeting [target].")
|
||||
return 1
|
||||
|
||||
|
||||
//Base energy weapon type
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon/energy
|
||||
name = "general energy weapon"
|
||||
firing_effect_type = /obj/effect/overlay/temp/dir_setting/firing_effect/energy
|
||||
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon/energy/get_shot_amount()
|
||||
return min(round(chassis.cell.charge / energy_drain), projectiles_per_shot)
|
||||
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon/energy/start_cooldown()
|
||||
set_ready_state(0)
|
||||
chassis.use_power(energy_drain*get_shot_amount())
|
||||
addtimer(CALLBACK(src, .proc/set_ready_state, 1), equip_cooldown)
|
||||
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon/energy/laser
|
||||
equip_cooldown = 8
|
||||
name = "\improper CH-PS \"Immolator\" laser"
|
||||
desc = "A weapon for combat exosuits. Shoots basic lasers."
|
||||
icon_state = "mecha_laser"
|
||||
origin_tech = "magnets=3;combat=3;engineering=3"
|
||||
energy_drain = 30
|
||||
projectile = /obj/item/projectile/beam/laser
|
||||
fire_sound = 'sound/weapons/Laser.ogg'
|
||||
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon/energy/laser/heavy
|
||||
equip_cooldown = 15
|
||||
name = "\improper CH-LC \"Solaris\" laser cannon"
|
||||
desc = "A weapon for combat exosuits. Shoots heavy lasers."
|
||||
icon_state = "mecha_laser"
|
||||
origin_tech = "magnets=4;combat=4;engineering=3"
|
||||
energy_drain = 60
|
||||
projectile = /obj/item/projectile/beam/laser/heavylaser
|
||||
fire_sound = 'sound/weapons/lasercannonfire.ogg'
|
||||
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon/energy/ion
|
||||
equip_cooldown = 20
|
||||
name = "\improper MKIV ion heavy cannon"
|
||||
desc = "A weapon for combat exosuits. Shoots technology-disabling ion beams. Don't catch yourself in the blast!"
|
||||
icon_state = "mecha_ion"
|
||||
origin_tech = "materials=4;combat=5;magnets=4"
|
||||
energy_drain = 120
|
||||
projectile = /obj/item/projectile/ion
|
||||
fire_sound = 'sound/weapons/Laser.ogg'
|
||||
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon/energy/tesla
|
||||
equip_cooldown = 35
|
||||
name = "\improper MKI Tesla Cannon"
|
||||
desc = "A weapon for combat exosuits. Fires bolts of electricity similar to the experimental tesla engine"
|
||||
icon_state = "mecha_ion"
|
||||
origin_tech = "materials=4;engineering=4;combat=6;magnets=6"
|
||||
energy_drain = 500
|
||||
projectile = /obj/item/projectile/energy/tesla/cannon
|
||||
fire_sound = 'sound/magic/lightningbolt.ogg'
|
||||
|
||||
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon/energy/pulse
|
||||
equip_cooldown = 30
|
||||
name = "eZ-13 MK2 heavy pulse rifle"
|
||||
desc = "A weapon for combat exosuits. Shoots powerful destructive blasts capable of demolishing obstacles."
|
||||
icon_state = "mecha_pulse"
|
||||
energy_drain = 120
|
||||
origin_tech = "materials=3;combat=6;powerstorage=4"
|
||||
projectile = /obj/item/projectile/beam/pulse/heavy
|
||||
fire_sound = 'sound/weapons/marauder.ogg'
|
||||
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon/energy/plasma
|
||||
equip_cooldown = 10
|
||||
name = "217-D Heavy Plasma Cutter"
|
||||
desc = "A device that shoots resonant plasma bursts at extreme velocity. The blasts are capable of crushing rock and demolishing solid obstacles."
|
||||
icon_state = "mecha_plasmacutter"
|
||||
item_state = "plasmacutter"
|
||||
energy_drain = 30
|
||||
origin_tech = "materials=3;plasmatech=4;engineering=3"
|
||||
projectile = /obj/item/projectile/plasma/adv/mech
|
||||
fire_sound = 'sound/weapons/plasma_cutter.ogg'
|
||||
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon/energy/plasma/can_attach(obj/mecha/working/M)
|
||||
if(..()) //combat mech
|
||||
return 1
|
||||
else if(M.equipment.len < M.max_equip && istype(M))
|
||||
return 1
|
||||
return 0
|
||||
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon/energy/taser
|
||||
name = "\improper PBT \"Pacifier\" mounted taser"
|
||||
desc = "A weapon for combat exosuits. Shoots non-lethal stunning electrodes."
|
||||
icon_state = "mecha_taser"
|
||||
origin_tech = "combat=3"
|
||||
energy_drain = 20
|
||||
equip_cooldown = 8
|
||||
projectile = /obj/item/projectile/energy/electrode
|
||||
fire_sound = 'sound/weapons/Taser.ogg'
|
||||
|
||||
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon/honker
|
||||
name = "\improper HoNkER BlAsT 5000"
|
||||
desc = "Equipment for clown exosuits. Spreads fun and joy to everyone around. Honk!"
|
||||
icon_state = "mecha_honker"
|
||||
energy_drain = 200
|
||||
equip_cooldown = 150
|
||||
range = MELEE|RANGED
|
||||
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon/honker/can_attach(obj/mecha/combat/honker/M)
|
||||
if(..())
|
||||
if(istype(M))
|
||||
return 1
|
||||
return 0
|
||||
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon/honker/action(target, params)
|
||||
if(!action_checks(target))
|
||||
return
|
||||
playsound(chassis, 'sound/items/AirHorn.ogg', 100, 1)
|
||||
chassis.occupant_message("<font color='red' size='5'>HONK</font>")
|
||||
for(var/mob/living/carbon/M in ohearers(6, chassis))
|
||||
if(ishuman(M))
|
||||
var/mob/living/carbon/human/H = M
|
||||
if(istype(H.ears, /obj/item/clothing/ears/earmuffs))
|
||||
continue
|
||||
to_chat(M, "<font color='red' size='7'>HONK</font>")
|
||||
M.SetSleeping(0)
|
||||
M.stuttering += 20
|
||||
M.adjustEarDamage(0, 30)
|
||||
M.Weaken(3)
|
||||
if(prob(30))
|
||||
M.Stun(10)
|
||||
M.Paralyse(4)
|
||||
else
|
||||
M.Jitter(500)
|
||||
|
||||
log_message("Honked from [src.name]. HONK!")
|
||||
var/turf/T = get_turf(src)
|
||||
message_admins("[ADMIN_LOOKUPFLW(chassis.occupant)] used a Mecha Honker in [ADMIN_COORDJMP(T)]",0,1)
|
||||
log_game("[chassis.occupant.ckey]([chassis.occupant]) used a Mecha Honker in [COORD(T)]")
|
||||
return 1
|
||||
|
||||
|
||||
//Base ballistic weapon type
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic
|
||||
name = "general ballisic weapon"
|
||||
fire_sound = 'sound/weapons/Gunshot.ogg'
|
||||
var/projectiles
|
||||
var/projectile_energy_cost
|
||||
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/get_shot_amount()
|
||||
return min(projectiles, projectiles_per_shot)
|
||||
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/action_checks(target)
|
||||
if(!..())
|
||||
return 0
|
||||
if(projectiles <= 0)
|
||||
return 0
|
||||
return 1
|
||||
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/get_equip_info()
|
||||
return "[..()] \[[src.projectiles]\][(src.projectiles < initial(src.projectiles))?" - <a href='?src=\ref[src];rearm=1'>Rearm</a>":null]"
|
||||
|
||||
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/rearm()
|
||||
if(projectiles < initial(projectiles))
|
||||
var/projectiles_to_add = initial(projectiles) - projectiles
|
||||
while(chassis.get_charge() >= projectile_energy_cost && projectiles_to_add)
|
||||
projectiles++
|
||||
projectiles_to_add--
|
||||
chassis.use_power(projectile_energy_cost)
|
||||
send_byjax(chassis.occupant,"exosuit.browser","\ref[src]",src.get_equip_info())
|
||||
log_message("Rearmed [src.name].")
|
||||
return 1
|
||||
|
||||
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/needs_rearm()
|
||||
. = !(projectiles > 0)
|
||||
|
||||
|
||||
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/Topic(href, href_list)
|
||||
..()
|
||||
if (href_list["rearm"])
|
||||
src.rearm()
|
||||
return
|
||||
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/action(atom/target)
|
||||
if(..())
|
||||
projectiles -= get_shot_amount()
|
||||
send_byjax(chassis.occupant,"exosuit.browser","\ref[src]",src.get_equip_info())
|
||||
return 1
|
||||
|
||||
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/carbine
|
||||
name = "\improper FNX-99 \"Hades\" Carbine"
|
||||
desc = "A weapon for combat exosuits. Shoots incendiary bullets."
|
||||
icon_state = "mecha_carbine"
|
||||
origin_tech = "materials=4;combat=4"
|
||||
equip_cooldown = 10
|
||||
projectile = /obj/item/projectile/bullet/incendiary/shell
|
||||
projectiles = 24
|
||||
projectile_energy_cost = 15
|
||||
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/silenced
|
||||
name = "\improper S.H.H. \"Quietus\" Carbine"
|
||||
desc = "A weapon for combat exosuits. A mime invention, field tests have shown that targets cannot even scream before going down."
|
||||
fire_sound = 'sound/weapons/Gunshot_silenced.ogg'
|
||||
icon_state = "mecha_mime"
|
||||
equip_cooldown = 30
|
||||
projectile = /obj/item/projectile/bullet/mime
|
||||
projectiles = 6
|
||||
projectile_energy_cost = 50
|
||||
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/scattershot
|
||||
name = "\improper LBX AC 10 \"Scattershot\""
|
||||
desc = "A weapon for combat exosuits. Shoots a spread of pellets."
|
||||
icon_state = "mecha_scatter"
|
||||
origin_tech = "combat=4"
|
||||
equip_cooldown = 20
|
||||
projectile = /obj/item/projectile/bullet/midbullet
|
||||
projectiles = 40
|
||||
projectile_energy_cost = 25
|
||||
projectiles_per_shot = 4
|
||||
variance = 25
|
||||
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/lmg
|
||||
name = "\improper Ultra AC 2"
|
||||
desc = "A weapon for combat exosuits. Shoots a rapid, three shot burst."
|
||||
icon_state = "mecha_uac2"
|
||||
origin_tech = "combat=4"
|
||||
equip_cooldown = 10
|
||||
projectile = /obj/item/projectile/bullet/weakbullet3
|
||||
projectiles = 300
|
||||
projectile_energy_cost = 20
|
||||
projectiles_per_shot = 3
|
||||
variance = 6
|
||||
randomspread = 1
|
||||
projectile_delay = 2
|
||||
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack
|
||||
name = "\improper SRM-8 missile rack"
|
||||
desc = "A weapon for combat exosuits. Shoots light explosive missiles."
|
||||
icon_state = "mecha_missilerack"
|
||||
origin_tech = "combat=5;materials=4;engineering=4"
|
||||
projectile = /obj/item/projectile/bullet/srmrocket
|
||||
fire_sound = 'sound/weapons/grenadelaunch.ogg'
|
||||
projectiles = 8
|
||||
projectile_energy_cost = 1000
|
||||
equip_cooldown = 60
|
||||
|
||||
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher
|
||||
var/missile_speed = 2
|
||||
var/missile_range = 30
|
||||
var/diags_first = FALSE
|
||||
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/action(target)
|
||||
if(!action_checks(target))
|
||||
return
|
||||
var/obj/O = new projectile(chassis.loc)
|
||||
playsound(chassis, fire_sound, 50, 1)
|
||||
log_message("Launched a [O.name] from [name], targeting [target].")
|
||||
projectiles--
|
||||
proj_init(O)
|
||||
O.throw_at(target, missile_range, missile_speed, spin = 0, diagonals_first = diags_first)
|
||||
return 1
|
||||
|
||||
//used for projectile initilisation (priming flashbang) and additional logging
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/proc/proj_init(var/obj/O)
|
||||
return
|
||||
|
||||
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/flashbang
|
||||
name = "\improper SGL-6 grenade launcher"
|
||||
desc = "A weapon for combat exosuits. Launches primed flashbangs."
|
||||
icon_state = "mecha_grenadelnchr"
|
||||
origin_tech = "combat=4;engineering=4"
|
||||
projectile = /obj/item/weapon/grenade/flashbang
|
||||
fire_sound = 'sound/weapons/grenadelaunch.ogg'
|
||||
projectiles = 6
|
||||
missile_speed = 1.5
|
||||
projectile_energy_cost = 800
|
||||
equip_cooldown = 60
|
||||
var/det_time = 20
|
||||
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/flashbang/proj_init(var/obj/item/weapon/grenade/flashbang/F)
|
||||
var/turf/T = get_turf(src)
|
||||
message_admins("[ADMIN_LOOKUPFLW(chassis.occupant)] fired a [src] in [ADMIN_COORDJMP(T)]",0,1)
|
||||
log_game("[key_name(chassis.occupant)] fired a [src] [COORD(T)]")
|
||||
addtimer(CALLBACK(F, /obj/item/weapon/grenade/flashbang.proc/prime), det_time)
|
||||
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/flashbang/clusterbang //Because I am a heartless bastard -Sieve //Heartless? for making the poor man's honkblast? - Kaze
|
||||
name = "\improper SOB-3 grenade launcher"
|
||||
desc = "A weapon for combat exosuits. Launches primed clusterbangs. You monster."
|
||||
origin_tech = "combat=4;materials=4"
|
||||
projectiles = 3
|
||||
projectile = /obj/item/weapon/grenade/clusterbuster
|
||||
projectile_energy_cost = 1600 //getting off cheap seeing as this is 3 times the flashbangs held in the grenade launcher.
|
||||
equip_cooldown = 90
|
||||
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/banana_mortar
|
||||
name = "banana mortar"
|
||||
desc = "Equipment for clown exosuits. Launches banana peels."
|
||||
icon_state = "mecha_bananamrtr"
|
||||
projectile = /obj/item/weapon/grown/bananapeel
|
||||
fire_sound = 'sound/items/bikehorn.ogg'
|
||||
projectiles = 15
|
||||
missile_speed = 1.5
|
||||
projectile_energy_cost = 100
|
||||
equip_cooldown = 20
|
||||
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/banana_mortar/can_attach(obj/mecha/combat/honker/M)
|
||||
if(..())
|
||||
if(istype(M))
|
||||
return 1
|
||||
return 0
|
||||
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/mousetrap_mortar
|
||||
name = "mousetrap mortar"
|
||||
desc = "Equipment for clown exosuits. Launches armed mousetraps."
|
||||
icon_state = "mecha_mousetrapmrtr"
|
||||
projectile = /obj/item/device/assembly/mousetrap/armed
|
||||
fire_sound = 'sound/items/bikehorn.ogg'
|
||||
projectiles = 15
|
||||
missile_speed = 1.5
|
||||
projectile_energy_cost = 100
|
||||
equip_cooldown = 10
|
||||
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/mousetrap_mortar/can_attach(obj/mecha/combat/honker/M)
|
||||
if(..())
|
||||
if(istype(M))
|
||||
return 1
|
||||
return 0
|
||||
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/mousetrap_mortar/proj_init(var/obj/item/device/assembly/mousetrap/armed/M)
|
||||
M.secured = 1
|
||||
|
||||
|
||||
//Classic extending punching glove, but weaponised!
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/punching_glove
|
||||
name = "\improper Oingo Boingo Punch-face"
|
||||
desc = "Equipment for clown exosuits. Delivers fun right to your face!"
|
||||
icon_state = "mecha_punching_glove"
|
||||
energy_drain = 250
|
||||
equip_cooldown = 20
|
||||
range = MELEE|RANGED
|
||||
missile_range = 5
|
||||
projectile = /obj/item/punching_glove
|
||||
fire_sound = 'sound/items/bikehorn.ogg'
|
||||
projectiles = 10
|
||||
projectile_energy_cost = 500
|
||||
diags_first = TRUE
|
||||
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/punching_glove/can_attach(obj/mecha/combat/honker/M)
|
||||
if(..())
|
||||
if(istype(M))
|
||||
return 1
|
||||
return 0
|
||||
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/punching_glove/action(target)
|
||||
. = ..()
|
||||
if(.)
|
||||
chassis.occupant_message("<font color='red' size='5'>HONK</font>")
|
||||
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/punching_glove/proj_init(obj/item/punching_glove/PG)
|
||||
if(!istype(PG))
|
||||
return
|
||||
//has to be low sleep or it looks weird, the beam doesn't exist for very long so it's a non-issue
|
||||
chassis.Beam(PG, icon_state = "chain", time = missile_range * 20, maxdistance = missile_range + 2, beam_sleep_time = 1)
|
||||
|
||||
/obj/item/punching_glove
|
||||
name = "punching glove"
|
||||
desc = "INCOMING HONKS"
|
||||
throwforce = 35
|
||||
icon_state = "punching_glove"
|
||||
|
||||
/obj/item/punching_glove/throw_impact(atom/hit_atom)
|
||||
if(!..())
|
||||
if(istype(hit_atom, /atom/movable))
|
||||
var/atom/movable/AM = hit_atom
|
||||
AM.throw_at(get_edge_target_turf(AM,get_dir(src, AM)), 7, 2)
|
||||
qdel(src)
|
||||
|
||||
|
||||
Reference in New Issue
Block a user