whole lotta stuff

This commit is contained in:
Metis
2024-09-12 23:53:35 -04:00
parent f268e5655f
commit 8fd779ef02
232 changed files with 8793 additions and 0 deletions
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/////GS13 - rayguns for metabolism and breasts/ass manipulation
//this is pretty wonky code, but ig it works
/obj/item/gun/energy/laser/alter_ray
name = "alter-ray"
icon = 'icons/obj/guns/energy.dmi'
icon_state = "lasernew"
desc = "This weapon is capable of altering one's body capabilities."
item_state = null
selfcharge = EGUN_SELFCHARGE
charge_delay = 5
ammo_x_offset = 2
clumsy_check = 1
/obj/item/gun/energy/laser/alter_ray/gainrate
name = "AL-T-Ray: Metabolism"
desc = "This weapon is capable of altering one's body capabilities. This model appears to be capable of altering one's weight gain and loss rate by 10%."
ammo_type = list(/obj/item/ammo_casing/energy/laser/gainrate_decrease, /obj/item/ammo_casing/energy/laser/gainrate_increase, /obj/item/ammo_casing/energy/laser/lossrate_decrease, /obj/item/ammo_casing/energy/laser/lossrate_increase)
// /obj/item/gun/energy/laser/alter_ray/assbreasts //genius name, I know
// name = "AL-T-Ray: Voluptousness"
// desc = "This weapon is capable of altering one's body capabilities. This model appears to be capable of altering the size's of one's breasts or buttocks."
// ammo_type = list(/obj/item/ammo_casing/energy/laser/shrinkray, /obj/item/ammo_casing/energy/laser/growthray)
/obj/item/projectile/alter_ray
name = "sizeray beam"
icon_state = "omnilaser"
hitsound = null
damage = 0
damage_type = STAMINA
flag = "laser"
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
ricochets_max = 50
ricochet_chance = 80
is_reflectable = TRUE
var/ratechange_amount = 0.1
//projectile biz
/obj/item/projectile/alter_ray/gainrate_decrease
icon_state="bluelaser"
/obj/item/projectile/alter_ray/gainrate_increase
icon_state="laser"
/obj/item/projectile/alter_ray/lossrate_decrease
icon_state="bluelaser"
/obj/item/projectile/alter_ray/lossrate_increase
icon_state="laser"
// /obj/item/projectile/alter_ray/breast_decrease
// icon_state="bluelaser"
// /obj/item/projectile/alter_ray/breast_increase
// icon_state="laser"
// /obj/item/projectile/alter_ray/butt_decrease
// icon_state="bluelaser"
// /obj/item/projectile/alter_ray/butt_increase
// icon_state="laser"
//laser hitting / changing code
//wg rate increase
/obj/item/projectile/alter_ray/gainrate_increase/on_hit(atom/target, blocked)
. = ..()
var/mob/living/carbon/gainer = target
if(iscarbon(gainer))
if(gainer.weight_gain_rate <= 3)
gainer.weight_gain_rate += ratechange_amount
return TRUE
return FALSE
return FALSE
//wg rate decrease
/obj/item/projectile/alter_ray/gainrate_decrease/on_hit(atom/target, blocked)
. = ..()
var/mob/living/carbon/gainer = target
if(iscarbon(gainer))
if(gainer.weight_gain_rate >= 0.11)
gainer.weight_gain_rate -= ratechange_amount
return TRUE
if(gainer.weight_gain_rate <= 0.1)
return FALSE
return FALSE
//wl rate increase
/obj/item/projectile/alter_ray/lossrate_increase/on_hit(atom/target, blocked)
. = ..()
var/mob/living/carbon/gainer = target
if(iscarbon(gainer))
if(gainer.weight_loss_rate <= 3)
gainer.weight_loss_rate += ratechange_amount
return TRUE
return FALSE
return FALSE
//wl rate decrease
/obj/item/projectile/alter_ray/lossrate_decrease/on_hit(atom/target, blocked)
. = ..()
var/mob/living/carbon/gainer = target
if(iscarbon(gainer))
if(gainer.weight_loss_rate >= 0.11)
gainer.weight_loss_rate -= ratechange_amount
return TRUE
if(gainer.weight_loss_rate <= 0.1)
return FALSE
return FALSE
//ammo casings - these are needed to allow guns to switch between firing modes
/obj/item/ammo_casing/energy/laser/gainrate_increase
projectile_type = /obj/item/projectile/alter_ray/gainrate_increase
select_name = "Weight Gain Increase"
/obj/item/ammo_casing/energy/laser/gainrate_decrease
projectile_type = /obj/item/projectile/alter_ray/gainrate_decrease
select_name = "Weight Gain Decrease"
/obj/item/ammo_casing/energy/laser/lossrate_increase
projectile_type = /obj/item/projectile/alter_ray/lossrate_increase
select_name = "Weight Loss Increase"
/obj/item/ammo_casing/energy/laser/lossrate_decrease
projectile_type = /obj/item/projectile/alter_ray/lossrate_decrease
select_name = "Weight Loss Decrease"
//ALTRay for making someone gain from weight loss
/obj/item/gun/energy/laser/alter_ray/noloss
name = "AL-T-Ray: Reverser"
desc = "This weapon is capable of altering one's body capabilities. This one reverse's ones body functions, to make it so weight loss results in weight gain."
ammo_type = list(/obj/item/ammo_casing/energy/laser/lossrate_reverse)
/obj/item/ammo_casing/energy/laser/lossrate_reverse
projectile_type = /obj/item/projectile/alter_ray/lossrate_reverse
select_name = "Weight Loss Reverse"
/obj/item/projectile/alter_ray/lossrate_reverse
ratechange_amount = -2
icon_state="laser"
/obj/item/projectile/alter_ray/lossrate_reverse/on_hit(atom/target, blocked)
. = ..()
var/mob/living/carbon/gainer = target
if(iscarbon(gainer))
gainer.weight_loss_rate = ratechange_amount
return TRUE
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/obj/item/gun/fatbeam // GS13
name = "Fatbeam Gun"
desc = "Apparently used to treat malnourished patients from a safe distance... But we all know what it will truly be used for."
icon = 'icons/obj/fatbeam.dmi'
icon_state = "fatbeam"
item_state = "fatbeam"
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/fatbeam/Initialize(mapload)
. = ..()
START_PROCESSING(SSobj, src)
/obj/item/gun/fatbeam/Destroy(mob/user)
STOP_PROCESSING(SSobj, src)
LoseTarget()
return ..()
/obj/item/gun/fatbeam/dropped(mob/user)
..()
LoseTarget()
/obj/item/gun/fatbeam/equipped(mob/user)
..()
LoseTarget()
/obj/item/gun/fatbeam/proc/LoseTarget()
if(active)
qdel(current_beam)
current_beam = null
active = 0
on_beam_release(current_target)
current_target = null
/obj/item/gun/fatbeam/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="fatbeam",btype=/obj/effect/ebeam/medical)
INVOKE_ASYNC(current_beam, TYPE_PROC_REF(/datum/beam,Start))
SSblackbox.record_feedback("tally", "gun_fired", 1, type)
/obj/item/gun/fatbeam/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/fatbeam/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 FALSE
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 FALSE
for(var/atom/movable/AM in turf)
if(!AM.CanPass(dummy,turf,1))
qdel(dummy)
return FALSE
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,0,1,3,4)
qdel(dummy)
return FALSE
qdel(dummy)
return TRUE
/obj/item/gun/fatbeam/proc/on_beam_hit(var/mob/living/target)
return
/obj/item/gun/fatbeam/proc/on_beam_tick(var/mob/living/target)
if(target.health != target.maxHealth)
new /obj/effect/temp_visual/heal(get_turf(target), "#fabb62")
if(target?.client?.prefs?.weight_gain_weapons)
target.nutrition += 50
return
/obj/item/gun/fatbeam/proc/on_beam_release(var/mob/living/target)
return
/obj/effect/ebeam/medical
name = "fattening beam"
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/////GS13 - fattening rayguns and ranged weapons
///The base fatoray
/obj/item/gun/energy/fatoray
name = "Fatoray"
desc = "An energy gun that fattens up anyone it hits."
icon = 'GainStation13/icons/obj/fatoray.dmi'
lefthand_file = 'GainStation13/icons/obj/guns_lefthand.dmi'
righthand_file = 'GainStation13/icons/obj/guns_righthand.dmi'
icon_state = "fatoray"
item_state = "fatoray"
pin = /obj/item/firing_pin
fire_sound = 'sound/weapons/plasma_cutter.ogg'
ammo_type = list(/obj/item/ammo_casing/energy/fattening)
/obj/item/ammo_casing/energy/fattening
name = "fattening weapon lens"
select_name = "fatten"
projectile_type = /obj/item/projectile/beam/fattening
///The base projectile used by the fatoray
/obj/item/projectile/beam/fattening
name = "fat energy"
icon = 'GainStation13/icons/obj/fatoray.dmi'
icon_state = "ray"
ricochets_max = 50
ricochet_chance = 80
hitsound = 'sound/weapons/sear.ogg'
hitsound_wall = 'sound/weapons/effects/searwall.ogg'
damage = 0
eyeblur = 0
damage_type = BURN
flag = "energy"
light_range = 2
light_color = LIGHT_COLOR_ORANGE
///How much fat is added to the target mob?
var/fat_added = 100
////// Fatoray - cannon variant, strong but can be charged
/obj/item/gun/energy/fatoray/cannon
name = "Fatoray Cannon"
desc = "An energy gun that fattens up anyone it hits. This version functions as a glass cannon of some sorts. It cannot be recharged."
icon = 'GainStation13/icons/obj/fatoray.dmi'
icon_state = "fatoray_cannon"
recoil = 3
can_charge = 0
slowdown = 1
pin = /obj/item/firing_pin
// charge_sections = 3
weapon_weight = WEAPON_HEAVY
ammo_type = list(/obj/item/ammo_casing/energy/fattening/cannon)
/obj/item/ammo_casing/energy/fattening/cannon
name = "one-shot fattening weapon lens"
select_name = "fatten"
e_cost = 100
projectile_type = /obj/item/projectile/beam/fattening/cannon
/obj/item/projectile/beam/fattening/cannon
name = "fat energy"
icon = 'GainStation13/icons/obj/fatoray.dmi'
icon_state = "cannon_ray"
///How much fat is added to the target mob?
fat_added = 1000
////////////////////////////////////////////////////////////////////
////////FATORAYS THAT CAN BE MADE BY LATHES OR RESEARCHED///////////
////////////////////////////////////////////////////////////////////
///Weaker version of fatoray
/obj/item/gun/energy/fatoray/weak
name = "Basic Fatoray"
desc = "An energy gun that fattens up anyone it hits. This version is considerably weaker than its original counterpart, the technology behind it seemingly still not perfected."
icon = 'GainStation13/icons/obj/fatoray.dmi'
icon_state = "fatoray_weak"
pin = /obj/item/firing_pin
ammo_type = list(/obj/item/ammo_casing/energy/fattening/weak)
/obj/item/ammo_casing/energy/fattening/weak
name = "budget fattening weapon lens"
select_name = "fatten"
projectile_type = /obj/item/projectile/beam/fattening/weak
///The base projectile used by the fatoray
/obj/item/projectile/beam/fattening/weak
name = "fat energy"
icon = 'GainStation13/icons/obj/fatoray.dmi'
icon_state = "ray"
///How much fat is added to the target mob?
fat_added = 50
///////////////////////////////////////////////////
///Single shot glass cannon fatoray
/obj/item/gun/energy/fatoray/cannon_weak
name = "Basic Fatoray Cannon"
desc = "An energy gun that fattens up anyone it hits. This version functions as a glass cannon of some sorts. It cannot be recharged."
icon = 'GainStation13/icons/obj/fatoray.dmi'
icon_state = "fatoray_cannon_weak"
can_charge = 0
recoil = 3
slowdown = 1
pin = /obj/item/firing_pin
// charge_sections = 3
weapon_weight = WEAPON_HEAVY
ammo_type = list(/obj/item/ammo_casing/energy/fattening/cannon_weak)
/obj/item/ammo_casing/energy/fattening/cannon_weak
name = "one-shot fattening weapon lens"
select_name = "fatten"
e_cost = 300
projectile_type = /obj/item/projectile/beam/fattening/cannon_weak
/obj/item/projectile/beam/fattening/cannon_weak
name = "fat energy"
icon = 'GainStation13/icons/obj/fatoray.dmi'
icon_state = "cannon_ray"
///How much fat is added to the target mob?
fat_added = 500
///////////////////////////////////////
//////PROJECTILE MECHANICS/////////////
///////////////////////////////////////
/obj/item/projectile/beam/fattening/on_hit(atom/target, blocked)
. = ..()
var/mob/living/carbon/gainer = target
if(!iscarbon(gainer))
return FALSE
if(!gainer.adjust_fatness(fat_added, FATTENING_TYPE_WEAPON))
return FALSE
return TRUE
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/obj/item/gun/energy/kinetic_accelerator/crossbow/feeder
name = "feeder's mini energy crossbow"
desc = "a modified version of the standard mini energy crossbow, designed to fatten up a target while incapacitating them."
icon_state = "crossbow_halloween"
item_state = "crossbow"
ammo_type = list(/obj/item/ammo_casing/energy/bolt/fattening)
/obj/item/ammo_casing/energy/bolt/fattening
projectile_type = /obj/item/projectile/energy/bolt/fattening
/obj/item/projectile/energy/bolt/fattening
damage = 0
/obj/item/projectile/energy/bolt/fattening/Initialize(mapload)
. = ..()
/obj/item/projectile/energy/bolt/fattening/on_hit(atom/target, blocked)
. = ..()
var/mob/living/carbon/target_mob = target
if(!istype(target_mob) || (blocked == 100))
return
target_mob.reagents.add_reagent(/datum/reagent/consumable/lipoifier, 2)