Merge branch 'magrifles_again' of github.com-kevinz000:Citadel-Station-13/Citadel-Station-13 into magrifles_again

This commit is contained in:
kevinz000
2019-10-24 18:36:04 -07:00
276 changed files with 6538 additions and 3974 deletions
@@ -71,9 +71,3 @@
projectile_type = /obj/item/projectile/beam/mindflayer
select_name = "MINDFUCK"
fire_sound = 'sound/weapons/laser.ogg'
/obj/item/ammo_casing/energy/laser/weak
projectile_type = /obj/item/projectile/beam/weak/minigun
e_cost = 10
fire_sound = 'sound/weapons/gatling.ogg'
click_cooldown_override = 1
+1 -1
View File
@@ -169,7 +169,7 @@
if(iscarbon(user))
var/mob/living/carbon/C = user
user_dna = C.dna
B.add_blood_DNA(user_dna)
B.add_blood_DNA(user_dna, C.diseases)
var/datum/callback/gibspawner = CALLBACK(GLOBAL_PROC, /proc/spawn_atom_to_turf, /obj/effect/gibspawner/generic, B, 1, FALSE, list(user_dna))
B.throw_at(target, BRAINS_BLOWN_THROW_RANGE, BRAINS_BLOWN_THROW_SPEED, callback=gibspawner)
return(BRUTELOSS)
@@ -1,149 +0,0 @@
//The ammo/gun is stored in a back slot item
/obj/item/minigunpack2
name = " Laser Gatling Pack"
desc = "A massive battery pack with an attached laser gatling gun!"
icon = 'icons/obj/guns/minigun.dmi'
icon_state = "holstered"
item_state = "backpack"
lefthand_file = 'icons/mob/inhands/equipment/backpack_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/backpack_righthand.dmi'
slot_flags = ITEM_SLOT_BACK
w_class = WEIGHT_CLASS_HUGE
var/obj/item/gun/energy/minigun/gun
var/armed = 0 //whether the gun is attached, 0 is attached, 1 is the gun is wielded.
var/overheat = 0
var/overheat_max = 60
var/heat_diffusion = 5
/obj/item/minigunpack2/Initialize()
. = ..()
gun = new(src)
START_PROCESSING(SSobj, src)
/obj/item/minigunpack2/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/minigunpack2/process()
overheat = max(0, overheat - heat_diffusion)
//ATTACK HAND IGNORING PARENT RETURN VALUE
/obj/item/minigunpack2/attack_hand(var/mob/living/carbon/user)
if(src.loc == user)
if(!armed)
if(user.get_item_by_slot(SLOT_BACK) == src)
armed = 1
if(!user.put_in_hands(gun))
armed = 0
to_chat(user, "<span class='warning'>You need a free hand to hold the gun!</span>")
return
update_icon()
user.update_inv_back()
else
to_chat(user, "<span class='warning'>You are already holding the gun!</span>")
else
..()
/obj/item/minigunpack2/attackby(obj/item/W, mob/user, params)
if(W == gun) //Don't need armed check, because if you have the gun assume its armed.
user.dropItemToGround(gun, TRUE)
else
..()
/obj/item/minigunpack2/dropped(mob/user)
if(armed)
user.dropItemToGround(gun, TRUE)
/obj/item/minigunpack2/MouseDrop(atom/over_object)
. = ..()
if(armed)
return
if(iscarbon(usr))
var/mob/M = usr
if(!over_object)
return
if(!M.incapacitated())
if(istype(over_object, /obj/screen/inventory/hand))
var/obj/screen/inventory/hand/H = over_object
M.putItemFromInventoryInHandIfPossible(src, H.held_index)
/obj/item/minigunpack2/update_icon()
if(armed)
icon_state = "notholstered"
else
icon_state = "holstered"
/obj/item/minigunpack2/proc/attach_gun(var/mob/user)
if(!gun)
gun = new(src)
gun.forceMove(src)
armed = 0
if(user)
to_chat(user, "<span class='notice'>You attach the [gun.name] to the [name].</span>")
else
src.visible_message("<span class='warning'>The [gun.name] snaps back onto the [name]!</span>")
update_icon()
user.update_inv_back()
/obj/item/gun/energy/minigun
name = "laser gatling gun"
desc = "An advanced laser cannon with an incredible rate of fire. Requires a bulky backpack power source to use."
icon = 'icons/obj/guns/minigun.dmi'
icon_state = "minigun_spin"
item_state = "minigun"
flags_1 = CONDUCT_1
force = 15
recoil = 2
slowdown = 1
slot_flags = null
w_class = WEIGHT_CLASS_HUGE
materials = list()
ammo_type = list(/obj/item/ammo_casing/energy/laser/weak)
burst_size = 2
automatic = 1
can_charge = 0
selfcharge = EGUN_SELFCHARGE
charge_tick = 2
charge_delay = 5
weapon_weight = WEAPON_HEAVY
item_flags = NEEDS_PERMIT | SLOWS_WHILE_IN_HAND
var/obj/item/minigunpack2/ammo_pack
/obj/item/gun/energy/minigun/Initialize()
if(istype(loc, /obj/item/minigunpack2)) //We should spawn inside an ammo pack so let's use that one.
ammo_pack = loc
else
return INITIALIZE_HINT_QDEL //No pack, no gun
return ..()
/obj/item/gun/energy/minigun/attack_self(mob/living/user)
return
/obj/item/gun/energy/minigun/dropped(mob/user)
if(ammo_pack)
ammo_pack.attach_gun(user)
else
qdel(src)
/obj/item/gun/energy/minigun/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
if(ammo_pack)
if(ammo_pack.overheat < ammo_pack.overheat_max)
ammo_pack.overheat += burst_size
..()
else
to_chat(user, "The gun's heat sensor locked the trigger to prevent lens damage.")
/obj/item/gun/energy/minigun/afterattack(atom/target, mob/living/user, flag, params)
if(!ammo_pack || ammo_pack.loc != user)
to_chat(user, "You need the backpack power source to fire the gun!")
. = ..()
/obj/item/gun/energy/minigun/dropped(mob/living/user)
ammo_pack.attach_gun(user)
+1 -1
View File
@@ -20,7 +20,7 @@
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/electrode, /obj/item/ammo_casing/energy/disabler)
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
+16 -3
View File
@@ -88,6 +88,8 @@
//Effects
var/stun = 0
var/knockdown = 0
var/knockdown_stamoverride
var/knockdown_stam_max
var/unconscious = 0
var/irradiate = 0
var/stutter = 0
@@ -161,15 +163,26 @@
var/splatter_dir = dir
if(starting)
splatter_dir = get_dir(starting, target_loca)
if(isalien(L))
var/obj/item/bodypart/B = L.get_bodypart(def_zone)
if(B.status == BODYPART_ROBOTIC) // So if you hit a robotic, it sparks instead of bloodspatters
do_sparks(2, FALSE, target.loc)
if(prob(25))
new /obj/effect/decal/cleanable/oil(target_loca)
else if(isalien(L))
new /obj/effect/temp_visual/dir_setting/bloodsplatter/xenosplatter(target_loca, splatter_dir)
else
new /obj/effect/temp_visual/dir_setting/bloodsplatter(target_loca, splatter_dir)
if(ishuman(target))
var/mob/living/carbon/human/H = target
new /obj/effect/temp_visual/dir_setting/bloodsplatter(target_loca, splatter_dir, bloodtype_to_color(H.dna.blood_type))
else
new /obj/effect/temp_visual/dir_setting/bloodsplatter(target_loca, splatter_dir, bloodtype_to_color())
if(iscarbon(L))
var/mob/living/carbon/C = L
C.bleed(damage)
else
L.add_splatter_floor(target_loca)
else if(impact_effect_type && !hitscan)
new impact_effect_type(target_loca, hitx, hity)
@@ -202,7 +215,7 @@
else
L.log_message("has been shot by [firer] with [src]", LOG_ATTACK, color="orange")
return L.apply_effects(stun, knockdown, unconscious, irradiate, slur, stutter, eyeblur, drowsy, blocked, stamina, jitter)
return L.apply_effects(stun, knockdown, unconscious, irradiate, slur, stutter, eyeblur, drowsy, blocked, stamina, jitter, knockdown_stamoverride, knockdown_stam_max)
/obj/item/projectile/proc/vol_by_damage()
if(src.damage)
@@ -39,14 +39,6 @@
/obj/item/projectile/beam/weak
damage = 15
/obj/item/projectile/beam/weak/minigun
damage = 12.5
armour_penetration = 40
/obj/item/projectile/beam/weak/minigun/Initialize()
.=..()
speed = pick(0.7,0.75,0.8,0.85,0.9,0.95,1,1.05,1.1,1.15)
/obj/item/projectile/beam/weak/penetrator
armour_penetration = 50
@@ -1,60 +1,69 @@
// .45 (M1911 & C20r)
/obj/item/projectile/bullet/c45
name = ".45 bullet"
damage = 20
stamina = 65
/obj/item/projectile/bullet/c45_nostamina
name = ".45 bullet"
damage = 30
/obj/item/projectile/bullet/c45_cleaning
name = ".45 bullet"
damage = 24
stamina = 10
/obj/item/projectile/bullet/c45_cleaning/on_hit(atom/target, blocked = FALSE)
. = ..()
var/turf/T = get_turf(target)
//section shamelessly copypasta'd from the clean component
SEND_SIGNAL(T, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
for(var/A in T)
if(is_cleanable(A))
qdel(A)
else if(istype(A, /obj/item))
var/obj/item/I = A
SEND_SIGNAL(I, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
if(ismob(I.loc))
var/mob/M = I.loc
M.regenerate_icons()
else if(ishuman(A))
var/mob/living/carbon/human/cleaned_human = A
if(cleaned_human.head)
SEND_SIGNAL(cleaned_human.head, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
if(cleaned_human.wear_suit)
SEND_SIGNAL(cleaned_human.wear_suit, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
else if(cleaned_human.w_uniform)
SEND_SIGNAL(cleaned_human.w_uniform, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
if(cleaned_human.shoes)
SEND_SIGNAL(cleaned_human.shoes, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
SEND_SIGNAL(cleaned_human, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
cleaned_human.wash_cream()
cleaned_human.regenerate_icons()
// 4.6x30mm (Autorifles)
/obj/item/projectile/bullet/c46x30mm
name = "4.6x30mm bullet"
damage = 15
/obj/item/projectile/bullet/c46x30mm_ap
name = "4.6x30mm armor-piercing bullet"
damage = 12.5
armour_penetration = 40
/obj/item/projectile/bullet/incendiary/c46x30mm
name = "4.6x30mm incendiary bullet"
damage = 7.5
fire_stacks = 1
// .45 (M1911 & C20r)
/obj/item/projectile/bullet/c45
name = ".45 bullet"
damage = 20
stamina = 65
/obj/item/projectile/bullet/c45_nostamina
name = ".45 bullet"
damage = 30
/obj/item/projectile/bullet/c45_cleaning
name = ".45 bullet"
damage = 24
stamina = 10
/obj/item/projectile/bullet/c45_cleaning/on_hit(atom/target, blocked = FALSE)
. = ..()
var/turf/T = get_turf(target)
SEND_SIGNAL(T, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
for(var/A in T)
if(is_cleanable(A))
qdel(A)
else if(isitem(A))
var/obj/item/cleaned_item = A
SEND_SIGNAL(cleaned_item, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
cleaned_item.clean_blood()
if(ismob(cleaned_item.loc))
var/mob/M = cleaned_item.loc
M.regenerate_icons()
else if(ishuman(A))
var/mob/living/carbon/human/cleaned_human = A
if(cleaned_human.lying)
if(cleaned_human.head)
SEND_SIGNAL(cleaned_human.head, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
cleaned_human.head.clean_blood()
cleaned_human.update_inv_head()
if(cleaned_human.wear_suit)
SEND_SIGNAL(cleaned_human.wear_suit, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
cleaned_human.wear_suit.clean_blood()
cleaned_human.update_inv_wear_suit()
else if(cleaned_human.w_uniform)
SEND_SIGNAL(cleaned_human.w_uniform, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
cleaned_human.w_uniform.clean_blood()
cleaned_human.update_inv_w_uniform()
if(cleaned_human.shoes)
SEND_SIGNAL(cleaned_human.shoes, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
cleaned_human.shoes.clean_blood()
cleaned_human.update_inv_shoes()
SEND_SIGNAL(cleaned_human, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
cleaned_human.clean_blood()
cleaned_human.wash_cream()
cleaned_human.regenerate_icons()
// 4.6x30mm (Autorifles)
/obj/item/projectile/bullet/c46x30mm
name = "4.6x30mm bullet"
damage = 15
/obj/item/projectile/bullet/c46x30mm_ap
name = "4.6x30mm armor-piercing bullet"
damage = 12.5
armour_penetration = 40
/obj/item/projectile/bullet/incendiary/c46x30mm
name = "4.6x30mm incendiary bullet"
damage = 7.5
fire_stacks = 1
@@ -3,10 +3,9 @@
name = "nuclear particle"
icon_state = "nuclear_particle"
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
damage = 20
damage_type = TOX
irradiate = 2500 //enough to knockdown and induce vomiting
speed = 0.4
flag = "rad"
irradiate = 5000
speed = 0.4
hitsound = 'sound/weapons/emitter2.ogg'
impact_type = /obj/effect/projectile/impact/xray
var/static/list/particle_colors = list(
@@ -25,22 +24,6 @@
add_atom_colour(particle_colors[our_color], FIXED_COLOUR_PRIORITY)
set_light(4, 3, particle_colors[our_color]) //Range of 4, brightness of 3 - Same range as a flashlight
/atom/proc/fire_nuclear_particles(power_ratio) //used by fusion to fire random # of nuclear particles - power ratio determines about how many are fired
var/random_particles = rand(3,6)
var/particles_to_fire
var/particles_fired
switch(power_ratio) //multiply random_particles * factor for whatever tier
if(0 to FUSION_MID_TIER_THRESHOLD)
particles_to_fire = random_particles * FUSION_PARTICLE_FACTOR_LOW
if(FUSION_MID_TIER_THRESHOLD to FUSION_HIGH_TIER_THRESHOLD)
particles_to_fire = random_particles * FUSION_PARTICLE_FACTOR_MID
if(FUSION_HIGH_TIER_THRESHOLD to FUSION_SUPER_TIER_THRESHOLD)
particles_to_fire = random_particles * FUSION_PARTICLE_FACTOR_HIGH
if(FUSION_SUPER_TIER_THRESHOLD to INFINITY)
particles_to_fire = random_particles * FUSION_PARTICLE_FACTOR_SUPER
while(particles_to_fire)
particles_fired++
var/angle = rand(0,360)
var/obj/item/projectile/energy/nuclear_particle/P = new /obj/item/projectile/energy/nuclear_particle(src)
addtimer(CALLBACK(P, /obj/item/projectile.proc/fire, angle), particles_fired) //multiply particles fired * delay so the particles end up stagnated (once every decisecond)
particles_to_fire--
/atom/proc/fire_nuclear_particle(angle = rand(0,360)) //used by fusion to fire random nuclear particles. Fires one particle in a random direction.
var/obj/item/projectile/energy/nuclear_particle/P = new /obj/item/projectile/energy/nuclear_particle(src)
P.fire(angle)
@@ -3,7 +3,9 @@
icon_state = "spark"
color = "#FFFF00"
nodamage = 1
knockdown = 100
knockdown = 60
knockdown_stamoverride = 36
knockdown_stam_max = 50
stutter = 5
jitter = 20
hitsound = 'sound/weapons/taserhit.ogg'
@@ -11,6 +13,7 @@
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)
. = ..()
@@ -23,6 +26,7 @@
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
@@ -8,7 +8,7 @@
if(isalien(target))
knockdown = 0
nodamage = TRUE
else if(isliving(target))
else if(iscarbon(target))
var/mob/living/L = target
L.Knockdown(100, TRUE, FALSE, 30, 25)
return ..()