This commit is contained in:
Ghommie
2020-06-23 03:12:49 +02:00
736 changed files with 240884 additions and 242590 deletions
+1 -1
View File
@@ -25,7 +25,7 @@
else
icon_state = "[initial(icon_state)][suppressed ? "-suppressed" : ""][sawn_off ? "-sawn" : ""]"
/obj/item/gun/ballistic/process_chamber(empty_chamber = 1)
/obj/item/gun/ballistic/process_chamber(mob/living/user, empty_chamber = 1)
var/obj/item/ammo_casing/AC = chambered //Find chambered round
if(istype(AC)) //there's a chambered round
if(casing_ejector)
@@ -365,7 +365,7 @@
can_unsuppress = TRUE
can_suppress = TRUE
w_class = WEIGHT_CLASS_NORMAL
inaccuracy_modifier = 0
inaccuracy_modifier = 0.5
zoomable = TRUE
zoom_amt = 10 //Long range, enough to see in front of you, but no tiles behind you.
zoom_out_amt = 13
@@ -53,6 +53,7 @@
..()
/obj/item/minigunpack/dropped(mob/user)
. = ..()
if(armed)
user.dropItemToGround(gun, TRUE)
@@ -125,12 +126,13 @@
return
/obj/item/gun/ballistic/minigun/dropped(mob/user)
. = ..()
if(ammo_pack)
ammo_pack.attach_gun(user)
else
qdel(src)
/obj/item/gun/ballistic/minigun/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
/obj/item/gun/ballistic/minigun/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0, stam_cost = 0)
if(ammo_pack)
if(ammo_pack.overheat < ammo_pack.overheat_max)
ammo_pack.overheat += burst_size
@@ -144,4 +146,5 @@
. = ..()
/obj/item/gun/ballistic/minigun/dropped(mob/living/user)
. = ..()
ammo_pack.attach_gun(user)
@@ -6,7 +6,7 @@
name = "grenade launcher"
icon_state = "dshotgun-sawn"
item_state = "gun"
inaccuracy_modifier = 0
inaccuracy_modifier = 0.5
mag_type = /obj/item/ammo_box/magazine/internal/grenadelauncher
fire_sound = 'sound/weapons/grenadelaunch.ogg'
w_class = WEIGHT_CLASS_NORMAL
@@ -87,7 +87,7 @@
pin = /obj/item/firing_pin/implant/pindicate
burst_size = 1
fire_delay = 0
inaccuracy_modifier = 0
inaccuracy_modifier = 0.25
casing_ejector = FALSE
weapon_weight = WEAPON_HEAVY
magazine_wording = "rocket"
@@ -144,13 +144,13 @@
user.visible_message("<span class='warning'>[user] aims [src] at the ground! It looks like [user.p_theyre()] performing a sick rocket jump!</span>", \
"<span class='userdanger'>You aim [src] at the ground to perform a bisnasty rocket jump...</span>")
if(can_shoot())
user.notransform = TRUE
user.mob_transforming = TRUE
playsound(src, 'sound/vehicles/rocketlaunch.ogg', 80, 1, 5)
animate(user, pixel_z = 300, time = 30, easing = LINEAR_EASING)
sleep(70)
animate(user, pixel_z = 0, time = 5, easing = LINEAR_EASING)
sleep(5)
user.notransform = FALSE
user.mob_transforming = FALSE
process_fire(user, user, TRUE)
if(!QDELETED(user)) //if they weren't gibbed by the explosion, take care of them for good.
user.gib()
@@ -14,7 +14,7 @@
spread = 0
recoil = 0.1
casing_ejector = FALSE
inaccuracy_modifier = 0
inaccuracy_modifier = 0.15
dualwield_spread_mult = 1.4
weapon_weight = WEAPON_MEDIUM
w_class = WEIGHT_CLASS_BULKY
@@ -46,7 +46,7 @@
return 0
. = ..()
/obj/item/gun/ballistic/automatic/magrifle/shoot_live_shot()
/obj/item/gun/ballistic/automatic/magrifle/shoot_live_shot(mob/living/user, pointblank = FALSE, mob/pbtarget, message = 1, stam_cost = 0)
var/obj/item/ammo_casing/caseless/magnetic/shot = chambered
cell.use(shot.energy_cost)
. = ..()
@@ -115,6 +115,7 @@
icon_state = "flatgun"
/obj/item/gun/ballistic/automatic/pistol/stickman/pickup(mob/living/user)
. = ..()
to_chat(user, "<span class='notice'>As you try to pick up [src], it slips out of your grip..</span>")
if(prob(50))
to_chat(user, "<span class='notice'>..and vanishes from your vision! Where the hell did it go?</span>")
@@ -155,3 +156,19 @@
name = "Syndicate Anti Tank Pistol"
desc = "A massively impractical and silly monstrosity of a pistol that fires .50 calliber rounds. The recoil is likely to dislocate a variety of joints without proper bracing."
pin = /obj/item/firing_pin/implant/pindicate
////////////Improvised Pistol////////////
/obj/item/gun/ballistic/automatic/pistol/improvised
name = "Improvised Pistol"
desc = "An improvised pocket-sized pistol that fires .32 calibre rounds. It looks incredibly flimsy."
icon_state = "ipistol"
item_state = "pistol"
mag_type = /obj/item/ammo_box/magazine/m32acp
fire_delay = 7.5
can_suppress = FALSE
w_class = WEIGHT_CLASS_SMALL
spread = 15 // Keep the spread between 15 and 20. This hardlocks it into being a mid-range pistol, the magazine size means you're allowed to miss. Fills the mid-range niche that slugs/rifle and buckshot doesn't fill.
/obj/item/gun/ballistic/automatic/pistol/improvised/nomag
spawnwithmagazine = FALSE // For crafting as you shouldn't get eight bullets for free otherwise people will reaper reload.
@@ -102,7 +102,7 @@
. = ..()
safe_calibers = magazine.caliber
/obj/item/gun/ballistic/revolver/detective/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
/obj/item/gun/ballistic/revolver/detective/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0, stam_cost = 0)
if(chambered && !(chambered.caliber in safe_calibers))
if(prob(70 - (magazine.ammo_count() * 10))) //minimum probability of 10, maximum of 60
playsound(user, fire_sound, 50, 1)
@@ -242,7 +242,7 @@
user.visible_message("<span class='danger'>*click*</span>")
playsound(src, "gun_dry_fire", 30, 1)
/obj/item/gun/ballistic/revolver/russian/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
/obj/item/gun/ballistic/revolver/russian/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0, stam_cost = 0)
add_fingerprint(user)
playsound(src, "gun_dry_fire", 30, TRUE)
user.visible_message("<span class='danger'>[user.name] tries to fire \the [src] at the same time, but only succeeds at looking like an idiot.</span>", "<span class='danger'>\The [src]'s anti-combat mechanism prevents you from firing it at the same time!</span>")
@@ -319,7 +319,6 @@
/obj/item/gun/ballistic/revolver/doublebarrel/improvised
name = "improvised shotgun"
desc = "Essentially a tube that aims shotgun shells."
desc = "A shoddy break-action breechloaded shotgun. Its lacklustre construction will probably result in it hurting people less than a normal shotgun."
icon_state = "ishotgun"
item_state = "shotgun"
@@ -330,8 +329,9 @@
mag_type = /obj/item/ammo_box/magazine/internal/shot/improvised
sawn_desc = "I'm just here for the gasoline."
unique_reskin = null
projectile_damage_multiplier = 0.8
projectile_damage_multiplier = 0.9
var/slung = FALSE
weapon_weight = WEAPON_HEAVY
/obj/item/gun/ballistic/revolver/doublebarrel/improvised/attackby(obj/item/A, mob/user, params)
..()
@@ -358,7 +358,7 @@
/obj/item/gun/ballistic/revolver/doublebarrel/improvised/sawn
name = "sawn-off improvised shotgun"
desc = "A single-shot shotgun. Better not miss."
desc = "The barrel and stock have been sawn and filed down; it can fit in backpacks. You still need two hands to fire this, if you value unbroken wrists."
icon_state = "ishotgun"
item_state = "gun"
w_class = WEIGHT_CLASS_NORMAL
@@ -377,3 +377,114 @@
user.emote("scream")
user.drop_all_held_items()
user.DefaultCombatKnockdown(80)
// -------------- HoS Modular Weapon System -------------
// ---------- Code originally from VoreStation ----------
/obj/item/gun/ballistic/revolver/mws
name = "MWS-01 'Big Iron'"
desc = "Modular Weapons System"
icon = 'icons/obj/guns/projectile.dmi'
icon_state = "mws"
fire_sound = 'sound/weapons/Taser.ogg'
mag_type = /obj/item/ammo_box/magazine/mws_mag
spawnwithmagazine = FALSE
recoil = 0
var/charge_sections = 6
/obj/item/gun/ballistic/revolver/mws/examine(mob/user)
. = ..()
. += "<span class='notice'>Alt-click to remove the magazine.</span>"
/obj/item/gun/ballistic/revolver/mws/shoot_with_empty_chamber(mob/living/user as mob|obj)
process_chamber(user)
if(!chambered || !chambered.BB)
to_chat(user, "<span class='danger'>*click*</span>")
playsound(src, "gun_dry_fire", 30, 1)
/obj/item/gun/ballistic/revolver/mws/process_chamber(mob/living/user)
if(chambered && !chambered.BB) //if BB is null, i.e the shot has been fired...
var/obj/item/ammo_casing/mws_batt/shot = chambered
if(shot.cell.charge >= shot.e_cost)
shot.chargeshot()
else
for(var/B in magazine.stored_ammo)
var/obj/item/ammo_casing/mws_batt/other_batt = B
if(istype(other_batt,shot) && other_batt.cell.charge >= other_batt.e_cost)
switch_to(other_batt, user)
break
update_icon()
/obj/item/gun/ballistic/revolver/mws/proc/switch_to(obj/item/ammo_casing/mws_batt/new_batt, mob/living/user)
if(ishuman(user))
if(chambered && new_batt.type == chambered.type)
to_chat(user,"<span class='warning'>[src] is now using the next [new_batt.type_name] power cell.</span>")
else
to_chat(user,"<span class='warning'>[src] is now firing [new_batt.type_name].</span>")
chambered = new_batt
update_icon()
/obj/item/gun/ballistic/revolver/mws/attack_self(mob/living/user)
if(!chambered)
return
var/list/stored_ammo = magazine.stored_ammo
if(stored_ammo.len == 1)
return //silly you.
//Find an ammotype that ISN'T the same, or exhaust the list and don't change.
var/our_slot = stored_ammo.Find(chambered)
for(var/index in 1 to stored_ammo.len)
var/true_index = ((our_slot + index - 1) % stored_ammo.len) + 1 // Stupid ONE BASED lists!
var/obj/item/ammo_casing/mws_batt/next_batt = stored_ammo[true_index]
if(chambered != next_batt && !istype(next_batt, chambered.type) && next_batt.cell.charge >= next_batt.e_cost)
switch_to(next_batt, user)
break
/obj/item/gun/ballistic/revolver/mws/AltClick(mob/living/user)
.=..()
if(magazine)
user.put_in_hands(magazine)
magazine.update_icon()
if(magazine.ammo_count())
playsound(src, 'sound/weapons/gun_magazine_remove_full.ogg', 70, 1)
else
playsound(src, "gun_remove_empty_magazine", 70, 1)
magazine = null
to_chat(user, "<span class='notice'>You pull the magazine out of [src].</span>")
if(chambered)
chambered = null
update_icon()
/obj/item/gun/ballistic/revolver/mws/update_overlays()
.=..()
if(!chambered)
return
var/obj/item/ammo_casing/mws_batt/batt = chambered
var/batt_color = batt.type_color //Used many times
//Mode bar
var/image/mode_bar = image(icon, icon_state = "[initial(icon_state)]_type")
mode_bar.color = batt_color
. += mode_bar
//Barrel color
var/mutable_appearance/barrel_color = mutable_appearance(icon, "[initial(icon_state)]_barrel", color = batt_color)
barrel_color.alpha = 150
. += barrel_color
//Charge bar
var/ratio = can_shoot() ? CEILING(clamp(batt.cell.charge / batt.cell.maxcharge, 0, 1) * charge_sections, 1) : 0
for(var/i = 0, i < ratio, i++)
var/mutable_appearance/charge_bar = mutable_appearance(icon, "[initial(icon_state)]_charge", color = batt_color)
charge_bar.pixel_x = i
. += charge_bar
@@ -23,7 +23,7 @@
A.update_icon()
update_icon()
/obj/item/gun/ballistic/shotgun/process_chamber(empty_chamber = 0)
/obj/item/gun/ballistic/shotgun/process_chamber(mob/living/user, empty_chamber = 0)
return ..() //changed argument value
/obj/item/gun/ballistic/shotgun/chamber_round()
@@ -116,7 +116,7 @@
icon_state = "moistnugget"
item_state = "moistnugget"
slot_flags = 0 //no ITEM_SLOT_BACK sprite, alas
inaccuracy_modifier = 0
inaccuracy_modifier = 0.5
mag_type = /obj/item/ammo_box/magazine/internal/boltaction
var/bolt_open = FALSE
can_bayonet = TRUE
@@ -131,6 +131,7 @@
desc = "A bolt-action breechloaded rifle that takes 7.62mm bullets."
mag_type = /obj/item/ammo_box/magazine/internal/boltaction/improvised
can_bayonet = FALSE
var/slung = FALSE
/obj/item/gun/ballistic/shotgun/boltaction/pump(mob/M)
playsound(M, 'sound/weapons/shotgunpump.ogg', 60, 1)
@@ -152,6 +153,22 @@
. = ..()
. += "The bolt is [bolt_open ? "open" : "closed"]."
/obj/item/gun/ballistic/shotgun/boltaction/improvised/attackby(obj/item/A, mob/user, params)
..()
if(istype(A, /obj/item/stack/cable_coil) && !sawn_off)
if(A.use_tool(src, user, 0, 10, max_level = JOB_SKILL_BASIC))
slot_flags = ITEM_SLOT_BACK
to_chat(user, "<span class='notice'>You tie the lengths of cable to the rifle, making a sling.</span>")
slung = TRUE
update_icon()
else
to_chat(user, "<span class='warning'>You need at least ten lengths of cable if you want to make a sling!</span>")
/obj/item/gun/ballistic/shotgun/boltaction/improvised/update_icon()
..()
if(slung)
icon_state += "sling"
/obj/item/gun/ballistic/shotgun/boltaction/enchanted
name = "enchanted bolt action rifle"
desc = "Careful not to lose your head."
@@ -191,7 +208,7 @@
/obj/item/gun/ballistic/shotgun/boltaction/enchanted/attack_self()
return
/obj/item/gun/ballistic/shotgun/boltaction/enchanted/shoot_live_shot(mob/living/user as mob|obj, pointblank = 0, mob/pbtarget = null, message = 1)
/obj/item/gun/ballistic/shotgun/boltaction/enchanted/shoot_live_shot(mob/living/user, pointblank = FALSE, mob/pbtarget, message = 1, stam_cost = 0)
..()
if(guns_left)
var/obj/item/gun/ballistic/shotgun/boltaction/enchanted/GUN = new gun_type
@@ -205,7 +222,7 @@
// Automatic Shotguns//
/obj/item/gun/ballistic/shotgun/automatic/shoot_live_shot(mob/living/user as mob|obj)
/obj/item/gun/ballistic/shotgun/automatic/shoot_live_shot(mob/living/user, pointblank = FALSE, mob/pbtarget, message = 1, stam_cost = 0)
..()
src.pump(user)
@@ -303,3 +320,18 @@
return TRUE
// DOUBLE BARRELED SHOTGUN and IMPROVISED SHOTGUN are in revolver.dm
/obj/item/gun/ballistic/shotgun/doublebarrel/hook
name = "hook modified sawn-off shotgun"
desc = "Range isn't an issue when you can bring your victim to you."
icon_state = "hookshotgun"
item_state = "shotgun"
mag_type = /obj/item/ammo_box/magazine/internal/shot/bounty
w_class = WEIGHT_CLASS_BULKY
weapon_weight = WEAPON_MEDIUM
force = 16 //it has a hook on it
attack_verb = list("slashed", "hooked", "stabbed")
hitsound = 'sound/weapons/bladeslice.ogg'
//our hook gun!
var/obj/item/gun/magic/hook/bounty/hook
var/toggled = FALSE
@@ -57,7 +57,7 @@
casing_ejector = FALSE
can_suppress = FALSE
/obj/item/gun/ballistic/shotgun/toy/process_chamber(empty_chamber = 0)
/obj/item/gun/ballistic/shotgun/toy/process_chamber(mob/living/user, empty_chamber = 0)
..()
if(chambered && !chambered.BB)
qdel(chambered)
+2 -2
View File
@@ -127,12 +127,12 @@
chambered = null //either way, released the prepared shot
recharge_newshot() //try to charge a new shot
/obj/item/gun/energy/do_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
/obj/item/gun/energy/do_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0, stam_cost = 0)
if(!chambered && can_shoot())
process_chamber() // If the gun was drained and then recharged, load a new shot.
return ..()
/obj/item/gun/energy/do_burst_shot(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)
/obj/item/gun/energy/do_burst_shot(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, stam_cost = 0)
if(!chambered && can_shoot())
process_chamber() // Ditto.
return ..()
@@ -237,7 +237,7 @@
return FALSE
return TRUE
/obj/item/gun/energy/dueling/process_fire(atom/target, mob/living/user, message, params, zone_override, bonus_spread)
/obj/item/gun/energy/dueling/process_fire(atom/target, mob/living/user, message, params, zone_override, bonus_spread = 0, stam_cost = 0)
if(duel.state == DUEL_READY)
duel.confirmations[src] = TRUE
to_chat(user,"<span class='notice'>You confirm your readiness.</span>")
@@ -110,7 +110,7 @@
fail_tick--
..()
/obj/item/gun/energy/e_gun/nuclear/shoot_live_shot()
/obj/item/gun/energy/e_gun/nuclear/shoot_live_shot(mob/living/user, pointblank = FALSE, mob/pbtarget, message = 1, stam_cost = 0)
failcheck()
update_icon()
..()
@@ -60,6 +60,12 @@
else
cut_overlays()
/obj/item/gun/energy/kinetic_accelerator/getinaccuracy(mob/living/user, bonus_spread, stamloss)
var/old_fire_delay = fire_delay //It's pretty irrelevant tbh but whatever.
fire_delay = overheat_time
. = ..()
fire_delay = old_fire_delay
/obj/item/gun/energy/kinetic_accelerator/examine(mob/user)
. = ..()
if(max_mod_capacity)
@@ -128,7 +134,7 @@
if(!holds_charge)
empty()
/obj/item/gun/energy/kinetic_accelerator/shoot_live_shot()
/obj/item/gun/energy/kinetic_accelerator/shoot_live_shot(mob/living/user, pointblank = FALSE, mob/pbtarget, message = 1, stam_cost = 0)
. = ..()
attempt_reload()
@@ -207,6 +213,12 @@
var/obj/item/gun/energy/kinetic_accelerator/KA = loc
KA.modify_projectile(BB)
/obj/item/gun/energy/kinetic_accelerator/getstamcost(mob/living/carbon/user)
if(user && !lavaland_equipment_pressure_check(get_turf(user)))
return 0
else
return ..()
//Projectiles
/obj/item/projectile/kinetic
name = "kinetic force"
+18 -1
View File
@@ -62,7 +62,7 @@
slot_flags = ITEM_SLOT_BACK
w_class = WEIGHT_CLASS_BULKY
weapon_weight = WEAPON_MEDIUM
inaccuracy_modifier = 0.5
inaccuracy_modifier = 0.7
force = 10
throwforce = 10
cell_type = /obj/item/stock_parts/cell/lascarbine
@@ -240,3 +240,20 @@
chambered.BB.damage *= 5
process_fire(target, user, TRUE, params)
////////////////
// IMPROVISED //
////////////////
/obj/item/gun/energy/e_gun/old/improvised
name = "improvised energy rifle"
desc = "A crude imitation of an energy gun. It works, however the beams are poorly focused and most of the energy is wasted before it reaches the target. Welp, it still burns things."
icon_state = "improvised"
ammo_x_offset = 1
shaded_charge = 1
ammo_type = list(/obj/item/ammo_casing/energy/lasergun/improvised)
/obj/item/gun/energy/e_gun/old/improvised/upgraded
name = "makeshift energy rifle"
desc = "The new lens and upgraded parts gives this a higher capacity and more energy output, however, the shoddy construction still leaves it inferior to Nanotrasen's own energy weapons."
ammo_type = list(/obj/item/ammo_casing/energy/lasergun/improvised/upgraded)
@@ -89,7 +89,7 @@
suppressed = TRUE
ammo_type = list(/obj/item/ammo_casing/energy/bolt)
weapon_weight = WEAPON_LIGHT
inaccuracy_modifier = 0
inaccuracy_modifier = 0.25
obj_flags = 0
overheat_time = 20
holds_charge = TRUE
@@ -126,7 +126,7 @@
attack_verb = list("attacked", "slashed", "cut", "sliced")
force = 12
sharpness = IS_SHARP
inaccuracy_modifier = 0
inaccuracy_modifier = 0.25
can_charge = 0
heat = 3800
@@ -182,7 +182,7 @@
item_state = null
icon_state = "wormhole_projector"
pin = null
inaccuracy_modifier = 0
inaccuracy_modifier = 0.25
var/obj/effect/portal/p_blue
var/obj/effect/portal/p_orange
var/atmos_link = FALSE
@@ -318,7 +318,7 @@
icon_state = "emitter_carbine"
force = 12
w_class = WEIGHT_CLASS_SMALL
inaccuracy_modifier = 0
inaccuracy_modifier = 0.25
cell_type = /obj/item/stock_parts/cell/super
ammo_type = list(/obj/item/ammo_casing/energy/emitter)
+1 -1
View File
@@ -45,7 +45,7 @@
/obj/item/projectile/magic/death, /obj/item/projectile/magic/teleport, /obj/item/projectile/magic/door, /obj/item/projectile/magic/aoe/fireball,
/obj/item/projectile/magic/spellblade, /obj/item/projectile/magic/arcane_barrage, /obj/item/projectile/magic/locker)
/obj/item/gun/magic/staff/chaos/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
/obj/item/gun/magic/staff/chaos/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0, stam_cost = 0)
chambered.projectile_type = pick(allowed_projectile_types)
. = ..()
@@ -9,7 +9,7 @@
throw_speed = 3
throw_range = 7
force = 4
inaccuracy_modifier = 0
inaccuracy_modifier = 0.25
custom_materials = list(/datum/material/iron=2000)
clumsy_check = FALSE
fire_sound = 'sound/items/syringeproj.ogg'
@@ -31,7 +31,7 @@
/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)
/obj/item/gun/grenadelauncher/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0, stam_cost = 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!
@@ -41,7 +41,7 @@
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)
/obj/item/gun/medbeam/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0, stam_cost = 0)
if(isliving(user))
add_fingerprint(user)
@@ -7,7 +7,7 @@
throw_speed = 3
throw_range = 7
force = 4
inaccuracy_modifier = 0
inaccuracy_modifier = 0.25
custom_materials = list(/datum/material/iron=2000)
clumsy_check = 0
fire_sound = 'sound/items/syringeproj.ogg'
@@ -160,7 +160,7 @@
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)
/obj/item/gun/syringe/blowgun/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0, stam_cost = 0)
visible_message("<span class='danger'>[user] starts aiming with a blowgun!</span>")
if(do_after(user, 25, target = src))
user.adjustStaminaLoss(20)