and finally, the modules folder. Now I can publish and take a break
This commit is contained in:
@@ -7,11 +7,6 @@
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caliber = "shotgun"
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projectile_type = /obj/item/projectile/bullet/shotgun_slug
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materials = list(MAT_METAL=4000)
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/obj/item/ammo_casing/shotgun/tengauge
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name = "10g shotgun slug"
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desc = "A 10 gauge lead slug."
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projectile_type = /obj/item/projectile/bullet/shotgun_slug/tengauge
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/obj/item/ammo_casing/shotgun/beanbag
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name = "beanbag slug"
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@@ -118,7 +113,7 @@
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/obj/item/ammo_casing/shotgun/dart/noreact
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name = "cryostasis shotgun dart"
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desc = "A dart for use in shotguns, using similar technolgoy as cryostatis beakers to keep internal reagents from reacting. Can be injected with up to 10 units of any chemical."
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desc = "A dart for use in shotguns, using similar technology as cryostatis beakers to keep internal reagents from reacting. Can be injected with up to 10 units of any chemical."
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icon_state = "cnrshell"
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reagent_amount = 10
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reagent_react = FALSE
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@@ -19,7 +19,7 @@
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icon_state = "46x30mmtA-[round(ammo_count(),4)]"
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/obj/item/ammo_box/magazine/wt550m9/wtic
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name = "wt550 magazine (Incindiary 4.6x30mm)"
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name = "wt550 magazine (Incendiary 4.6x30mm)"
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icon_state = "46x30mmtI-20"
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ammo_type = /obj/item/ammo_casing/c46x30mm/inc
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@@ -54,7 +54,7 @@
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ammo_type = /obj/item/ammo_casing/c9mm/ap
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/obj/item/ammo_box/magazine/smgm9mm/fire
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name = "SMG Magazine (Incindiary 9mm)"
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name = "SMG Magazine (Incendiary 9mm)"
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ammo_type = /obj/item/ammo_casing/c9mm/inc
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/obj/item/ammo_box/magazine/smgm45
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@@ -1,6 +1,7 @@
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/obj/item/ammo_box/magazine/internal
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desc = "Oh god, this shouldn't be here"
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flags_1 = CONDUCT_1|ABSTRACT_1
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flags_1 = CONDUCT_1
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item_flags = ABSTRACT
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//internals magazines are accessible, so replace spent ammo if full when trying to put a live one in
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/obj/item/ammo_box/magazine/internal/give_round(obj/item/ammo_casing/R)
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@@ -5,13 +5,13 @@
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max_ammo = 6
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/obj/item/ammo_box/magazine/internal/cylinder/rev762
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name = "nagant revolver cylinder"
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name = "\improper Nagant revolver cylinder"
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ammo_type = /obj/item/ammo_casing/n762
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caliber = "n762"
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max_ammo = 7
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/obj/item/ammo_box/magazine/internal/cylinder/rus357
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name = "russian revolver cylinder"
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name = "\improper Russian revolver cylinder"
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ammo_type = /obj/item/ammo_casing/a357
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caliber = "357"
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max_ammo = 6
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@@ -27,7 +27,7 @@
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can_suppress = FALSE
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/obj/item/gun/ballistic/automatic/pistol/deagle
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name = "desert eagle"
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name = "\improper Desert Eagle"
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desc = "A robust .50 AE handgun."
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icon_state = "deagle"
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force = 14
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@@ -44,7 +44,7 @@
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icon_state = "[initial(icon_state)][chambered ? "" : "-e"]"
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/obj/item/gun/ballistic/automatic/pistol/deagle/gold
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desc = "A gold plated desert eagle folded over a million times by superior martian gunsmiths. Uses .50 AE ammo."
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desc = "A gold plated Desert Eagle folded over a million times by superior martian gunsmiths. Uses .50 AE ammo."
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icon_state = "deagleg"
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item_state = "deagleg"
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@@ -55,7 +55,7 @@
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/obj/item/gun/ballistic/automatic/pistol/APS
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name = "stechkin APS pistol"
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desc = "The original russian version of a widely used Syndicate sidearm. Uses 9mm ammo."
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desc = "The original Russian version of a widely used Syndicate sidearm. Uses 9mm ammo."
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icon_state = "aps"
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w_class = WEIGHT_CLASS_SMALL
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mag_type = /obj/item/ammo_box/magazine/pistolm9mm
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@@ -151,7 +151,7 @@
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pin = /obj/item/firing_pin
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/obj/item/gun/ballistic/revolver/nagant
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name = "nagant revolver"
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name = "\improper Nagant revolver"
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desc = "An old model of revolver that originated in Russia. Able to be suppressed. Uses 7.62x38mmR ammo."
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icon_state = "nagant"
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can_suppress = TRUE
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@@ -163,7 +163,7 @@
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// You can spin the chamber to randomize the position of the bullet.
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/obj/item/gun/ballistic/revolver/russian
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name = "\improper russian revolver"
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name = "\improper Russian revolver"
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desc = "A Russian-made revolver for drinking games. Uses .357 ammo, and has a mechanism requiring you to spin the chamber before each trigger pull."
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mag_type = /obj/item/ammo_box/magazine/internal/cylinder/rus357
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var/spun = FALSE
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@@ -233,7 +233,7 @@
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user.visible_message("<span class='danger'>[user.name] fires [src] at [user.p_their()] head!</span>", "<span class='userdanger'>You fire [src] at your head!</span>", "<span class='italics'>You hear a gunshot!</span>")
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/obj/item/gun/ballistic/revolver/russian/soul
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name = "cursed russian revolver"
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name = "cursed Russian revolver"
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desc = "To play with this revolver requires wagering your very soul."
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/obj/item/gun/ballistic/revolver/russian/soul/shoot_self(mob/living/user)
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@@ -151,7 +151,8 @@
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item_state = "arcane_barrage"
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can_bayonet = FALSE
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flags_1 = DROPDEL_1
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item_flags = NEEDS_PERMIT | DROPDEL
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flags_1 = NONE
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mag_type = /obj/item/ammo_box/magazine/internal/boltaction/enchanted/arcane_barrage
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@@ -101,8 +101,8 @@
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transform *= 1 + ((damage/7) * 0.2)//20% larger per tile
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/obj/item/gun/energy/xray
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name = "x-ray laser gun"
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desc = "A high-power laser gun capable of expelling concentrated x-ray blasts that pass through multiple soft targets and heavier materials."
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name = "\improper X-ray laser gun"
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desc = "A high-power laser gun capable of expelling concentrated X-ray blasts that pass through multiple soft targets and heavier materials."
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icon_state = "xray"
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item_state = null
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ammo_type = list(/obj/item/ammo_casing/energy/xray)
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@@ -96,6 +96,10 @@
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charges--
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..()
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/obj/item/gun/magic/wand/resurrection/debug //for testing
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name = "debug wand of healing"
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max_charges = 500
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/////////////////////////////////////
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//WAND OF POLYMORPH
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/////////////////////////////////////
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@@ -10,7 +10,7 @@
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/obj/item/gun/energy/beam_rifle
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name = "particle acceleration rifle"
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desc = "An energy-based anti material marksman rifle that uses highly charged particle beams moving at extreme velocities to decimate whatever is unfortunate enough to be targetted by one. \
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desc = "An energy-based anti material marksman rifle that uses highly charged particle beams moving at extreme velocities to decimate whatever is unfortunate enough to be targeted by one. \
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<span class='boldnotice'>Hold down left click while scoped to aim, when weapon is fully aimed (Tracer goes from red to green as it charges), release to fire. Moving while aiming or \
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changing where you're pointing at while aiming will delay the aiming process depending on how much you changed.</span>"
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icon = 'icons/obj/guns/energy.dmi'
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@@ -513,8 +513,6 @@
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return 0.4
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if(istype(target, /obj/structure/window))
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return 0.5
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if(istype(target, /obj/structure/blob)) //CIT CHANGE - Blobs are getting ggnore'd too hard and people need to GIT GUD
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return 0.2
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return 1
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/obj/item/projectile/beam/beam_rifle/proc/handle_impact(atom/target)
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@@ -147,7 +147,7 @@
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// DNA-keyed pin.
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// When you want to keep your toys for youself.
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// When you want to keep your toys for yourself.
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/obj/item/firing_pin/dna
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name = "DNA-keyed firing pin"
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desc = "This is a DNA-locked firing pin which only authorizes one user. Attempt to fire once to DNA-link."
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@@ -8,7 +8,7 @@
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icon_state = "bullet"
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density = FALSE
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anchored = TRUE
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flags_1 = ABSTRACT_1
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item_flags = ABSTRACT
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pass_flags = PASSTABLE
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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hitsound = 'sound/weapons/pierce.ogg'
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@@ -51,7 +51,7 @@
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damage = 5
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/obj/item/projectile/beam/xray
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name = "xray beam"
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name = "\improper X-ray beam"
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icon_state = "xray"
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damage = 15
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irradiate = 30
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@@ -14,4 +14,4 @@
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var/turf/location = get_turf(src)
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if(location)
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new /obj/effect/hotspot(location)
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location.hotspot_expose(700, 50, 1)
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location.hotspot_expose(700, 5, 1)
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@@ -2,10 +2,6 @@
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name = "12g shotgun slug"
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damage = 60
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/obj/item/projectile/bullet/shotgun_slug/tengauge
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name = "10g shotgun slug"
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damage = 72.5
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/obj/item/projectile/bullet/shotgun_beanbag
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name = "beanbag slug"
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damage = 5
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@@ -1,98 +1,98 @@
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/obj/item/projectile/energy/net
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name = "energy netting"
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icon_state = "e_netting"
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damage = 10
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damage_type = STAMINA
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hitsound = 'sound/weapons/taserhit.ogg'
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range = 10
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/obj/item/projectile/energy/net/Initialize()
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. = ..()
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SpinAnimation()
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/obj/item/projectile/energy/net/on_hit(atom/target, blocked = FALSE)
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if(isliving(target))
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var/turf/Tloc = get_turf(target)
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if(!locate(/obj/effect/nettingportal) in Tloc)
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new /obj/effect/nettingportal(Tloc)
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..()
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/obj/item/projectile/energy/net/on_range()
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do_sparks(1, TRUE, src)
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..()
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/obj/effect/nettingportal
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name = "DRAGnet teleportation field"
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desc = "A field of bluespace energy, locking on to teleport a target."
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icon = 'icons/effects/effects.dmi'
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icon_state = "dragnetfield"
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light_range = 3
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anchored = TRUE
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/obj/effect/nettingportal/Initialize()
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. = ..()
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var/obj/item/beacon/teletarget = null
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for(var/obj/machinery/computer/teleporter/com in GLOB.machines)
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if(com.target)
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if(com.power_station && com.power_station.teleporter_hub && com.power_station.engaged)
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teletarget = com.target
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addtimer(CALLBACK(src, .proc/pop, teletarget), 30)
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/obj/effect/nettingportal/proc/pop(teletarget)
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if(teletarget)
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for(var/mob/living/L in get_turf(src))
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do_teleport(L, teletarget, 2)//teleport what's in the tile to the beacon
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else
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for(var/mob/living/L in get_turf(src))
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do_teleport(L, L, 15) //Otherwise it just warps you off somewhere.
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qdel(src)
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/obj/effect/nettingportal/singularity_act()
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return
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/obj/effect/nettingportal/singularity_pull()
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return
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/obj/item/projectile/energy/trap
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name = "energy snare"
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icon_state = "e_snare"
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nodamage = 1
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knockdown = 20
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hitsound = 'sound/weapons/taserhit.ogg'
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range = 4
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/obj/item/projectile/energy/trap/on_hit(atom/target, blocked = FALSE)
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if(!ismob(target) || blocked >= 100) //Fully blocked by mob or collided with dense object - drop a trap
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new/obj/item/restraints/legcuffs/beartrap/energy(get_turf(loc))
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else if(iscarbon(target))
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var/obj/item/restraints/legcuffs/beartrap/B = new /obj/item/restraints/legcuffs/beartrap/energy(get_turf(target))
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B.Crossed(target)
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..()
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/obj/item/projectile/energy/trap/on_range()
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new /obj/item/restraints/legcuffs/beartrap/energy(loc)
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..()
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/obj/item/projectile/energy/trap/cyborg
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name = "Energy Bola"
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icon_state = "e_snare"
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nodamage = 1
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knockdown = 0
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hitsound = 'sound/weapons/taserhit.ogg'
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range = 10
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|
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/obj/item/projectile/energy/trap/cyborg/on_hit(atom/target, blocked = FALSE)
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if(!ismob(target) || blocked >= 100)
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do_sparks(1, TRUE, src)
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qdel(src)
|
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if(iscarbon(target))
|
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var/obj/item/restraints/legcuffs/beartrap/B = new /obj/item/restraints/legcuffs/beartrap/energy/cyborg(get_turf(target))
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B.Crossed(target)
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QDEL_IN(src, 10)
|
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..()
|
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/obj/item/projectile/energy/trap/cyborg/on_range()
|
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do_sparks(1, TRUE, src)
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qdel(src)
|
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/obj/item/projectile/energy/net
|
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name = "energy netting"
|
||||
icon_state = "e_netting"
|
||||
damage = 10
|
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damage_type = STAMINA
|
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hitsound = 'sound/weapons/taserhit.ogg'
|
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range = 10
|
||||
|
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/obj/item/projectile/energy/net/Initialize()
|
||||
. = ..()
|
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SpinAnimation()
|
||||
|
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/obj/item/projectile/energy/net/on_hit(atom/target, blocked = FALSE)
|
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if(isliving(target))
|
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var/turf/Tloc = get_turf(target)
|
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if(!locate(/obj/effect/nettingportal) in Tloc)
|
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new /obj/effect/nettingportal(Tloc)
|
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..()
|
||||
|
||||
/obj/item/projectile/energy/net/on_range()
|
||||
do_sparks(1, TRUE, src)
|
||||
..()
|
||||
|
||||
/obj/effect/nettingportal
|
||||
name = "DRAGnet teleportation field"
|
||||
desc = "A field of bluespace energy, locking on to teleport a target."
|
||||
icon = 'icons/effects/effects.dmi'
|
||||
icon_state = "dragnetfield"
|
||||
light_range = 3
|
||||
anchored = TRUE
|
||||
|
||||
/obj/effect/nettingportal/Initialize()
|
||||
. = ..()
|
||||
var/obj/item/beacon/teletarget = null
|
||||
for(var/obj/machinery/computer/teleporter/com in GLOB.machines)
|
||||
if(com.target)
|
||||
if(com.power_station && com.power_station.teleporter_hub && com.power_station.engaged)
|
||||
teletarget = com.target
|
||||
|
||||
addtimer(CALLBACK(src, .proc/pop, teletarget), 30)
|
||||
|
||||
/obj/effect/nettingportal/proc/pop(teletarget)
|
||||
if(teletarget)
|
||||
for(var/mob/living/L in get_turf(src))
|
||||
do_teleport(L, teletarget, 2)//teleport what's in the tile to the beacon
|
||||
else
|
||||
for(var/mob/living/L in get_turf(src))
|
||||
do_teleport(L, L, 15) //Otherwise it just warps you off somewhere.
|
||||
|
||||
qdel(src)
|
||||
|
||||
/obj/effect/nettingportal/singularity_act()
|
||||
return
|
||||
|
||||
/obj/effect/nettingportal/singularity_pull()
|
||||
return
|
||||
|
||||
/obj/item/projectile/energy/trap
|
||||
name = "energy snare"
|
||||
icon_state = "e_snare"
|
||||
nodamage = 1
|
||||
knockdown = 20
|
||||
hitsound = 'sound/weapons/taserhit.ogg'
|
||||
range = 4
|
||||
|
||||
/obj/item/projectile/energy/trap/on_hit(atom/target, blocked = FALSE)
|
||||
if(!ismob(target) || blocked >= 100) //Fully blocked by mob or collided with dense object - drop a trap
|
||||
new/obj/item/restraints/legcuffs/beartrap/energy(get_turf(loc))
|
||||
else if(iscarbon(target))
|
||||
var/obj/item/restraints/legcuffs/beartrap/B = new /obj/item/restraints/legcuffs/beartrap/energy(get_turf(target))
|
||||
B.Crossed(target)
|
||||
..()
|
||||
|
||||
/obj/item/projectile/energy/trap/on_range()
|
||||
new /obj/item/restraints/legcuffs/beartrap/energy(loc)
|
||||
..()
|
||||
|
||||
/obj/item/projectile/energy/trap/cyborg
|
||||
name = "Energy Bola"
|
||||
icon_state = "e_snare"
|
||||
nodamage = 1
|
||||
knockdown = 0
|
||||
hitsound = 'sound/weapons/taserhit.ogg'
|
||||
range = 10
|
||||
|
||||
/obj/item/projectile/energy/trap/cyborg/on_hit(atom/target, blocked = FALSE)
|
||||
if(!ismob(target) || blocked >= 100)
|
||||
do_sparks(1, TRUE, src)
|
||||
qdel(src)
|
||||
if(iscarbon(target))
|
||||
var/obj/item/restraints/legcuffs/beartrap/B = new /obj/item/restraints/legcuffs/beartrap/energy/cyborg(get_turf(target))
|
||||
B.Crossed(target)
|
||||
QDEL_IN(src, 10)
|
||||
..()
|
||||
|
||||
/obj/item/projectile/energy/trap/cyborg/on_range()
|
||||
do_sparks(1, TRUE, src)
|
||||
qdel(src)
|
||||
|
||||
@@ -18,7 +18,7 @@
|
||||
do_sparks(1, TRUE, src)
|
||||
else if(iscarbon(target))
|
||||
var/mob/living/carbon/C = target
|
||||
C.SendSignal(COMSIG_ADD_MOOD_EVENT, "tased", /datum/mood_event/tased)
|
||||
SEND_SIGNAL(C, COMSIG_ADD_MOOD_EVENT, "tased", /datum/mood_event/tased)
|
||||
if(C.dna && C.dna.check_mutation(HULK))
|
||||
C.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ))
|
||||
else if((C.status_flags & CANKNOCKDOWN) && !C.has_trait(TRAIT_STUNIMMUNE))
|
||||
|
||||
@@ -7,12 +7,11 @@
|
||||
flag = "energy"
|
||||
var/temperature = 100
|
||||
|
||||
/obj/item/projectile/temp/on_hit(atom/target, blocked = FALSE)//These two could likely check temp protection on the mob
|
||||
..()
|
||||
/obj/item/projectile/temp/on_hit(atom/target, blocked = 0)
|
||||
. = ..()
|
||||
if(isliving(target))
|
||||
var/mob/M = target
|
||||
M.bodytemperature = temperature
|
||||
return TRUE
|
||||
var/mob/living/L = target
|
||||
L.adjust_bodytemperature(((100-blocked)/100)*(temperature - L.bodytemperature)) // the new body temperature is adjusted by 100-blocked % of the delta between body temperature and the bullet's effect temperature
|
||||
|
||||
/obj/item/projectile/temp/hot
|
||||
name = "heat beam"
|
||||
|
||||
Reference in New Issue
Block a user