Merge remote-tracking branch 'citadel/master' into mobility_flags
This commit is contained in:
@@ -5,4 +5,22 @@
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caliber = "arrow"
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icon_state = "arrow"
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throwforce = 3 //good luck hitting someone with the pointy end of the arrow
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throw_speed = 3
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throw_speed = 3
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/obj/item/ammo_casing/caseless/arrow/ashen
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name = "ashen arrow"
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desc = "Fire harderned wooden arrow."
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icon_state = "asharrow"
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projectile_type = /obj/item/projectile/bullet/reusable/arrow/ashen
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/obj/item/ammo_casing/caseless/arrow/bone
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name = "bone arrow"
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desc = "Arrow made of bone and sinew. The tip is sharp enough to pierce into a goliath plate."
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icon_state = "bonearrow"
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projectile_type = /obj/item/projectile/bullet/reusable/arrow/bone
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/obj/item/ammo_casing/caseless/arrow/bronze
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name = "bronze arrow"
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desc = "Bronze tipped arrow."
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icon_state = "bronzearrow"
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projectile_type = /obj/item/projectile/bullet/reusable/arrow/bronze
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@@ -50,4 +50,19 @@
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icon_state = "bow_[get_ammo() ? (chambered ? "firing" : "loaded") : "unloaded"]"
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/obj/item/gun/ballistic/bow/can_shoot()
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return chambered
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return chambered
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/obj/item/gun/ballistic/bow/ashen
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name = "bone bow"
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desc = "Some sort of primitive projectile weapon made of bone and sinew. Used to fire arrows."
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icon_state = "ashenbow"
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item_state = "ashenbow"
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force = 8
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/obj/item/gun/ballistic/bow/pipe
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name = "pipe bow"
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desc = "Some sort of pipe made projectile weapon made of a silk string and lots of bending. Used to fire arrows."
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icon_state = "pipebow"
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item_state = "pipebow"
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inaccuracy_modifier = 1.1 //Made of pipe and in a rush
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force = 0
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@@ -67,7 +67,8 @@
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/obj/item/gun/energy/Destroy()
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if(flags_1 & INITIALIZED_1)
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QDEL_NULL(cell)
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QDEL_LIST(ammo_type)
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if(!(flags_1 & HOLOGRAM_1)) //holodeck stuff.
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QDEL_LIST(ammo_type)
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STOP_PROCESSING(SSobj, src)
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return ..()
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@@ -7,10 +7,11 @@
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var/zap_range = 3
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var/power = 10000
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/obj/item/projectile/energy/tesla/fire(setAngle)
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if(firer)
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chain = firer.Beam(src, icon_state = "lightning[rand(1, 12)]", time = INFINITY, maxdistance = INFINITY)
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..()
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/obj/item/projectile/energy/tesla/fire(setAngle, atom/direct_target)
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var/atom/source = fired_from || firer
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if(source)
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chain = source.Beam(src, icon_state = "lightning[rand(1, 12)]", time = INFINITY, maxdistance = INFINITY)
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return ..()
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/obj/item/projectile/energy/tesla/on_hit(atom/target)
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. = ..()
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@@ -3,4 +3,23 @@
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desc = "Woosh!"
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damage = 15
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icon_state = "arrow"
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ammo_type = /obj/item/ammo_casing/caseless/arrow
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ammo_type = /obj/item/ammo_casing/caseless/arrow
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/obj/item/projectile/bullet/reusable/arrow/ashen
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name = "ashen arrow"
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desc = "Fire harderned arrow."
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damage = 25
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ammo_type = /obj/item/ammo_casing/caseless/arrow/ashen
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/obj/item/projectile/bullet/reusable/arrow/bone //AP for ashwalkers
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name = "bone arrow"
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desc = "Arrow made of bone and sinew."
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damage = 35
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armour_penetration = 40
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ammo_type = /obj/item/ammo_casing/caseless/arrow/bone
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/obj/item/projectile/bullet/reusable/arrow/bronze //Just some AP shots
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name = "bronze arrow"
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desc = "Bronze tipped arrow."
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armour_penetration = 10
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ammo_type = /obj/item/ammo_casing/caseless/arrow/bronze
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