Merge remote-tracking branch 'citadel/master' into mobility_flags

This commit is contained in:
kevinz000
2020-02-19 19:12:27 -07:00
73 changed files with 384 additions and 123 deletions
@@ -5,4 +5,22 @@
caliber = "arrow"
icon_state = "arrow"
throwforce = 3 //good luck hitting someone with the pointy end of the arrow
throw_speed = 3
throw_speed = 3
/obj/item/ammo_casing/caseless/arrow/ashen
name = "ashen arrow"
desc = "Fire harderned wooden arrow."
icon_state = "asharrow"
projectile_type = /obj/item/projectile/bullet/reusable/arrow/ashen
/obj/item/ammo_casing/caseless/arrow/bone
name = "bone arrow"
desc = "Arrow made of bone and sinew. The tip is sharp enough to pierce into a goliath plate."
icon_state = "bonearrow"
projectile_type = /obj/item/projectile/bullet/reusable/arrow/bone
/obj/item/ammo_casing/caseless/arrow/bronze
name = "bronze arrow"
desc = "Bronze tipped arrow."
icon_state = "bronzearrow"
projectile_type = /obj/item/projectile/bullet/reusable/arrow/bronze
+16 -1
View File
@@ -50,4 +50,19 @@
icon_state = "bow_[get_ammo() ? (chambered ? "firing" : "loaded") : "unloaded"]"
/obj/item/gun/ballistic/bow/can_shoot()
return chambered
return chambered
/obj/item/gun/ballistic/bow/ashen
name = "bone bow"
desc = "Some sort of primitive projectile weapon made of bone and sinew. Used to fire arrows."
icon_state = "ashenbow"
item_state = "ashenbow"
force = 8
/obj/item/gun/ballistic/bow/pipe
name = "pipe bow"
desc = "Some sort of pipe made projectile weapon made of a silk string and lots of bending. Used to fire arrows."
icon_state = "pipebow"
item_state = "pipebow"
inaccuracy_modifier = 1.1 //Made of pipe and in a rush
force = 0
+2 -1
View File
@@ -67,7 +67,8 @@
/obj/item/gun/energy/Destroy()
if(flags_1 & INITIALIZED_1)
QDEL_NULL(cell)
QDEL_LIST(ammo_type)
if(!(flags_1 & HOLOGRAM_1)) //holodeck stuff.
QDEL_LIST(ammo_type)
STOP_PROCESSING(SSobj, src)
return ..()
@@ -7,10 +7,11 @@
var/zap_range = 3
var/power = 10000
/obj/item/projectile/energy/tesla/fire(setAngle)
if(firer)
chain = firer.Beam(src, icon_state = "lightning[rand(1, 12)]", time = INFINITY, maxdistance = INFINITY)
..()
/obj/item/projectile/energy/tesla/fire(setAngle, atom/direct_target)
var/atom/source = fired_from || firer
if(source)
chain = source.Beam(src, icon_state = "lightning[rand(1, 12)]", time = INFINITY, maxdistance = INFINITY)
return ..()
/obj/item/projectile/energy/tesla/on_hit(atom/target)
. = ..()
@@ -3,4 +3,23 @@
desc = "Woosh!"
damage = 15
icon_state = "arrow"
ammo_type = /obj/item/ammo_casing/caseless/arrow
ammo_type = /obj/item/ammo_casing/caseless/arrow
/obj/item/projectile/bullet/reusable/arrow/ashen
name = "ashen arrow"
desc = "Fire harderned arrow."
damage = 25
ammo_type = /obj/item/ammo_casing/caseless/arrow/ashen
/obj/item/projectile/bullet/reusable/arrow/bone //AP for ashwalkers
name = "bone arrow"
desc = "Arrow made of bone and sinew."
damage = 35
armour_penetration = 40
ammo_type = /obj/item/ammo_casing/caseless/arrow/bone
/obj/item/projectile/bullet/reusable/arrow/bronze //Just some AP shots
name = "bronze arrow"
desc = "Bronze tipped arrow."
armour_penetration = 10
ammo_type = /obj/item/ammo_casing/caseless/arrow/bronze