Tg patch branch to master (#192)

* code nitpicking

* Midnight oil

More like 6am oil.  Still having issues with actually eating anyone.

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes

* missed commit

* Noms

* specific release doesn't work

* Tg modernization patch (#115)

* sync (#3)

* shuttle auto call

* Merge /vore into /master (#39)

* progress

* Compile errors fixed

No idea if it's test worthy tho as conflicts with race overhaul and
narky removal.

* Update admins.txt

* efforts continue

Fuck grab code, seriously

* grab code is cancer

* Execute the Narkism

Do not hesitate.

Show no mercy.

* holy shit grab code is awful

* have I bitched about grab code

My bitching, let me show you it

* código de agarre es una mierda

No really it is

* yeah I don't even know anymore.

* Lolnope. Fuck grab code

* I'm not even sure what to fix anymore

* Self eating is not an acceptable fate

* Taste the void, son.

* My code doesn't pass it's own sanity check.

Maybe it's a sign of things to come.

* uncommented and notes

* It Works and I Don't Know Why (#38)

* shuttle auto call

* it works and I don't know why

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes

* port from cactus did

* fix format error

* Update preferences.dm

unfuck

* Revert "port from cactus did"

* unfuck

* more sprite work

* vore

* disabled roundstart xenos for now

* admin QOL

needs callback porting, TBD

* Mentor system initial port

I'm sure I've missed a fuckton of shit

* test merge

* Jesus tits did this finally fix compile issues?

* Tg modern (#149)

* sync (#3)

* shuttle auto call

* Merge /vore into /master (#39)

* progress

* Compile errors fixed

No idea if it's test worthy tho as conflicts with race overhaul and
narky removal.

* Update admins.txt

* efforts continue

Fuck grab code, seriously

* grab code is cancer

* Execute the Narkism

Do not hesitate.

Show no mercy.

* holy shit grab code is awful

* have I bitched about grab code

My bitching, let me show you it

* código de agarre es una mierda

No really it is

* yeah I don't even know anymore.

* Lolnope. Fuck grab code

* I'm not even sure what to fix anymore

* Self eating is not an acceptable fate

* Taste the void, son.

* My code doesn't pass it's own sanity check.

Maybe it's a sign of things to come.

* uncommented and notes

* It Works and I Don't Know Why (#38)

* shuttle auto call

* it works and I don't know why

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes

* Tg modernization patch (#115)

* sync (#3)

* shuttle auto call

* Merge /vore into /master (#39)

* progress

* Compile errors fixed

No idea if it's test worthy tho as conflicts with race overhaul and
narky removal.

* Update admins.txt

* efforts continue

Fuck grab code, seriously

* grab code is cancer

* Execute the Narkism

Do not hesitate.

Show no mercy.

* holy shit grab code is awful

* have I bitched about grab code

My bitching, let me show you it

* código de agarre es una mierda

No really it is

* yeah I don't even know anymore.

* Lolnope. Fuck grab code

* I'm not even sure what to fix anymore

* Self eating is not an acceptable fate

* Taste the void, son.

* My code doesn't pass it's own sanity check.

Maybe it's a sign of things to come.

* uncommented and notes

* It Works and I Don't Know Why (#38)

* shuttle auto call

* it works and I don't know why

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes

* port from cactus did

* fix format error

* Update preferences.dm

unfuck

* Revert "port from cactus did"

* unfuck

* more sprite work

* vore

* disabled roundstart xenos for now

* test merge

* Jesus tits did this finally fix compile issues?

* Initial test compiles. hooray.

* Admin ticket fixes

* I'll give you a bad argument you piece of shit dream maker I fucking swear on my mum

* who list wip

also ahelps are broken again. fuck if I know why

* discord bot basics

* maybe tickets work now & bot framework done

* ahelp callback readd

* Mentor system, Tickets, and discord (#151)

* sync (#3)

* shuttle auto call

* Merge /vore into /master (#39)

* progress

* Compile errors fixed

No idea if it's test worthy tho as conflicts with race overhaul and
narky removal.

* Update admins.txt

* efforts continue

Fuck grab code, seriously

* grab code is cancer

* Execute the Narkism

Do not hesitate.

Show no mercy.

* holy shit grab code is awful

* have I bitched about grab code

My bitching, let me show you it

* código de agarre es una mierda

No really it is

* yeah I don't even know anymore.

* Lolnope. Fuck grab code

* I'm not even sure what to fix anymore

* Self eating is not an acceptable fate

* Taste the void, son.

* My code doesn't pass it's own sanity check.

Maybe it's a sign of things to come.

* uncommented and notes

* It Works and I Don't Know Why (#38)

* shuttle auto call

* it works and I don't know why

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes

* Tg modernization patch (#115)

* sync (#3)

* shuttle auto call

* Merge /vore into /master (#39)

* progress

* Compile errors fixed

No idea if it's test worthy tho as conflicts with race overhaul and
narky removal.

* Update admins.txt

* efforts continue

Fuck grab code, seriously

* grab code is cancer

* Execute the Narkism

Do not hesitate.

Show no mercy.

* holy shit grab code is awful

* have I bitched about grab code

My bitching, let me show you it

* código de agarre es una mierda

No really it is

* yeah I don't even know anymore.

* Lolnope. Fuck grab code

* I'm not even sure what to fix anymore

* Self eating is not an acceptable fate

* Taste the void, son.

* My code doesn't pass it's own sanity check.

Maybe it's a sign of things to come.

* uncommented and notes

* It Works and I Don't Know Why (#38)

* shuttle auto call

* it works and I don't know why

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes

* port from cactus did

* fix format error

* Update preferences.dm

unfuck

* Revert "port from cactus did"

* unfuck

* more sprite work

* vore

* disabled roundstart xenos for now

* admin QOL

needs callback porting, TBD

* Mentor system initial port

I'm sure I've missed a fuckton of shit

* test merge

* Jesus tits did this finally fix compile issues?

* Initial test compiles. hooray.

* Admin ticket fixes

* I'll give you a bad argument you piece of shit dream maker I fucking swear on my mum

* who list wip

also ahelps are broken again. fuck if I know why

* discord bot basics

* maybe tickets work now & bot framework done

* ahelp callback readd

* vore tweaks

* progress

* dirtier fix than a korean hooker in the 60s

* The release your hooker will always fake

* you could save that hookers number but wouldn't you rather just vore the hooker instead

* Save system is literal black magic

* great googly moogly it's all gone to shit

* We May 2015 save code now

* fiddling with digestion code now

* fuck if I know anymore. I'm going to bed

* OWN UP YOUR OWN DIGESTION

* UNREGULATED GUTS ARE NON COMPLIANT

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

* BELLIES MUST COMPLY WITH USER OWNERSHIP

* Removed debug messages

* Unneeded verb additions

* file change tweaks

* WATCH YOUR SPACING, DRIVER

* Changelog and devourment for some mobs.

Because I knew people were gunna ask.

NO YOU CANNOT EAT THE FUCKING LEGION

* Vore code sync (#157)

* sync (#3)

* shuttle auto call

* Merge /vore into /master (#39)

* progress

* Compile errors fixed

No idea if it's test worthy tho as conflicts with race overhaul and
narky removal.

* Update admins.txt

* efforts continue

Fuck grab code, seriously

* grab code is cancer

* Execute the Narkism

Do not hesitate.

Show no mercy.

* holy shit grab code is awful

* have I bitched about grab code

My bitching, let me show you it

* código de agarre es una mierda

No really it is

* yeah I don't even know anymore.

* Lolnope. Fuck grab code

* I'm not even sure what to fix anymore

* Self eating is not an acceptable fate

* Taste the void, son.

* My code doesn't pass it's own sanity check.

Maybe it's a sign of things to come.

* uncommented and notes

* It Works and I Don't Know Why (#38)

* shuttle auto call

* it works and I don't know why

* Escape and Devourable

For the normies who play here yet complain about it.

* Things that should be committed

* unneeded files

* Sizeray works now

* tweaks and bed time going

* IT WORKS mostly

Need to get multiple guts and saving working tho

* save tweaks

* item hotfix

* gut examine message

* damifino

* save system works

also ensured some mobs have vore controls, so silicons can't even
remotely do vore things.

* code nitpicking

* Midnight oil

More like 6am oil.  Still having issues with actually eating anyone.

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes

* missed commit

* Noms

* specific release doesn't work

* Tg modernization patch (#115)

* sync (#3)

* shuttle auto call

* Merge /vore into /master (#39)

* progress

* Compile errors fixed

No idea if it's test worthy tho as conflicts with race overhaul and
narky removal.

* Update admins.txt

* efforts continue

Fuck grab code, seriously

* grab code is cancer

* Execute the Narkism

Do not hesitate.

Show no mercy.

* holy shit grab code is awful

* have I bitched about grab code

My bitching, let me show you it

* código de agarre es una mierda

No really it is

* yeah I don't even know anymore.

* Lolnope. Fuck grab code

* I'm not even sure what to fix anymore

* Self eating is not an acceptable fate

* Taste the void, son.

* My code doesn't pass it's own sanity check.

Maybe it's a sign of things to come.

* uncommented and notes

* It Works and I Don't Know Why (#38)

* shuttle auto call

* it works and I don't know why

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes

* port from cactus did

* fix format error

* Update preferences.dm

unfuck

* Revert "port from cactus did"

* unfuck

* more sprite work

* vore

* disabled roundstart xenos for now

* admin QOL

needs callback porting, TBD

* Mentor system initial port

I'm sure I've missed a fuckton of shit

* test merge

* Jesus tits did this finally fix compile issues?

* Initial test compiles. hooray.

* Admin ticket fixes

* I'll give you a bad argument you piece of shit dream maker I fucking swear on my mum

* who list wip

also ahelps are broken again. fuck if I know why

* discord bot basics

* maybe tickets work now & bot framework done

* ahelp callback readd

* vore tweaks

* progress

* dirtier fix than a korean hooker in the 60s

* The release your hooker will always fake

* you could save that hookers number but wouldn't you rather just vore the hooker instead

* Save system is literal black magic

* great googly moogly it's all gone to shit

* We May 2015 save code now

* fiddling with digestion code now

* fuck if I know anymore. I'm going to bed

* OWN UP YOUR OWN DIGESTION

* UNREGULATED GUTS ARE NON COMPLIANT

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

* BELLIES MUST COMPLY WITH USER OWNERSHIP

* Removed debug messages

* Unneeded verb additions

* file change tweaks

* WATCH YOUR SPACING, DRIVER

* Changelog and devourment for some mobs.

Because I knew people were gunna ask.

NO YOU CANNOT EAT THE FUCKING LEGION

* title screen change from Crow's PR.

* More of Crow's title screen stuff

* mode tweaks.... again

* gamemode voting in lobby via TalkingCactus
disabled ashwalkers as roundstart
Verk's species tweak
paralax starts disabled by default

* LOOC

* index sync problem (#158)

* digifix

* things

* furry races.dm

* actually deletes species_types

* maps

* tgui and stuff

* Sounds

* icon updates

* Defines and helpers

* global vars and on click

* controllers

* datums

* game folder

* fixes invisible flan mobs

* some modules

* dropbomb verb enhanced

* moar

* moar

* moar

* even more again

* and finally these for modules

* Some compile tweaks

* silly dme get updated you scrub

* compiles cleanly now

* various open PR fixes from TG

as of 0800 Texas Standard Time

* also fancy cryopods before I forget again

* headslug gold core fix

* edgy code of the modernization (#164)

* sync (#3)

* shuttle auto call

* Merge /vore into /master (#39)

* progress

* Compile errors fixed

No idea if it's test worthy tho as conflicts with race overhaul and
narky removal.

* Update admins.txt

* efforts continue

Fuck grab code, seriously

* grab code is cancer

* Execute the Narkism

Do not hesitate.

Show no mercy.

* holy shit grab code is awful

* have I bitched about grab code

My bitching, let me show you it

* código de agarre es una mierda

No really it is

* yeah I don't even know anymore.

* Lolnope. Fuck grab code

* I'm not even sure what to fix anymore

* Self eating is not an acceptable fate

* Taste the void, son.

* My code doesn't pass it's own sanity check.

Maybe it's a sign of things to come.

* uncommented and notes

* It Works and I Don't Know Why (#38)

* shuttle auto call

* it works and I don't know why

* Escape and Devourable

For the normies who play here yet complain about it.

* Things that should be committed

* unneeded files

* Sizeray works now

* tweaks and bed time going

* IT WORKS mostly

Need to get multiple guts and saving working tho

* save tweaks

* item hotfix

* gut examine message

* damifino

* save system works

also ensured some mobs have vore controls, so silicons can't even
remotely do vore things.

* code nitpicking

* Midnight oil

More like 6am oil.  Still having issues with actually eating anyone.

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes

* missed commit

* Noms

* specific release doesn't work

* Tg modernization patch (#115)

* sync (#3)

* shuttle auto call

* Merge /vore into /master (#39)

* progress

* Compile errors fixed

No idea if it's test worthy tho as conflicts with race overhaul and
narky removal.

* Update admins.txt

* efforts continue

Fuck grab code, seriously

* grab code is cancer

* Execute the Narkism

Do not hesitate.

Show no mercy.

* holy shit grab code is awful

* have I bitched about grab code

My bitching, let me show you it

* código de agarre es una mierda

No really it is

* yeah I don't even know anymore.

* Lolnope. Fuck grab code

* I'm not even sure what to fix anymore

* Self eating is not an acceptable fate

* Taste the void, son.

* My code doesn't pass it's own sanity check.

Maybe it's a sign of things to come.

* uncommented and notes

* It Works and I Don't Know Why (#38)

* shuttle auto call

* it works and I don't know why

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes

* port from cactus did

* fix format error

* Update preferences.dm

unfuck

* Revert "port from cactus did"

* unfuck

* more sprite work

* vore

* disabled roundstart xenos for now

* admin QOL

needs callback porting, TBD

* Mentor system initial port

I'm sure I've missed a fuckton of shit

* test merge

* Jesus tits did this finally fix compile issues?

* Initial test compiles. hooray.

* Admin ticket fixes

* I'll give you a bad argument you piece of shit dream maker I fucking swear on my mum

* who list wip

also ahelps are broken again. fuck if I know why

* discord bot basics

* maybe tickets work now & bot framework done

* ahelp callback readd

* vore tweaks

* progress

* Small fixes for dogborgs and sprite accessories:
-Ported the hidden snippets of the dogborg code.
-Reset module now resets pixel offset and icon directory again. (broke shit when reseting from dogborg)
-Medihound belly fixed.
-Husky body marking tweaked to not overlap arms in side view.
-Added husky ears that are basically wolf ears that use secondary color instead.

* dirtier fix than a korean hooker in the 60s

* The release your hooker will always fake

* you could save that hookers number but wouldn't you rather just vore the hooker instead

* Save system is literal black magic

* great googly moogly it's all gone to shit

* We May 2015 save code now

* fiddling with digestion code now

* fuck if I know anymore. I'm going to bed

* OWN UP YOUR OWN DIGESTION

* UNREGULATED GUTS ARE NON COMPLIANT

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

* BELLIES MUST COMPLY WITH USER OWNERSHIP

* Removed debug messages

* Unneeded verb additions

* file change tweaks

* WATCH YOUR SPACING, DRIVER

* Changelog and devourment for some mobs.

Because I knew people were gunna ask.

NO YOU CANNOT EAT THE FUCKING LEGION

* title screen change from Crow's PR.

* More of Crow's title screen stuff

* mode tweaks.... again

* gamemode voting in lobby via TalkingCactus
disabled ashwalkers as roundstart
Verk's species tweak
paralax starts disabled by default

* LOOC

* index sync problem (#158)

* digifix

* things

* furry races.dm

* actually deletes species_types

* maps

* tgui and stuff

* Sounds

* icon updates

* Defines and helpers

* global vars and on click

* controllers

* datums

* game folder

* fixes invisible flan mobs

* some modules

* dropbomb verb enhanced

* moar

* moar

* moar

* even more again

* and finally these for modules

* Some compile tweaks

* silly dme get updated you scrub

* compiles cleanly now

* various open PR fixes from TG

as of 0800 Texas Standard Time

* also fancy cryopods before I forget again

* headslug gold core fix

* some species and DNA tweaks

* Digest already damn you

* suddenly sound and resist works. wtf

* Minor tweaks, cryopod noise change

* Vore tested working, species working

* Merge test onto bleeding edgy (#165)

* sync (#3)

* shuttle auto call

* Merge /vore into /master (#39)

* progress

* Compile errors fixed

No idea if it's test worthy tho as conflicts with race overhaul and
narky removal.

* Update admins.txt

* efforts continue

Fuck grab code, seriously

* grab code is cancer

* Execute the Narkism

Do not hesitate.

Show no mercy.

* holy shit grab code is awful

* have I bitched about grab code

My bitching, let me show you it

* código de agarre es una mierda

No really it is

* yeah I don't even know anymore.

* Lolnope. Fuck grab code

* I'm not even sure what to fix anymore

* Self eating is not an acceptable fate

* Taste the void, son.

* My code doesn't pass it's own sanity check.

Maybe it's a sign of things to come.

* uncommented and notes

* It Works and I Don't Know Why (#38)

* shuttle auto call

* it works and I don't know why

* Escape and Devourable

For the normies who play here yet complain about it.

* Things that should be committed

* unneeded files

* Sizeray works now

* tweaks and bed time going

* IT WORKS mostly

Need to get multiple guts and saving working tho

* save tweaks

* item hotfix

* gut examine message

* damifino

* save system works

also ensured some mobs have vore controls, so silicons can't even
remotely do vore things.

* code nitpicking

* Midnight oil

More like 6am oil.  Still having issues with actually eating anyone.

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes

* missed commit

* Noms

* specific release doesn't work

* Tg modernization patch (#115)

* sync (#3)

* shuttle auto call

* Merge /vore into /master (#39)

* progress

* Compile errors fixed

No idea if it's test worthy tho as conflicts with race overhaul and
narky removal.

* Update admins.txt

* efforts continue

Fuck grab code, seriously

* grab code is cancer

* Execute the Narkism

Do not hesitate.

Show no mercy.

* holy shit grab code is awful

* have I bitched about grab code

My bitching, let me show you it

* código de agarre es una mierda

No really it is

* yeah I don't even know anymore.

* Lolnope. Fuck grab code

* I'm not even sure what to fix anymore

* Self eating is not an acceptable fate

* Taste the void, son.

* My code doesn't pass it's own sanity check.

Maybe it's a sign of things to come.

* uncommented and notes

* It Works and I Don't Know Why (#38)

* shuttle auto call

* it works and I don't know why

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes

* port from cactus did

* fix format error

* Update preferences.dm

unfuck

* Revert "port from cactus did"

* unfuck

* more sprite work

* vore

* disabled roundstart xenos for now

* admin QOL

needs callback porting, TBD

* Mentor system initial port

I'm sure I've missed a fuckton of shit

* test merge

* Jesus tits did this finally fix compile issues?

* Initial test compiles. hooray.

* Admin ticket fixes

* I'll give you a bad argument you piece of shit dream maker I fucking swear on my mum

* who list wip

also ahelps are broken again. fuck if I know why

* discord bot basics

* maybe tickets work now & bot framework done

* ahelp callback readd

* vore tweaks

* progress

* Small fixes for dogborgs and sprite accessories:
-Ported the hidden snippets of the dogborg code.
-Reset module now resets pixel offset and icon directory again. (broke shit when reseting from dogborg)
-Medihound belly fixed.
-Husky body marking tweaked to not overlap arms in side view.
-Added husky ears that are basically wolf ears that use secondary color instead.

* dirtier fix than a korean hooker in the 60s

* The release your hooker will always fake

* you could save that hookers number but wouldn't you rather just vore the hooker instead

* Save system is literal black magic

* great googly moogly it's all gone to shit

* We May 2015 save code now

* fiddling with digestion code now

* fuck if I know anymore. I'm going to bed

* OWN UP YOUR OWN DIGESTION

* UNREGULATED GUTS ARE NON COMPLIANT

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

* BELLIES MUST COMPLY WITH USER OWNERSHIP

* Removed debug messages

* Unneeded verb additions

* file change tweaks

* WATCH YOUR SPACING, DRIVER

* Changelog and devourment for some mobs.

Because I knew people were gunna ask.

NO YOU CANNOT EAT THE FUCKING LEGION

* title screen change from Crow's PR.

* More of Crow's title screen stuff

* mode tweaks.... again

* gamemode voting in lobby via TalkingCactus
disabled ashwalkers as roundstart
Verk's species tweak
paralax starts disabled by default

* LOOC

* index sync problem (#158)

* digifix

* things

* furry races.dm

* actually deletes species_types

* maps

* tgui and stuff

* Sounds

* icon updates

* Defines and helpers

* global vars and on click

* controllers

* datums

* game folder

* fixes invisible flan mobs

* some modules

* dropbomb verb enhanced

* moar

* moar

* moar

* even more again

* and finally these for modules

* Some compile tweaks

* silly dme get updated you scrub

* compiles cleanly now

* various open PR fixes from TG

as of 0800 Texas Standard Time

* also fancy cryopods before I forget again

* headslug gold core fix

* some species and DNA tweaks

* Digest already damn you

* suddenly sound and resist works. wtf

* Minor tweaks, cryopod noise change

* Vore tested working, species working

* travis map updates

* updates

* pool's closed due to lag

* datum pools are closed too

* Initializing new pool's closed

* Pool's closed and initializing shit is done

* sprite updates

* chattering is okay to do now.

* bleeblin edgy 1/23 (#166)

* sync (#3)

* shuttle auto call

* Merge /vore into /master (#39)

* progress

* Compile errors fixed

No idea if it's test worthy tho as conflicts with race overhaul and
narky removal.

* Update admins.txt

* efforts continue

Fuck grab code, seriously

* grab code is cancer

* Execute the Narkism

Do not hesitate.

Show no mercy.

* holy shit grab code is awful

* have I bitched about grab code

My bitching, let me show you it

* código de agarre es una mierda

No really it is

* yeah I don't even know anymore.

* Lolnope. Fuck grab code

* I'm not even sure what to fix anymore

* Self eating is not an acceptable fate

* Taste the void, son.

* My code doesn't pass it's own sanity check.

Maybe it's a sign of things to come.

* uncommented and notes

* It Works and I Don't Know Why (#38)

* shuttle auto call

* it works and I don't know why

* Escape and Devourable

For the normies who play here yet complain about it.

* Things that should be committed

* unneeded files

* Sizeray works now

* tweaks and bed time going

* IT WORKS mostly

Need to get multiple guts and saving working tho

* save tweaks

* item hotfix

* gut examine message

* damifino

* save system works

also ensured some mobs have vore controls, so silicons can't even
remotely do vore things.

* code nitpicking

* Midnight oil

More like 6am oil.  Still having issues with actually eating anyone.

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes

* missed commit

* Noms

* specific release doesn't work

* Tg modernization patch (#115)

* sync (#3)

* shuttle auto call

* Merge /vore into /master (#39)

* progress

* Compile errors fixed

No idea if it's test worthy tho as conflicts with race overhaul and
narky removal.

* Update admins.txt

* efforts continue

Fuck grab code, seriously

* grab code is cancer

* Execute the Narkism

Do not hesitate.

Show no mercy.

* holy shit grab code is awful

* have I bitched about grab code

My bitching, let me show you it

* código de agarre es una mierda

No really it is

* yeah I don't even know anymore.

* Lolnope. Fuck grab code

* I'm not even sure what to fix anymore

* Self eating is not an acceptable fate

* Taste the void, son.

* My code doesn't pass it's own sanity check.

Maybe it's a sign of things to come.

* uncommented and notes

* It Works and I Don't Know Why (#38)

* shuttle auto call

* it works and I don't know why

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes

* port from cactus did

* fix format error

* Update preferences.dm

unfuck

* Revert "port from cactus did"

* unfuck

* more sprite work

* vore

* disabled roundstart xenos for now

* admin QOL

needs callback porting, TBD

* Mentor system initial port

I'm sure I've missed a fuckton of shit

* test merge

* Jesus tits did this finally fix compile issues?

* Initial test compiles. hooray.

* Admin ticket fixes

* I'll give you a bad argument you piece of shit dream maker I fucking swear on my mum

* who list wip

also ahelps are broken again. fuck if I know why

* discord bot basics

* maybe tickets work now & bot framework done

* ahelp callback readd

* vore tweaks

* progress

* Small fixes for dogborgs and sprite accessories:
-Ported the hidden snippets of the dogborg code.
-Reset module now resets pixel offset and icon directory again. (broke shit when reseting from dogborg)
-Medihound belly fixed.
-Husky body marking tweaked to not overlap arms in side view.
-Added husky ears that are basically wolf ears that use secondary color instead.

* dirtier fix than a korean hooker in the 60s

* The release your hooker will always fake

* you could save that hookers number but wouldn't you rather just vore the hooker instead

* Save system is literal black magic

* great googly moogly it's all gone to shit

* We May 2015 save code now

* fiddling with digestion code now

* fuck if I know anymore. I'm going to bed

* OWN UP YOUR OWN DIGESTION

* UNREGULATED GUTS ARE NON COMPLIANT

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

* BELLIES MUST COMPLY WITH USER OWNERSHIP

* Removed debug messages

* Unneeded verb additions

* file change tweaks

* WATCH YOUR SPACING, DRIVER

* Changelog and devourment for some mobs.

Because I knew people were gunna ask.

NO YOU CANNOT EAT THE FUCKING LEGION

* title screen change from Crow's PR.

* More of Crow's title screen stuff

* mode tweaks.... again

* gamemode voting in lobby via TalkingCactus
disabled ashwalkers as roundstart
Verk's species tweak
paralax starts disabled by default

* LOOC

* index sync problem (#158)

* digifix

* things

* furry races.dm

* actually deletes species_types

* maps

* tgui and stuff

* Sounds

* icon updates

* Defines and helpers

* global vars and on click

* controllers

* datums

* game folder

* fixes invisible flan mobs

* some modules

* dropbomb verb enhanced

* moar

* moar

* moar

* even more again

* and finally these for modules

* Some compile tweaks

* silly dme get updated you scrub

* compiles cleanly now

* various open PR fixes from TG

as of 0800 Texas Standard Time

* also fancy cryopods before I forget again

* headslug gold core fix

* some species and DNA tweaks

* Digest already damn you

* suddenly sound and resist works. wtf

* Minor tweaks, cryopod noise change

* Vore tested working, species working

* travis map updates

* updates

* pool's closed due to lag

* datum pools are closed too

* Initializing new pool's closed

* Pool's closed and initializing shit is done

* sprite updates

* chattering is okay to do now.

* Update .travis.yml

* Update .travis.yml

* Update .travis.yml

* Revert "Modern modern"

* Revert "Revert "Modern modern""

* fix it fix it fix it fix it

* fixes title screen - thanks crow

* Riding code reverted

* possible tgui fix?

* who the fuck even knows if this is the problem

* adds moths and sharks (no colors yet, not greyscaled)
adds LOOC back

* "fixes" missing items in some machinery.

* slight tweaks to abductor spawns
borer event enabled (max 1)

* Update .travis.yml

* fixes shuttle purchase from comms

* fixes and QoL

* Polymorphing all is dangerous too

* re-fixes ahelp ticket system again

* metagaming check proving to be spamlicious

* Fixes not being able to see devoured mob poses

* fix for vehicle buckling

* ahelp timer runtime fix (#178)

* controller and game updates 1/29

* Defines, helpers, datums 1/29

* world.dm updates

* modules/admin tweaks

* everything in modules not a mob

* modules/mob fixes and such

No more PAIs ventcrawling

* icons, maps, tools, etc.

* compiler fixes

* round type vote fixed

* hardsuit cargo pack

* reduce ion and electric storm chance

* perms access for travis

* fix helmet to the suit
removes CE from crate

* changelog

* fuck

* perms for travis... again

* Update tgstation.dme

* Update tgstation.dme

* Donation race

* redpanda

* red panda

* size play work

* Size chemical basics

Needs testing/refining

* some fixing ports before I just fucking ported it anyway

* It's been a fucking week.

* commiting moar changes because github

* admins.txt lol

* icons

* defines and such

* globalvars and onclick

* Controllers

* datums

* game folder

* oh look, HoG is back

* modules pt 1

* client things

* more modules

* everything not mob code

* some mob stuff

* more mob things

* silicon mobs

* ayylims and monkeys

* human updates

* huh

* housekeeping is fired.

* last minute fixes

* more last minute things

* human parts double check'd

* more paper

* Icons are fixed

* double check of thermal protection code. (#191)
This commit is contained in:
TalkingCactus
2017-02-03 05:56:14 -06:00
committed by Poojawa
parent 7735dec0ec
commit f7c09077d2
2489 changed files with 830965 additions and 416701 deletions
@@ -1,37 +1,43 @@
/obj/item/weapon/gun/energy/gun
/obj/item/weapon/gun/energy/e_gun
name = "energy gun"
desc = "A basic hybrid energy gun with two settings: disable and kill."
icon_state = "energy"
item_state = null //so the human update icon uses the icon_state instead.
ammo_type = list(/obj/item/ammo_casing/energy/disabler, /obj/item/ammo_casing/energy/laser)
origin_tech = "combat=4;magnets=3"
modifystate = 2
modifystate = 1
can_flashlight = 1
ammo_x_offset = 3
flight_x_offset = 15
flight_y_offset = 10
/obj/item/weapon/gun/energy/gun/mini
/obj/item/weapon/gun/energy/e_gun/mini
name = "miniature energy gun"
desc = "A small, pistol-sized energy gun with a built-in flashlight. It has two settings: stun and kill."
icon_state = "mini"
item_state = "gun"
w_class = 2
w_class = WEIGHT_CLASS_SMALL
cell_type = /obj/item/weapon/stock_parts/cell{charge = 600; maxcharge = 600}
ammo_x_offset = 2
charge_sections = 3
can_flashlight = 0 // Can't attach or detach the flashlight, and override it's icon update
/obj/item/weapon/gun/energy/gun/mini/New()
F = new /obj/item/device/flashlight/seclite(src)
/obj/item/weapon/gun/energy/e_gun/mini/New()
gun_light = new /obj/item/device/flashlight/seclite(src)
..()
/obj/item/weapon/gun/energy/gun/mini/update_icon()
/obj/item/weapon/gun/energy/e_gun/mini/update_icon()
..()
if(F && F.on)
if(gun_light && gun_light.on)
add_overlay("mini-light")
/obj/item/weapon/gun/energy/gun/hos
/obj/item/weapon/gun/energy/e_gun/mini/practice_phaser
name = "practice phaser"
desc = "A modified version of the basic phaser gun, this one fires less concentrated energy bolts designed for target practice."
ammo_type = list(/obj/item/ammo_casing/energy/disabler, /obj/item/ammo_casing/energy/laser/practice)
icon_state = "decloner"
/obj/item/weapon/gun/energy/e_gun/hos
name = "\improper X-01 MultiPhase Energy Gun"
desc = "This is an expensive, modern recreation of an antique laser gun. This gun has several unique firemodes, but lacks the ability to recharge over time."
icon_state = "hoslaser"
@@ -39,8 +45,9 @@
force = 10
ammo_type = list(/obj/item/ammo_casing/energy/electrode/hos, /obj/item/ammo_casing/energy/laser/hos, /obj/item/ammo_casing/energy/disabler)
ammo_x_offset = 4
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
/obj/item/weapon/gun/energy/gun/dragnet
/obj/item/weapon/gun/energy/e_gun/dragnet
name = "\improper DRAGnet"
desc = "The \"Dynamic Rapid-Apprehension of the Guilty\" net is a revolution in law enforcement technology."
icon_state = "dragnet"
@@ -49,25 +56,25 @@
can_flashlight = 0
ammo_x_offset = 1
/obj/item/weapon/gun/energy/gun/dragnet/snare
/obj/item/weapon/gun/energy/e_gun/dragnet/snare
name = "Energy Snare Launcher"
desc = "Fires an energy snare that slows the target down"
ammo_type = list(/obj/item/ammo_casing/energy/trap)
/obj/item/weapon/gun/energy/gun/turret
/obj/item/weapon/gun/energy/e_gun/turret
name = "hybrid turret gun"
desc = "A heavy hybrid energy cannon with two settings: Stun and kill."
icon_state = "turretlaser"
item_state = "turretlaser"
slot_flags = null
w_class = 5
w_class = WEIGHT_CLASS_HUGE
ammo_type = list(/obj/item/ammo_casing/energy/electrode, /obj/item/ammo_casing/energy/laser)
weapon_weight = WEAPON_MEDIUM
weapon_weight = WEAPON_HEAVY
can_flashlight = 0
trigger_guard = TRIGGER_GUARD_NONE
ammo_x_offset = 2
/obj/item/weapon/gun/energy/gun/nuclear
/obj/item/weapon/gun/energy/e_gun/nuclear
name = "advanced energy gun"
desc = "An energy gun with an experimental miniaturized nuclear reactor that automatically charges the internal power cell."
icon_state = "nucgun"
@@ -79,3 +86,46 @@
ammo_x_offset = 1
ammo_type = list(/obj/item/ammo_casing/energy/electrode, /obj/item/ammo_casing/energy/laser, /obj/item/ammo_casing/energy/disabler)
selfcharge = 1
var/fail_tick = 0
var/fail_chance = 0
/obj/item/weapon/gun/energy/e_gun/nuclear/process()
if(fail_tick > 0)
fail_tick--
..()
/obj/item/weapon/gun/energy/e_gun/nuclear/shoot_live_shot()
failcheck()
update_icon()
..()
/obj/item/weapon/gun/energy/e_gun/nuclear/proc/failcheck()
if(prob(fail_chance) && isliving(loc))
var/mob/living/M = loc
switch(fail_tick)
if(0 to 200)
fail_tick += (2*(fail_chance))
M.rad_act(40)
M << "<span class='userdanger'>Your [name] feels warmer.</span>"
if(201 to INFINITY)
SSobj.processing.Remove(src)
M.rad_act(80)
crit_fail = 1
M << "<span class='userdanger'>Your [name]'s reactor overloads!</span>"
/obj/item/weapon/gun/energy/e_gun/nuclear/emp_act(severity)
..()
fail_chance = min(fail_chance + round(15/severity), 100)
/obj/item/weapon/gun/energy/e_gun/nuclear/update_icon()
..()
if(crit_fail)
add_overlay("[icon_state]_fail_3")
else
switch(fail_tick)
if(0)
add_overlay("[icon_state]_fail_0")
if(1 to 150)
add_overlay("[icon_state]_fail_1")
if(151 to INFINITY)
add_overlay("[icon_state]_fail_2")
@@ -0,0 +1,413 @@
/obj/item/weapon/gun/energy/kinetic_accelerator
name = "proto-kinetic accelerator"
desc = "A self recharging, ranged mining tool that does increased damage in low pressure. Capable of holding up to six slots worth of mod kits."
icon_state = "kineticgun"
item_state = "kineticgun"
ammo_type = list(/obj/item/ammo_casing/energy/kinetic)
cell_type = /obj/item/weapon/stock_parts/cell/emproof
needs_permit = 0
unique_rename = 1
origin_tech = "combat=3;powerstorage=3;engineering=3"
weapon_weight = WEAPON_LIGHT
can_flashlight = 1
flight_x_offset = 15
flight_y_offset = 9
var/overheat_time = 16
var/holds_charge = FALSE
var/unique_frequency = FALSE // modified by KA modkits
var/overheat = FALSE
var/max_mod_capacity = 100
var/list/modkits = list()
var/empty_state = "kineticgun_empty"
/obj/item/weapon/gun/energy/kinetic_accelerator/examine(mob/user)
..()
if(max_mod_capacity)
user << "<b>[get_remaining_mod_capacity()]%</b> mod capacity remaining."
for(var/A in get_modkits())
var/obj/item/borg/upgrade/modkit/M = A
user << "<span class='notice'>There is a [M.name] mod installed, using <b>[M.cost]%</b> capacity.</span>"
/obj/item/weapon/gun/energy/kinetic_accelerator/attackby(obj/item/A, mob/user)
if(istype(A, /obj/item/weapon/crowbar))
if(modkits.len)
user << "<span class='notice'>You pry the modifications out.</span>"
playsound(loc, A.usesound, 100, 1)
for(var/obj/item/borg/upgrade/modkit/M in modkits)
M.uninstall(src)
else
user << "<span class='notice'>There are no modifications currently installed.</span>"
else if(istype(A, /obj/item/borg/upgrade/modkit))
var/obj/item/borg/upgrade/modkit/MK = A
MK.install(src, user)
else
..()
/obj/item/weapon/gun/energy/kinetic_accelerator/proc/get_remaining_mod_capacity()
var/current_capacity_used = 0
for(var/A in get_modkits())
var/obj/item/borg/upgrade/modkit/M = A
current_capacity_used += M.cost
return max_mod_capacity - current_capacity_used
/obj/item/weapon/gun/energy/kinetic_accelerator/proc/get_modkits()
. = list()
for(var/A in modkits)
. += A
/obj/item/weapon/gun/energy/kinetic_accelerator/proc/modify_projectile(obj/item/projectile/kinetic/K)
for(var/A in get_modkits())
var/obj/item/borg/upgrade/modkit/M = A
M.modify_projectile(K)
/obj/item/weapon/gun/energy/kinetic_accelerator/cyborg
holds_charge = TRUE
unique_frequency = TRUE
max_mod_capacity = 80
/obj/item/weapon/gun/energy/kinetic_accelerator/New()
. = ..()
if(!holds_charge)
empty()
/obj/item/weapon/gun/energy/kinetic_accelerator/shoot_live_shot()
. = ..()
attempt_reload()
/obj/item/weapon/gun/energy/kinetic_accelerator/equipped(mob/user)
. = ..()
if(!can_shoot())
attempt_reload()
/obj/item/weapon/gun/energy/kinetic_accelerator/dropped()
. = ..()
if(!holds_charge)
// Put it on a delay because moving item from slot to hand
// calls dropped().
addtimer(CALLBACK(src, .proc/empty_if_not_held), 2)
/obj/item/weapon/gun/energy/kinetic_accelerator/proc/empty_if_not_held()
if(!ismob(loc))
empty()
/obj/item/weapon/gun/energy/kinetic_accelerator/proc/empty()
power_supply.use(500)
update_icon()
/obj/item/weapon/gun/energy/kinetic_accelerator/proc/attempt_reload()
if(overheat)
return
overheat = TRUE
var/carried = 0
if(!unique_frequency)
for(var/obj/item/weapon/gun/energy/kinetic_accelerator/K in \
loc.GetAllContents())
carried++
carried = max(carried, 1)
else
carried = 1
addtimer(CALLBACK(src, .proc/reload), overheat_time * carried)
/obj/item/weapon/gun/energy/kinetic_accelerator/emp_act(severity)
return
/obj/item/weapon/gun/energy/kinetic_accelerator/proc/reload()
power_supply.give(500)
recharge_newshot(1)
if(!suppressed)
playsound(src.loc, 'sound/weapons/kenetic_reload.ogg', 60, 1)
else
loc << "<span class='warning'>[src] silently charges up.<span>"
update_icon()
overheat = FALSE
/obj/item/weapon/gun/energy/kinetic_accelerator/update_icon()
cut_overlays()
if(empty_state && !can_shoot())
add_overlay(empty_state)
if(gun_light && can_flashlight)
var/iconF = "flight"
if(gun_light.on)
iconF = "flight_on"
add_overlay(image(icon = icon, icon_state = iconF, pixel_x = flight_x_offset, pixel_y = flight_y_offset))
//Casing
/obj/item/ammo_casing/energy/kinetic
projectile_type = /obj/item/projectile/kinetic
select_name = "kinetic"
e_cost = 500
fire_sound = 'sound/weapons/Kenetic_accel.ogg' // fine spelling there chap
/obj/item/ammo_casing/energy/kinetic/ready_proj(atom/target, mob/living/user, quiet, zone_override = "")
..()
if(loc && istype(loc, /obj/item/weapon/gun/energy/kinetic_accelerator))
var/obj/item/weapon/gun/energy/kinetic_accelerator/KA = loc
KA.modify_projectile(BB)
var/turf/proj_turf = get_turf(BB)
if(!isturf(proj_turf))
return
var/datum/gas_mixture/environment = proj_turf.return_air()
var/pressure = environment.return_pressure()
if(pressure > 50)
BB.name = "weakened [BB.name]"
var/obj/item/projectile/kinetic/K = BB
K.damage *= K.pressure_decrease
//Projectiles
/obj/item/projectile/kinetic
name = "kinetic force"
icon_state = null
damage = 40
damage_type = BRUTE
flag = "bomb"
range = 3
log_override = TRUE
var/pressure_decrease = 0.25
var/turf_aoe = FALSE
var/mob_aoe = 0
var/list/hit_overlays = list()
/obj/item/projectile/kinetic/on_range()
strike_thing()
..()
/obj/item/projectile/kinetic/on_hit(atom/target)
strike_thing(target)
. = ..()
/obj/item/projectile/kinetic/proc/strike_thing(atom/target)
var/turf/target_turf = get_turf(target)
if(!target_turf)
target_turf = get_turf(src)
if(ismineralturf(target_turf))
var/turf/closed/mineral/M = target_turf
M.gets_drilled(firer)
var/obj/effect/overlay/temp/kinetic_blast/K = new /obj/effect/overlay/temp/kinetic_blast(target_turf)
K.color = color
for(var/type in hit_overlays)
new type(target_turf)
if(turf_aoe)
for(var/T in RANGE_TURFS(1, target_turf) - target_turf)
if(ismineralturf(T))
var/turf/closed/mineral/M = T
M.gets_drilled(firer)
if(mob_aoe)
for(var/mob/living/L in range(1, target_turf) - firer - target)
var/armor = L.run_armor_check(def_zone, flag, "", "", armour_penetration)
L.apply_damage(damage*mob_aoe, damage_type, def_zone, armor)
L << "<span class='userdanger'>You're struck by a [name]!</span>"
//Modkits
/obj/item/borg/upgrade/modkit
name = "modification kit"
desc = "An upgrade for kinetic accelerators."
icon = 'icons/obj/objects.dmi'
icon_state = "modkit"
origin_tech = "programming=2;materials=2;magnets=4"
require_module = 1
module_type = /obj/item/weapon/robot_module/miner
var/denied_type = null
var/maximum_of_type = 1
var/cost = 30
var/modifier = 1 //For use in any mod kit that has numerical modifiers
/obj/item/borg/upgrade/modkit/examine(mob/user)
..()
user << "<span class='notice'>Occupies <b>[cost]%</b> of mod capacity.</span>"
/obj/item/borg/upgrade/modkit/attackby(obj/item/A, mob/user)
if(istype(A, /obj/item/weapon/gun/energy/kinetic_accelerator) && !issilicon(user))
install(A, user)
else
..()
/obj/item/borg/upgrade/modkit/action(mob/living/silicon/robot/R)
if(..())
return
for(var/obj/item/weapon/gun/energy/kinetic_accelerator/cyborg/H in R.module.modules)
return install(H, usr)
/obj/item/borg/upgrade/modkit/proc/install(obj/item/weapon/gun/energy/kinetic_accelerator/KA, mob/user)
. = TRUE
if(denied_type)
var/number_of_denied = 0
for(var/A in KA.get_modkits())
var/obj/item/borg/upgrade/modkit/M = A
if(istype(M, denied_type))
number_of_denied++
if(number_of_denied >= maximum_of_type)
. = FALSE
break
if(KA.get_remaining_mod_capacity() >= cost)
if(.)
if(!user.transferItemToLoc(src, KA))
return
user << "<span class='notice'>You install the modkit.</span>"
playsound(loc, 'sound/items/Screwdriver.ogg', 100, 1)
KA.modkits += src
else
user << "<span class='notice'>The modkit you're trying to install would conflict with an already installed modkit. Use a crowbar to remove existing modkits.</span>"
else
user << "<span class='notice'>You don't have room(<b>[KA.get_remaining_mod_capacity()]%</b> remaining, [cost]% needed) to install this modkit. Use a crowbar to remove existing modkits.</span>"
. = FALSE
/obj/item/borg/upgrade/modkit/proc/uninstall(obj/item/weapon/gun/energy/kinetic_accelerator/KA)
forceMove(get_turf(KA))
KA.modkits -= src
/obj/item/borg/upgrade/modkit/proc/modify_projectile(obj/item/projectile/kinetic/K)
//Range
/obj/item/borg/upgrade/modkit/range
name = "range increase"
desc = "Increases the range of a kinetic accelerator when installed."
modifier = 1
cost = 24 //so you can fit four plus a tracer cosmetic
/obj/item/borg/upgrade/modkit/range/modify_projectile(obj/item/projectile/kinetic/K)
K.range += modifier
//Damage
/obj/item/borg/upgrade/modkit/damage
name = "damage increase"
desc = "Increases the damage of kinetic accelerator when installed."
modifier = 10
/obj/item/borg/upgrade/modkit/damage/modify_projectile(obj/item/projectile/kinetic/K)
K.damage += modifier
//Cooldown
/obj/item/borg/upgrade/modkit/cooldown
name = "cooldown decrease"
desc = "Decreases the cooldown of a kinetic accelerator."
modifier = 2.5
/obj/item/borg/upgrade/modkit/cooldown/install(obj/item/weapon/gun/energy/kinetic_accelerator/KA, mob/user)
. = ..()
if(.)
KA.overheat_time -= modifier
/obj/item/borg/upgrade/modkit/cooldown/uninstall(obj/item/weapon/gun/energy/kinetic_accelerator/KA)
KA.overheat_time += modifier
..()
//AoE blasts
/obj/item/borg/upgrade/modkit/aoe
modifier = 0
/obj/item/borg/upgrade/modkit/aoe/modify_projectile(obj/item/projectile/kinetic/K)
K.name = "kinetic explosion"
if(!K.turf_aoe && !K.mob_aoe)
K.hit_overlays += /obj/effect/overlay/temp/explosion/fast
K.mob_aoe += modifier
/obj/item/borg/upgrade/modkit/aoe/turfs
name = "mining explosion"
desc = "Causes the kinetic accelerator to destroy rock in an AoE."
denied_type = /obj/item/borg/upgrade/modkit/aoe/turfs
/obj/item/borg/upgrade/modkit/aoe/turfs/modify_projectile(obj/item/projectile/kinetic/K)
..()
K.turf_aoe = TRUE
/obj/item/borg/upgrade/modkit/aoe/turfs/andmobs
name = "offensive mining explosion"
desc = "Causes the kinetic accelerator to destroy rock and damage mobs in an AoE."
maximum_of_type = 3
modifier = 0.25
/obj/item/borg/upgrade/modkit/aoe/mobs
name = "offensive explosion"
desc = "Causes the kinetic accelerator to damage mobs in an AoE."
modifier = 0.2
//Indoors
/obj/item/borg/upgrade/modkit/indoors
name = "decrease pressure penalty"
desc = "Increases the damage a kinetic accelerator does in a high pressure environment."
modifier = 2
denied_type = /obj/item/borg/upgrade/modkit/indoors
maximum_of_type = 2
cost = 40
/obj/item/borg/upgrade/modkit/indoors/modify_projectile(obj/item/projectile/kinetic/K)
K.pressure_decrease *= modifier
//Trigger Guard
/obj/item/borg/upgrade/modkit/trigger_guard
name = "modified trigger guard"
desc = "Allows creatures normally incapable of firing guns to operate the weapon when installed."
cost = 20
denied_type = /obj/item/borg/upgrade/modkit/trigger_guard
/obj/item/borg/upgrade/modkit/trigger_guard/install(obj/item/weapon/gun/energy/kinetic_accelerator/KA, mob/user)
. = ..()
if(.)
KA.trigger_guard = TRIGGER_GUARD_ALLOW_ALL
/obj/item/borg/upgrade/modkit/trigger_guard/uninstall(obj/item/weapon/gun/energy/kinetic_accelerator/KA)
KA.trigger_guard = TRIGGER_GUARD_NORMAL
..()
//Cosmetic
/obj/item/borg/upgrade/modkit/chassis_mod
name = "super chassis"
desc = "Makes your KA yellow. All the fun of having a more powerful KA without actually having a more powerful KA."
cost = 10
denied_type = /obj/item/borg/upgrade/modkit/chassis_mod
var/chassis_icon = "kineticgun_u"
/obj/item/borg/upgrade/modkit/chassis_mod/install(obj/item/weapon/gun/energy/kinetic_accelerator/KA, mob/user)
. = ..()
if(.)
KA.icon_state = chassis_icon
/obj/item/borg/upgrade/modkit/chassis_mod/uninstall(obj/item/weapon/gun/energy/kinetic_accelerator/KA)
KA.icon_state = initial(KA.icon_state)
..()
/obj/item/borg/upgrade/modkit/chassis_mod/orange
name = "hyper chassis"
desc = "Makes your KA orange. All the fun of having explosive blasts without actually having explosive blasts."
chassis_icon = "kineticgun_h"
/obj/item/borg/upgrade/modkit/tracer
name = "white tracer bolts"
desc = "Causes kinetic accelerator bolts to have a white tracer trail and explosion."
cost = 4
denied_type = /obj/item/borg/upgrade/modkit/tracer
var/bolt_color = "#FFFFFF"
/obj/item/borg/upgrade/modkit/tracer/modify_projectile(obj/item/projectile/kinetic/K)
K.icon_state = "ka_tracer"
K.color = bolt_color
/obj/item/borg/upgrade/modkit/tracer/adjustable
name = "adjustable tracer bolts"
desc = "Causes kinetic accelerator bolts to have a adjustably-colored tracer trail and explosion. Use in-hand to change color."
/obj/item/borg/upgrade/modkit/tracer/adjustable/attack_self(mob/user)
bolt_color = input(user,"Choose Color") as color
+15 -7
View File
@@ -3,7 +3,7 @@
desc = "A basic energy-based laser gun that fires concentrated beams of light which pass through glass and thin metal."
icon_state = "laser"
item_state = "laser"
w_class = 3
w_class = WEIGHT_CLASS_NORMAL
materials = list(MAT_METAL=2000)
origin_tech = "combat=4;magnets=2"
ammo_type = list(/obj/item/ammo_casing/energy/lasergun)
@@ -33,6 +33,7 @@
origin_tech = null
ammo_x_offset = 3
selfcharge = 1
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
/obj/item/weapon/gun/energy/laser/captain/scattershot
name = "scatter shot laser rifle"
@@ -46,10 +47,7 @@
can_charge = 0
desc = "An energy-based laser gun that draws power from the cyborg's internal energy cell directly. So this is what freedom looks like?"
origin_tech = null
/obj/item/weapon/gun/energy/laser/cyborg/newshot()
..()
robocharge()
use_cyborg_cell = 1
/obj/item/weapon/gun/energy/laser/cyborg/emp_act()
return
@@ -59,6 +57,16 @@
desc = "A laser gun equipped with a refraction kit that spreads bolts."
ammo_type = list(/obj/item/ammo_casing/energy/laser/scatter, /obj/item/ammo_casing/energy/laser)
/obj/item/weapon/gun/energy/laser/scatter/shotty
name = "energy shotgun"
icon = 'icons/obj/guns/projectile.dmi'
icon_state = "cshotgun"
item_state = "shotgun"
desc = "A combat shotgun gutted and refitted with an internal laser system. Can switch between taser and scattered disabler shots."
shaded_charge = 0
pin = /obj/item/device/firing_pin/implant/mindshield
ammo_type = list(/obj/item/ammo_casing/energy/laser/scatter/disabler, /obj/item/ammo_casing/energy/electrode)
///Laser Cannon
/obj/item/weapon/gun/energy/lasercannon
@@ -66,7 +74,7 @@
desc = "An advanced laser cannon that does more damage the farther away the target is."
icon_state = "lasercannon"
item_state = "laser"
w_class = 4
w_class = WEIGHT_CLASS_BULKY
force = 10
flags = CONDUCT
slot_flags = SLOT_BACK
@@ -89,7 +97,7 @@
/obj/item/projectile/beam/laser/accelerator/Range()
..()
damage += 7
transform *= TransformUsingVariable(20 , 100, 1)
transform *= 1 + ((damage/7) * 0.2)//20% larger per tile
/obj/item/weapon/gun/energy/xray
name = "xray laser gun"
@@ -3,7 +3,7 @@
desc = "A heavy-duty, multifaceted energy rifle with three modes. Preferred by front-line combat personnel."
icon_state = "pulse"
item_state = null
w_class = 4
w_class = WEIGHT_CLASS_BULKY
force = 10
flags = CONDUCT
slot_flags = SLOT_BACK
@@ -39,7 +39,7 @@
/obj/item/weapon/gun/energy/pulse/carbine
name = "pulse carbine"
desc = "A compact variant of the pulse rifle with less firepower but easier storage."
w_class = 3
w_class = WEIGHT_CLASS_NORMAL
slot_flags = SLOT_BELT
icon_state = "pulse_carbine"
item_state = "pulse"
@@ -54,7 +54,7 @@
/obj/item/weapon/gun/energy/pulse/pistol
name = "pulse pistol"
desc = "A pulse rifle in an easily concealed handgun package with low capacity."
w_class = 2
w_class = WEIGHT_CLASS_SMALL
slot_flags = SLOT_BELT
icon_state = "pulse_pistol"
item_state = "gun"
+27 -161
View File
@@ -5,7 +5,7 @@
item_state = null //so the human update icon uses the icon_state instead.
origin_tech = "combat=4;magnets=4"
can_flashlight = 1
w_class = 5
w_class = WEIGHT_CLASS_HUGE
flags = CONDUCT
slot_flags = SLOT_BACK
ammo_type = list(/obj/item/ammo_casing/energy/ion)
@@ -20,7 +20,7 @@
name = "ion carbine"
desc = "The MK.II Prototype Ion Projector is a lightweight carbine version of the larger ion rifle, built to be ergonomic and efficient."
icon_state = "ioncarbine"
w_class = 3
w_class = WEIGHT_CLASS_NORMAL
slot_flags = SLOT_BELT
pin = null
ammo_x_offset = 2
@@ -58,7 +58,7 @@
desc = "For the love of god, make sure you're aiming this the right way!"
icon_state = "riotgun"
item_state = "c20r"
w_class = 4
w_class = WEIGHT_CLASS_BULKY
ammo_type = list(/obj/item/ammo_casing/energy/meteor)
cell_type = "/obj/item/weapon/stock_parts/cell/potato"
clumsy_check = 0 //Admin spawn only, might as well let clowns use it.
@@ -72,7 +72,7 @@
item_state = "pen"
lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items_righthand.dmi'
w_class = 1
w_class = WEIGHT_CLASS_TINY
/obj/item/weapon/gun/energy/mindflayer
name = "\improper Mind Flayer"
@@ -82,152 +82,12 @@
ammo_type = list(/obj/item/ammo_casing/energy/mindflayer)
ammo_x_offset = 2
/obj/item/weapon/gun/energy/kinetic_accelerator
name = "proto-kinetic accelerator"
desc = "In the year 2544, only a year after the discovery of a potentially \
world-changing substance, now colloquially referred to as plasma, the \
Nanotrasen-UEG mining conglomerate introduced a prototype of a gun-like \
device intended for quick, effective mining of plasma in the low \
pressures of the solar system. Included in this presentation were \
demonstrations of the gun being fired at collections of rocks contained \
in vacuumed environments, obliterating them instantly while maintaining \
the structure of the ores buried within them. Additionally, volunteers \
were called from the crowd to have the gun used on them, only proving that \
the gun caused little harm to objects in standard pressure. \n\
An official from an unnamed, now long dissipated company observed this \
presentation and offered to share their self-recharger cells, powered \
by the user's bioelectrical field, another new and unknown technology. \
They warned that the cells were incredibly experimental and several times \
had injured workers, but the scientists as Nanotrasen were unable to resist \
the money-saving potential of self recharging cells. Upon accepting this \
offer, it took only a matter of days to prove the volatility of these cells, \
as they exploded left and right whenever inserted into the prototype devices, \
only throwing more money in the bin. \n\
Whenever the Nanotrasen scientists were on the edge of giving up, a \
breakthrough was made by head researcher Miles Parks McCollum, who \
demonstrated that the cells could be stabilized when exposed to radium \
then cooled with cryostylane. After this discovery, the low pressure gun, \
now named the Kinetic Accelerator, was hastily completed and made compatible \
with the self-recharging cells. As a result of poor testing, the currently \
used guns lose their charge when not in use, and when two Kinetic Accelerators \
come in proximity of one another, they will interfere with each other. Despite \
this, the shoddy guns still see use in the mining of plasma to this day."
icon_state = "kineticgun"
item_state = "kineticgun"
ammo_type = list(/obj/item/ammo_casing/energy/kinetic)
cell_type = /obj/item/weapon/stock_parts/cell/emproof
// Apparently these are safe to carry? I'm sure goliaths would disagree.
needs_permit = 0
unique_rename = 1
origin_tech = "combat=3;powerstorage=3;engineering=3"
weapon_weight = WEAPON_LIGHT
can_flashlight = 1
flight_x_offset = 15
flight_y_offset = 9
var/overheat_time = 16
var/holds_charge = FALSE
var/unique_frequency = FALSE // modified by KA modkits
var/overheat = FALSE
/obj/item/weapon/gun/energy/kinetic_accelerator/super
name = "super-kinetic accelerator"
desc = "An upgraded, superior version of the proto-kinetic accelerator."
icon_state = "kineticgun_u"
ammo_type = list(/obj/item/ammo_casing/energy/kinetic/super)
overheat_time = 15
origin_tech = "materials=5;powerstorage=3;engineering=4;magnets=3;combat=3"
/obj/item/weapon/gun/energy/kinetic_accelerator/hyper
name = "hyper-kinetic accelerator"
desc = "An upgraded, even more superior version of the proto-kinetic accelerator."
icon_state = "kineticgun_h"
ammo_type = list(/obj/item/ammo_casing/energy/kinetic/hyper)
overheat_time = 14
origin_tech = "materials=6;powerstorage=4;engineering=4;magnets=4;combat=4"
/obj/item/weapon/gun/energy/kinetic_accelerator/cyborg
holds_charge = TRUE
unique_frequency = TRUE
/obj/item/weapon/gun/energy/kinetic_accelerator/hyper/cyborg
holds_charge = TRUE
unique_frequency = TRUE
/obj/item/weapon/gun/energy/kinetic_accelerator/New()
. = ..()
if(!holds_charge)
empty()
/obj/item/weapon/gun/energy/kinetic_accelerator/shoot_live_shot()
. = ..()
attempt_reload()
/obj/item/weapon/gun/energy/kinetic_accelerator/equipped(mob/user)
. = ..()
if(!can_shoot())
attempt_reload()
/obj/item/weapon/gun/energy/kinetic_accelerator/dropped()
. = ..()
if(!holds_charge)
// Put it on a delay because moving item from slot to hand
// calls dropped().
sleep(1)
if(!ismob(loc))
empty()
/obj/item/weapon/gun/energy/kinetic_accelerator/proc/empty()
power_supply.use(500)
update_icon()
/obj/item/weapon/gun/energy/kinetic_accelerator/proc/attempt_reload()
if(overheat)
return
overheat = TRUE
var/carried = 0
if(!unique_frequency)
for(var/obj/item/weapon/gun/energy/kinetic_accelerator/K in \
loc.GetAllContents())
carried++
carried = max(carried, 1)
else
carried = 1
addtimer(src, "reload", overheat_time * carried)
/obj/item/weapon/gun/energy/kinetic_accelerator/emp_act(severity)
return
/obj/item/weapon/gun/energy/kinetic_accelerator/proc/reload()
power_supply.give(500)
if(!suppressed)
playsound(src.loc, 'sound/weapons/kenetic_reload.ogg', 60, 1)
else
loc << "<span class='warning'>[src] silently charges up.<span>"
update_icon()
overheat = FALSE
/obj/item/weapon/gun/energy/kinetic_accelerator/update_icon()
cut_overlays()
if(!can_shoot())
add_overlay("kineticgun_empty")
if(F && can_flashlight)
var/iconF = "flight"
if(F.on)
iconF = "flight_on"
add_overlay(image(icon = icon, icon_state = iconF, pixel_x = flight_x_offset, pixel_y = flight_y_offset))
/obj/item/weapon/gun/energy/kinetic_accelerator/crossbow
name = "mini energy crossbow"
desc = "A weapon favored by syndicate stealth specialists."
icon_state = "crossbow"
item_state = "crossbow"
w_class = 2
w_class = WEIGHT_CLASS_SMALL
materials = list(MAT_METAL=2000)
origin_tech = "combat=4;magnets=4;syndicate=5"
suppressed = 1
@@ -238,39 +98,42 @@
holds_charge = TRUE
unique_frequency = TRUE
can_flashlight = 0
max_mod_capacity = 0
empty_state = null
/obj/item/weapon/gun/energy/kinetic_accelerator/crossbow/halloween
name = "candy corn crossbow"
desc = "A weapon favored by Syndicate trick-or-treaters."
icon_state = "crossbow_halloween"
item_state = "crossbow"
ammo_type = list(/obj/item/ammo_casing/energy/bolt/halloween)
/obj/item/weapon/gun/energy/kinetic_accelerator/crossbow/large
name = "energy crossbow"
desc = "A reverse engineered weapon using syndicate technology."
icon_state = "crossbowlarge"
w_class = 3
w_class = WEIGHT_CLASS_NORMAL
materials = list(MAT_METAL=4000)
origin_tech = "combat=4;magnets=4;syndicate=2"
suppressed = 0
ammo_type = list(/obj/item/ammo_casing/energy/bolt/large)
pin = null
/obj/item/weapon/gun/energy/kinetic_accelerator/suicide_act(mob/user)
if(!suppressed)
playsound(src.loc, 'sound/weapons/kenetic_reload.ogg', 60, 1)
user.visible_message("<span class='suicide'>[user] cocks the [src.name] and pretends to blow \his brains out! It looks like \he's trying to commit suicide!</b></span>")
shoot_live_shot()
return (OXYLOSS)
/obj/item/weapon/gun/energy/plasmacutter
name = "plasma cutter"
desc = "A mining tool capable of expelling concentrated plasma bursts. You could use it to cut limbs off of xenos! Or, you know, mine stuff."
icon_state = "plasmacutter"
item_state = "plasmacutter"
modifystate = -1
origin_tech = "combat=1;materials=3;magnets=2;plasmatech=3;engineering=1"
ammo_type = list(/obj/item/ammo_casing/energy/plasma)
flags = CONDUCT | OPENCONTAINER
flags = CONDUCT
container_type = OPENCONTAINER
attack_verb = list("attacked", "slashed", "cut", "sliced")
force = 12
sharpness = IS_SHARP
can_charge = 0
heat = 3800
toolspeed = 0.7 //plasmacutters can be used as welders for a few things, and are faster than standard welders
/obj/item/weapon/gun/energy/plasmacutter/examine(mob/user)
..()
@@ -282,10 +145,12 @@
var/obj/item/stack/sheet/S = A
S.use(1)
power_supply.give(1000)
recharge_newshot(1)
user << "<span class='notice'>You insert [A] in [src], recharging it.</span>"
else if(istype(A, /obj/item/weapon/ore/plasma))
qdel(A)
power_supply.give(500)
recharge_newshot(1)
user << "<span class='notice'>You insert [A] in [src], recharging it.</span>"
else
..()
@@ -354,6 +219,7 @@
cell_type = "/obj/item/weapon/stock_parts/cell/secborg"
ammo_type = list(/obj/item/ammo_casing/energy/c3dbullet)
can_charge = 0
use_cyborg_cell = 1
/obj/item/weapon/gun/energy/printer/update_icon()
return
@@ -361,10 +227,6 @@
/obj/item/weapon/gun/energy/printer/emp_act()
return
/obj/item/weapon/gun/energy/printer/newshot()
..()
robocharge()
/obj/item/weapon/gun/energy/temperature
name = "temperature gun"
icon_state = "freezegun"
@@ -374,6 +236,12 @@
cell_type = "/obj/item/weapon/stock_parts/cell/high"
pin = null
/obj/item/weapon/gun/energy/temperature/security
name = "security temperature gun"
desc = "A weapon that can only be used to its full potential by the truly robust."
origin_tech = "combat=2;materials=2;powerstorage=1;magnets=1"
pin = /obj/item/device/firing_pin
/obj/item/weapon/gun/energy/laser/instakill
name = "instakill rifle"
icon_state = "instagib"
@@ -400,8 +268,6 @@
/obj/item/weapon/gun/energy/gravity_gun
name = "one-point bluespace-gravitational manipulator"
icon_state = "gravity_gun"
item_state = "gravity_gun"
desc = "An experimental, multi-mode device that fires bolts of Zero-Point Energy, causing local distortions in gravity"
ammo_type = list(/obj/item/ammo_casing/energy/gravityrepulse, /obj/item/ammo_casing/energy/gravityattract, /obj/item/ammo_casing/energy/gravitychaos)
origin_tech = "combat=4;magnets=4;materials=6;powerstorage=4;bluespace=4"
+9 -13
View File
@@ -7,18 +7,18 @@
origin_tech = "combat=3"
ammo_x_offset = 3
/obj/item/weapon/gun/energy/shock_revolver
/obj/item/weapon/gun/energy/tesla_revolver
name = "tesla gun"
desc = "An experimental gun based on an experimental engine, it's about as likely to kill it's operator as it is the target."
desc = "An experimental gun based on an experimental engine, it's about as likely to kill its operator as it is the target."
icon_state = "tesla"
item_state = "tesla"
ammo_type = list(/obj/item/ammo_casing/energy/shock_revolver)
ammo_type = list(/obj/item/ammo_casing/energy/tesla_revolver)
origin_tech = "combat=4;materials=4;powerstorage=4"
can_flashlight = 0
pin = null
shaded_charge = 1
/obj/item/weapon/gun/energy/gun/advtaser
/obj/item/weapon/gun/energy/e_gun/advtaser
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"
@@ -26,21 +26,19 @@
origin_tech = "combat=4"
ammo_x_offset = 2
/obj/item/weapon/gun/energy/gun/advtaser/cyborg
/obj/item/weapon/gun/energy/e_gun/advtaser/cyborg
name = "cyborg taser"
desc = "An integrated hybrid taser that draws directly from a cyborg's power cell. The weapon contains a limiter to prevent the cyborg's power cell from overheating."
can_flashlight = 0
can_charge = 0
/obj/item/weapon/gun/energy/gun/advtaser/cyborg/newshot()
..()
robocharge()
use_cyborg_cell = 1
/obj/item/weapon/gun/energy/disabler
name = "disabler"
desc = "A self-defense weapon that exhausts organic targets, weakening them until they collapse."
icon_state = "disabler"
item_state = "combat=3"
item_state = "disabler"
origin_tech = "combat=3"
ammo_type = list(/obj/item/ammo_casing/energy/disabler)
ammo_x_offset = 3
@@ -48,7 +46,5 @@
name = "cyborg disabler"
desc = "An integrated disabler that draws from a cyborg's power cell. This weapon contains a limiter to prevent the cyborg's power cell from overheating."
can_charge = 0
use_cyborg_cell = 1
/obj/item/weapon/gun/energy/disabler/cyborg/newshot()
..()
robocharge()