/obj/item/gun/energy/laser name = "laser gun" 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 = WEIGHT_CLASS_NORMAL custom_materials = list(/datum/material/iron=2000) ammo_type = list(/obj/item/ammo_casing/energy/lasergun) ammo_x_offset = 1 shaded_charge = 1 /obj/item/gun/energy/laser/practice name = "practice laser gun" icon_state = "laser-p" desc = "A modified version of the basic laser gun, this one fires less concentrated energy bolts designed for target practice." ammo_type = list(/obj/item/ammo_casing/energy/laser/practice) clumsy_check = 0 item_flags = NONE /obj/item/gun/energy/laser/practice/hyperburst name = "toy hyper-burst launcher" desc = "A toy laser with a unique beam shaping lens that projects harmless bolts capable of going through objects. Compatible with existing laser tag systems." ammo_type = list(/obj/item/ammo_casing/energy/laser/magtag) icon_state = "toyburst" obj_flags = NONE fire_delay = 40 w_class = WEIGHT_CLASS_HUGE weapon_weight = WEAPON_HEAVY selfcharge = EGUN_SELFCHARGE charge_delay = 2 recoil = 2 cell_type = /obj/item/stock_parts/cell/toymagburst /obj/item/gun/energy/laser/retro name ="retro laser gun" icon_state = "retro" desc = "An older model of the basic lasergun, no longer used by Nanotrasen's private security or military forces. Nevertheless, it is still quite deadly and easy to maintain, making it a favorite amongst pirates and other outlaws." ammo_x_offset = 3 /obj/item/gun/energy/laser/retro/old name ="laser gun" icon_state = "retro" desc = "First generation lasergun, developed by Nanotrasen. Suffers from ammo issues but its unique ability to recharge its ammo without the need of a magazine helps compensate. You really hope someone has developed a better lasergun while you were in cryo." ammo_type = list(/obj/item/ammo_casing/energy/lasergun/old) ammo_x_offset = 3 /obj/item/gun/energy/laser/hellgun name ="hellfire laser gun" desc = "A relic of a weapon, built before NT began installing regulators on its laser weaponry. This pattern of laser gun became infamous for the gruesome burn wounds it caused, and was quietly discontinued once it began to affect NT's reputation." icon_state = "hellgun" ammo_type = list(/obj/item/ammo_casing/energy/laser/hellfire) /obj/item/gun/energy/laser/captain name = "antique laser gun" icon_state = "caplaser" item_state = "caplaser" desc = "This is an antique laser gun. All craftsmanship is of the highest quality. It is decorated with assistant leather and chrome. The object menaces with spikes of energy. On the item is an image of Space Station 13. The station is exploding." force = 10 ammo_x_offset = 3 selfcharge = EGUN_SELFCHARGE resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF /obj/item/gun/energy/laser/carbine name = "laser carbine" desc = "A ruggedized laser carbine featuring much higher capacity and improved handling when compared to a normal laser gun." icon_state = "lasernew" item_state = "lasernew" slot_flags = ITEM_SLOT_BACK w_class = WEIGHT_CLASS_BULKY weapon_weight = WEAPON_MEDIUM inaccuracy_modifier = 0.7 force = 10 throwforce = 10 cell_type = /obj/item/stock_parts/cell/lascarbine resistance_flags = FIRE_PROOF | ACID_PROOF /obj/item/gun/energy/laser/carbine/nopin pin = null /obj/item/gun/energy/laser/captain/scattershot name = "scatter shot laser rifle" icon_state = "lasercannon" item_state = "laser" desc = "An industrial-grade heavy-duty laser rifle with a modified laser lens to scatter its shot into multiple smaller lasers. The inner-core can self-charge for theoretically infinite use." ammo_type = list(/obj/item/ammo_casing/energy/laser/scatter, /obj/item/ammo_casing/energy/laser) /obj/item/gun/energy/laser/cyborg can_charge = FALSE desc = "An energy-based laser gun that draws power from the cyborg's internal energy cell directly. So this is what freedom looks like?" icon = 'icons/obj/items_cyborg.dmi' icon_state = "laser_cyborg" selfcharge = EGUN_SELFCHARGE_BORG cell_type = /obj/item/stock_parts/cell/secborg charge_delay = 3 /obj/item/gun/energy/laser/cyborg/emp_act() return /obj/item/gun/energy/laser/cyborg/mean use_cyborg_cell = TRUE selfcharge = EGUN_NO_SELFCHARGE /obj/item/gun/energy/laser/scatter name = "scatter laser gun" 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/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/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/gun/energy/lasercannon name = "accelerator laser cannon" desc = "An advanced laser cannon that does more damage the farther away the target is." icon_state = "lasercannon" item_state = "laser" w_class = WEIGHT_CLASS_BULKY force = 10 flags_1 = CONDUCT_1 slot_flags = ITEM_SLOT_BACK ammo_type = list(/obj/item/ammo_casing/energy/laser/accelerator) pin = null ammo_x_offset = 3 /obj/item/ammo_casing/energy/laser/accelerator projectile_type = /obj/item/projectile/beam/laser/accelerator select_name = "accelerator" fire_sound = 'sound/weapons/lasercannonfire.ogg' /obj/item/projectile/beam/laser/accelerator name = "accelerator laser" icon_state = "scatterlaser" range = 255 damage = 6 /obj/item/projectile/beam/laser/accelerator/Range() ..() damage += 7 transform *= 1 + ((damage/7) * 0.2)//20% larger per tile /obj/item/gun/energy/xray name = "\improper X-ray laser gun" desc = "A high-power laser gun capable of expelling concentrated X-ray blasts that pass through multiple soft targets and heavier materials." icon_state = "xray" item_state = null ammo_type = list(/obj/item/ammo_casing/energy/xray) pin = null ammo_x_offset = 3 ////////Laser Tag//////////////////// /obj/item/gun/energy/laser/bluetag name = "laser tag gun" icon_state = "bluetag" desc = "A retro laser gun modified to fire harmless blue beams of light. Sound effects included!" ammo_type = list(/obj/item/ammo_casing/energy/laser/bluetag) item_flags = NONE clumsy_check = FALSE pin = /obj/item/firing_pin/tag/blue ammo_x_offset = 2 selfcharge = EGUN_SELFCHARGE /obj/item/gun/energy/laser/bluetag/hitscan ammo_type = list(/obj/item/ammo_casing/energy/laser/bluetag/hitscan) /obj/item/gun/energy/laser/redtag name = "laser tag gun" icon_state = "redtag" desc = "A retro laser gun modified to fire harmless beams red of light. Sound effects included!" ammo_type = list(/obj/item/ammo_casing/energy/laser/redtag) item_flags = NONE clumsy_check = FALSE pin = /obj/item/firing_pin/tag/red ammo_x_offset = 2 selfcharge = EGUN_SELFCHARGE /obj/item/gun/energy/laser/redtag/hitscan ammo_type = list(/obj/item/ammo_casing/energy/laser/redtag/hitscan) /obj/item/gun/energy/laser/redtag/hitscan/chaplain name = "\improper holy lasrifle" desc = "A lasrifle from the old Imperium. This one seems to be blessed by techpriests." icon_state = "LaserAK" item_state = null force = 14 pin = /obj/item/firing_pin/holy icon = 'modular_citadel/icons/obj/guns/VGguns.dmi' ammo_x_offset = 4 ammo_type = list(/obj/item/ammo_casing/energy/laser/redtag/hitscan/holy) lefthand_file = 'modular_citadel/icons/mob/citadel/guns_lefthand.dmi' righthand_file = 'modular_citadel/icons/mob/citadel/guns_righthand.dmi' var/chaplain_spawnable = TRUE total_mass = TOTAL_MASS_MEDIEVAL_WEAPON throw_speed = 3 throw_range = 4 throwforce = 10 obj_flags = UNIQUE_RENAME /obj/item/gun/energy/laser/redtag/hitscan/chaplain/Initialize() . = ..() AddComponent(/datum/component/anti_magic, TRUE, TRUE, FALSE, null, null, FALSE) /obj/item/gun/energy/laser/redtag/hitscan/chaplain/handle_suicide(mob/living/carbon/human/user, mob/living/carbon/human/target, params, bypass_timer) if(!ishuman(user) || !ishuman(target)) return if(on_cooldown()) return if(user == target) target.visible_message("[user] sticks [src] in [user.p_their()] mouth, ready to pull the trigger...", \ "You stick [src] in your mouth, ready to pull the trigger...") else target.visible_message("[user] points [src] at [target]'s head, ready to pull the trigger...", \ "[user] points [src] at your head, ready to pull the trigger...") busy_action = TRUE if(!bypass_timer && (!do_mob(user, target, 120) || user.zone_selected != BODY_ZONE_PRECISE_MOUTH)) if(user) if(user == target) user.visible_message("[user] decided not to shoot.") else if(target && target.Adjacent(user)) target.visible_message("[user] has decided to spare [target]", "[user] has decided to spare your life!") busy_action = FALSE return busy_action = FALSE target.visible_message("[user] pulls the trigger!", "[user] pulls the trigger!") playsound('sound/weapons/dink.ogg', 30, 1) if((iscultist(target)) || (is_servant_of_ratvar(target))) chambered.BB.damage *= 1500 else if(chambered && chambered.BB) chambered.BB.damage *= 5 process_fire(target, user, TRUE, params)