/obj/item/projectile/gravityrepulse name = "repulsion bolt" icon = 'icons/effects/effects.dmi' icon_state = "chronofield" hitsound = 'sound/weapons/wave.ogg' damage = 0 damage_type = BRUTE nodamage = 1 color = "#33CCFF" var/turf/T var/power = 4 var/list/thrown_items = list() /obj/item/projectile/gravityrepulse/Initialize() . = ..() var/obj/item/ammo_casing/energy/gravityrepulse/C = loc if(istype(C)) //Hard-coded maximum power so servers can't be crashed by trying to throw the entire Z level's items power = min(C.gun.power, 15) /obj/item/projectile/gravityrepulse/on_hit() . = ..() T = get_turf(src) for(var/atom/movable/A in range(T, power)) if(A == src || (firer && A == src.firer) || A.anchored || thrown_items[A]) continue var/throwtarget = get_edge_target_turf(src, get_dir(src, get_step_away(A, src))) A.throw_at(throwtarget,power+1,1) thrown_items[A] = A for(var/turf/F in range(T,power)) new /obj/effect/temp_visual/gravpush(F) /obj/item/projectile/gravityattract name = "attraction bolt" icon = 'icons/effects/effects.dmi' icon_state = "chronofield" hitsound = 'sound/weapons/wave.ogg' damage = 0 damage_type = BRUTE nodamage = 1 color = "#FF6600" var/turf/T var/power = 4 var/list/thrown_items = list() /obj/item/projectile/gravityattract/Initialize() . = ..() var/obj/item/ammo_casing/energy/gravityattract/C = loc if(istype(C)) //Hard-coded maximum power so servers can't be crashed by trying to throw the entire Z level's items power = min(C.gun.power, 15) /obj/item/projectile/gravityattract/on_hit() . = ..() T = get_turf(src) for(var/atom/movable/A in range(T, power)) if(A == src || (firer && A == src.firer) || A.anchored || thrown_items[A]) continue A.throw_at(T, power+1, 1) thrown_items[A] = A for(var/turf/F in range(T,power)) new /obj/effect/temp_visual/gravpush(F) /obj/item/projectile/gravitychaos name = "gravitational blast" icon = 'icons/effects/effects.dmi' icon_state = "chronofield" hitsound = 'sound/weapons/wave.ogg' damage = 0 damage_type = BRUTE nodamage = 1 color = "#101010" var/turf/T var/power = 4 var/list/thrown_items = list() /obj/item/projectile/gravitychaos/Initialize() . = ..() var/obj/item/ammo_casing/energy/gravitychaos/C = loc if(istype(C)) //Hard-coded maximum power so servers can't be crashed by trying to throw the entire Z level's items power = min(C.gun.power, 15) /obj/item/projectile/gravitychaos/on_hit() . = ..() T = get_turf(src) for(var/atom/movable/A in range(T, power)) if(A == src|| (firer && A == src.firer) || A.anchored || thrown_items[A]) continue A.throw_at(get_edge_target_turf(A, pick(GLOB.cardinals)), power+1, 1) thrown_items[A] = A for(var/turf/Z in range(T,power)) new /obj/effect/temp_visual/gravpush(Z)