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GS13NG/code/modules/projectiles/guns/energy/special.dm
2021-01-19 17:24:33 -06:00

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/obj/item/gun/energy/ionrifle
name = "ion rifle"
desc = "A man-portable anti-armor weapon designed to disable mechanical threats at range."
icon_state = "ionrifle"
item_state = null //so the human update icon uses the icon_state instead.
can_flashlight = 1
w_class = WEIGHT_CLASS_HUGE
flags_1 = CONDUCT_1
slot_flags = ITEM_SLOT_BACK
ammo_type = list(/obj/item/ammo_casing/energy/ion)
ammo_x_offset = 3
flight_x_offset = 17
flight_y_offset = 9
/obj/item/gun/energy/ionrifle/emp_act(severity)
return
/obj/item/gun/energy/ionrifle/carbine
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 = WEIGHT_CLASS_NORMAL
slot_flags = ITEM_SLOT_BELT
pin = null
ammo_x_offset = 2
flight_x_offset = 18
flight_y_offset = 11
/obj/item/gun/energy/decloner
name = "biological demolecularisor"
desc = "A gun that discharges high amounts of controlled radiation to slowly break a target into component elements."
icon_state = "decloner"
ammo_type = list(/obj/item/ammo_casing/energy/declone)
pin = null
ammo_x_offset = 1
/obj/item/gun/energy/decloner/update_overlays()
..()
var/obj/item/ammo_casing/energy/shot = ammo_type[current_firemode_index]
if(!QDELETED(cell) && (cell.charge > shot.e_cost))
. += "decloner_spin"
/obj/item/gun/energy/floragun
name = "floral somatoray"
desc = "A tool that discharges controlled radiation which induces mutation in plant cells."
icon_state = "flora"
item_state = "gun"
ammo_type = list(/obj/item/ammo_casing/energy/flora/yield, /obj/item/ammo_casing/energy/flora/mut, /obj/item/ammo_casing/energy/flora/revolution)
modifystate = 1
ammo_x_offset = 1
selfcharge = EGUN_SELFCHARGE
/obj/item/gun/energy/meteorgun
name = "meteor gun"
desc = "For the love of god, make sure you're aiming this the right way!"
icon_state = "meteor_gun"
item_state = "c20r"
w_class = WEIGHT_CLASS_BULKY
ammo_type = list(/obj/item/ammo_casing/energy/meteor)
cell_type = "/obj/item/stock_parts/cell/potato"
clumsy_check = 0 //Admin spawn only, might as well let clowns use it.
selfcharge = EGUN_SELFCHARGE
/obj/item/gun/energy/meteorgun/pen
name = "meteor pen"
desc = "The pen is mightier than the sword."
icon = 'icons/obj/bureaucracy.dmi'
icon_state = "pen"
item_state = "pen"
lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items_righthand.dmi'
w_class = WEIGHT_CLASS_TINY
/obj/item/gun/energy/mindflayer
name = "\improper Mind Flayer"
desc = "A prototype weapon recovered from the ruins of Research-Station Epsilon."
icon_state = "xray"
item_state = null
ammo_type = list(/obj/item/ammo_casing/energy/mindflayer)
ammo_x_offset = 2
/obj/item/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 = WEIGHT_CLASS_SMALL
custom_materials = list(/datum/material/iron=2000)
suppressed = TRUE
ammo_type = list(/obj/item/ammo_casing/energy/bolt)
weapon_weight = WEAPON_LIGHT
inaccuracy_modifier = 0.25
obj_flags = 0
overheat_time = 20
holds_charge = TRUE
unique_frequency = TRUE
can_flashlight = 0
max_mod_capacity = 0
/obj/item/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/gun/energy/kinetic_accelerator/crossbow/large
name = "energy crossbow"
desc = "A reverse engineered weapon using syndicate technology. This thing seems incredibly unwieldly, and seems to be using similar internals to the Proto-Kinetic Accelerator. It might not play nice when brought near weapons similar to it."
icon_state = "crossbowlarge"
w_class = WEIGHT_CLASS_BULKY
custom_materials = list(/datum/material/iron=4000)
suppressed = null
ammo_type = list(/obj/item/ammo_casing/energy/bolt/large)
weapon_weight = WEAPON_HEAVY
pin = null
unique_frequency = FALSE
/obj/item/gun/energy/plasmacutter
name = "plasma cutter"
desc = "A mining tool capable of expelling concentrated plasma bursts. You could use it to cut limbs off xenos! Or, you know, mine stuff."
icon_state = "plasmacutter"
item_state = "plasmacutter"
ammo_type = list(/obj/item/ammo_casing/energy/plasma)
flags_1 = CONDUCT_1
attack_verb = list("attacked", "slashed", "cut", "sliced")
force = 12
sharpness = SHARP_EDGED
inaccuracy_modifier = 0.25
can_charge = 0
heat = 3800
usesound = list('sound/items/welder.ogg', 'sound/items/welder2.ogg')
tool_behaviour = TOOL_WELDER
toolspeed = 0.7 //plasmacutters can be used as welders, and are faster than standard welders
/obj/item/gun/energy/plasmacutter/ComponentInitialize()
. = ..()
AddComponent(/datum/component/butchering, 25, 105, 0, 'sound/weapons/plasma_cutter.ogg')
AddElement(/datum/element/update_icon_blocker)
/obj/item/gun/energy/plasmacutter/examine(mob/user)
. = ..()
if(cell)
. += "<span class='notice'>[src] is [round(cell.percent())]% charged.</span>"
/obj/item/gun/energy/plasmacutter/attackby(obj/item/I, mob/user)
if(istype(I, /obj/item/stack/sheet/mineral/plasma))
I.use(1)
cell.give(1000)
to_chat(user, "<span class='notice'>You insert [I] in [src], recharging it.</span>")
else if(istype(I, /obj/item/stack/ore/plasma))
I.use(1)
cell.give(500)
to_chat(user, "<span class='notice'>You insert [I] in [src], recharging it.</span>")
else
..()
// Tool procs, in case plasma cutter is used as welder
/obj/item/gun/energy/plasmacutter/tool_use_check(mob/living/user, amount)
if(!QDELETED(cell) && (cell.charge >= amount * 100))
return TRUE
to_chat(user, "<span class='warning'>You need more charge to complete this task!</span>")
return FALSE
/obj/item/gun/energy/plasmacutter/use(amount)
return cell.use(amount * 100)
/obj/item/gun/energy/plasmacutter/adv
name = "advanced plasma cutter"
icon_state = "adv_plasmacutter"
force = 15
ammo_type = list(/obj/item/ammo_casing/energy/plasma/adv)
//Sci guns
/obj/item/gun/energy/gravity_gun
name = "one-point gravitational manipulator"
desc = "An experimental, multi-mode device that fires bolts of Zero-Point Energy, causing local distortions in gravity. Requires an anomaly core to function."
ammo_type = list(/obj/item/ammo_casing/energy/gravity/repulse, /obj/item/ammo_casing/energy/gravity/attract, /obj/item/ammo_casing/energy/gravity/chaos)
item_state = "gravity_gun"
icon_state = "gravity_gun"
var/power = 4
var/firing_core = FALSE
/obj/item/gun/energy/gravity_gun/attackby(obj/item/C, mob/user)
if(istype(C, /obj/item/assembly/signaler/anomaly))
to_chat(user, "<span class='notice'>You insert [C] into the gravitational manipulator and the weapon gently hums to life.</span>")
firing_core = TRUE
playsound(src.loc, 'sound/machines/click.ogg', 50, TRUE)
qdel(C)
return
return ..()
/obj/item/gun/energy/gravity_gun/can_shoot()
if(!firing_core)
return FALSE
return ..()
/obj/item/gun/energy/wormhole_projector
name = "bluespace wormhole projector"
desc = "A projector that emits high density quantum-coupled bluespace beams. Requires an anomaly core to function."
ammo_type = list(/obj/item/ammo_casing/energy/wormhole, /obj/item/ammo_casing/energy/wormhole/orange)
item_state = null
icon_state = "wormhole_projector"
inaccuracy_modifier = 0.25
automatic_charge_overlays = FALSE
var/obj/effect/portal/p_blue
var/obj/effect/portal/p_orange
var/atmos_link = FALSE
var/firing_core = FALSE
/obj/item/gun/energy/wormhole_projector/attackby(obj/item/C, mob/user)
if(istype(C, /obj/item/assembly/signaler/anomaly))
to_chat(user, "<span class='notice'>You insert [C] into the wormhole projector and the weapon gently hums to life.</span>")
firing_core = TRUE
playsound(src.loc, 'sound/machines/click.ogg', 50, TRUE)
qdel(C)
return
/obj/item/gun/energy/wormhole_projector/can_shoot()
if(!firing_core)
return FALSE
return ..()
/obj/item/gun/energy/wormhole_projector/shoot_with_empty_chamber(mob/living/user)
. = ..()
to_chat(user, "<span class='danger'>The display says, 'NO CORE INSTALLED'.</span>")
/obj/item/gun/energy/wormhole_projector/update_icon_state()
icon_state = "[initial(icon_state)][current_firemode_index]"
item_state = icon_state
/obj/item/gun/energy/wormhole_projector/update_ammo_types()
. = ..()
for(var/i in 1 to ammo_type.len)
var/obj/item/ammo_casing/energy/wormhole/W = ammo_type[i]
if(istype(W))
W.gun = src
var/obj/item/projectile/beam/wormhole/WH = W.BB
if(istype(WH))
WH.gun = src
/obj/item/gun/energy/wormhole_projector/process_chamber()
..()
select_fire()
/obj/item/gun/energy/wormhole_projector/proc/on_portal_destroy(obj/effect/portal/P)
if(P == p_blue)
p_blue = null
else if(P == p_orange)
p_orange = null
/obj/item/gun/energy/wormhole_projector/proc/has_blue_portal()
if(istype(p_blue) && !QDELETED(p_blue))
return TRUE
return FALSE
/obj/item/gun/energy/wormhole_projector/proc/has_orange_portal()
if(istype(p_orange) && !QDELETED(p_orange))
return TRUE
return FALSE
/obj/item/gun/energy/wormhole_projector/proc/crosslink()
if(!has_blue_portal() && !has_orange_portal())
return
if(!has_blue_portal() && has_orange_portal())
p_orange.link_portal(null)
return
if(!has_orange_portal() && has_blue_portal())
p_blue.link_portal(null)
return
p_orange.link_portal(p_blue)
p_blue.link_portal(p_orange)
/obj/item/gun/energy/wormhole_projector/proc/create_portal(obj/item/projectile/beam/wormhole/W, turf/target)
var/obj/effect/portal/P = new /obj/effect/portal(target, 300, null, FALSE, null, atmos_link)
if(istype(W, /obj/item/projectile/beam/wormhole/orange))
qdel(p_orange)
p_orange = P
P.icon_state = "portal1"
else
qdel(p_blue)
p_blue = P
crosslink()
/obj/item/gun/energy/wormhole_projector/core_inserted
firing_core = TRUE
/* 3d printer 'pseudo guns' for borgs */
/obj/item/gun/energy/printer
name = "cyborg lmg"
desc = "A LMG that fires 3D-printed flechettes. They are slowly resupplied using the cyborg's internal power source."
icon_state = "l6closed0"
icon = 'icons/obj/guns/projectile.dmi'
cell_type = "/obj/item/stock_parts/cell/secborg"
ammo_type = list(/obj/item/ammo_casing/energy/c3dbullet)
can_charge = 0
use_cyborg_cell = 1
/obj/item/gun/energy/printer/ComponentInitialize()
. = ..()
AddElement(/datum/element/update_icon_blocker)
/obj/item/gun/energy/printer/emp_act()
return
/obj/item/gun/energy/temperature
name = "temperature gun"
icon_state = "freezegun"
desc = "A gun that changes temperatures."
ammo_type = list(/obj/item/ammo_casing/energy/temp, /obj/item/ammo_casing/energy/temp/hot)
cell_type = "/obj/item/stock_parts/cell/high"
pin = null
/obj/item/gun/energy/temperature/security
name = "security temperature gun"
desc = "A weapon that can only be used to its full potential by the truly robust."
pin = /obj/item/firing_pin
/obj/item/gun/energy/laser/instakill
name = "instakill rifle"
icon_state = "instagib"
item_state = "instagib"
desc = "A specialized ASMD laser-rifle, capable of flat-out disintegrating most targets in a single hit."
ammo_type = list(/obj/item/ammo_casing/energy/instakill)
force = 60
/obj/item/gun/energy/laser/instakill/red
desc = "A specialized ASMD laser-rifle, capable of flat-out disintegrating most targets in a single hit. This one has a red design."
icon_state = "instagibred"
item_state = "instagibred"
ammo_type = list(/obj/item/ammo_casing/energy/instakill/red)
/obj/item/gun/energy/laser/instakill/blue
desc = "A specialized ASMD laser-rifle, capable of flat-out disintegrating most targets in a single hit. This one has a blue design."
icon_state = "instagibblue"
item_state = "instagibblue"
ammo_type = list(/obj/item/ammo_casing/energy/instakill/blue)
/obj/item/gun/energy/laser/instakill/emp_act() //implying you could stop the instagib
return
//Emitter Gun
/obj/item/gun/energy/emitter
name = "Emitter Carbine"
desc = "A small emitter fitted into a handgun case, do to size constraints and safety it can only shoot about ten times when fully charged."
icon_state = "emitter_carbine"
force = 12
w_class = WEIGHT_CLASS_SMALL
inaccuracy_modifier = 0.25
cell_type = /obj/item/stock_parts/cell/super
ammo_type = list(/obj/item/ammo_casing/energy/emitter)
automatic_charge_overlays = FALSE
/obj/item/gun/energy/emitter/update_icon_state()
var/obj/item/ammo_casing/energy/shot = ammo_type[current_firemode_index]
if(!QDELETED(cell) && (cell.charge > shot.e_cost))
icon_state = "emitter_carbine_empty"
else
icon_state = "emitter_carbine"
//the pickle ray
/obj/item/gun/energy/pickle_gun
name = "pickle ray"
desc = "funniest shit i've ever seen"
icon_state = "decloner"
no_pin_required = TRUE
ammo_type = list(/obj/item/ammo_casing/energy/pickle)