fix: makes dragnet non harmful tweak: pacifists can now use any disabler or stun setting on any energy gun code: removed all of the pacifism check code from code/modules/mob/living/living.dm code: gun objects no longer have a harmful variable, instead, ammo_casing objects now have a harmful variable, which is by default set to TRUE code: if a pacifist fires a gun, it checks whether or not the round chambered is lethal, instead of whether or not the gun itself is lethal.
71 lines
2.1 KiB
Plaintext
71 lines
2.1 KiB
Plaintext
/obj/item/ammo_casing/energy/laser
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projectile_type = /obj/item/projectile/beam/laser
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select_name = "kill"
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/obj/item/ammo_casing/energy/lasergun
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projectile_type = /obj/item/projectile/beam/laser
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e_cost = 83
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select_name = "kill"
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/obj/item/ammo_casing/energy/lasergun/old
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projectile_type = /obj/item/projectile/beam/laser
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e_cost = 200
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select_name = "kill"
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/obj/item/ammo_casing/energy/laser/hos
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e_cost = 100
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/obj/item/ammo_casing/energy/laser/practice
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projectile_type = /obj/item/projectile/beam/practice
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select_name = "practice"
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harmful = FALSE
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/obj/item/ammo_casing/energy/laser/scatter
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projectile_type = /obj/item/projectile/beam/scatter
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pellets = 5
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variance = 25
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select_name = "scatter"
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/obj/item/ammo_casing/energy/laser/scatter/disabler
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projectile_type = /obj/item/projectile/beam/disabler
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pellets = 3
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variance = 15
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harmful = FALSE
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/obj/item/ammo_casing/energy/laser/heavy
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projectile_type = /obj/item/projectile/beam/laser/heavylaser
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select_name = "anti-vehicle"
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fire_sound = 'sound/weapons/lasercannonfire.ogg'
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/obj/item/ammo_casing/energy/laser/pulse
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projectile_type = /obj/item/projectile/beam/pulse
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e_cost = 200
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select_name = "DESTROY"
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fire_sound = 'sound/weapons/pulse.ogg'
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/obj/item/ammo_casing/energy/laser/bluetag
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projectile_type = /obj/item/projectile/beam/lasertag/bluetag
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select_name = "bluetag"
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harmful = FALSE
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/obj/item/ammo_casing/energy/laser/bluetag/hitscan
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projectile_type = /obj/item/projectile/beam/lasertag/bluetag/hitscan
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/obj/item/ammo_casing/energy/laser/redtag
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projectile_type = /obj/item/projectile/beam/lasertag/redtag
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select_name = "redtag"
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harmful = FALSE
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/obj/item/ammo_casing/energy/laser/redtag/hitscan
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projectile_type = /obj/item/projectile/beam/lasertag/redtag/hitscan
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/obj/item/ammo_casing/energy/xray
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projectile_type = /obj/item/projectile/beam/xray
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e_cost = 50
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fire_sound = 'sound/weapons/laser3.ogg'
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/obj/item/ammo_casing/energy/mindflayer
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projectile_type = /obj/item/projectile/beam/mindflayer
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select_name = "MINDFUCK"
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fire_sound = 'sound/weapons/laser.ogg'
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