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GS13NG/code/modules/projectiles/guns/energy/energy_gun.dm
T
deathride58andkevinz000 2f9e3e403d Hard upstream sync (#6951)
* maps - none of our changes included yet i'll get them in after i finish up the rest of the sync

* sync part 1 - underscore folders in code

* controllers folder

* datums folder

* game folder

* cmon, work

* modules - admin to awaymissions

* cargo to events

* fields to lighting

* mapping > ruins

* rest of the code folder

* rest of the folders in the root directory

* DME

* fixes compiling errors. it compiles so it works

* readds map changes

* fixes dogborg module select

* fixes typo in moduleselect_alternate_icon filepath
2018-05-31 16:03:18 -07:00

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/obj/item/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)
modifystate = 1
can_flashlight = 1
ammo_x_offset = 3
flight_x_offset = 15
flight_y_offset = 10
/obj/item/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 = WEIGHT_CLASS_SMALL
cell_type = /obj/item/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/gun/energy/e_gun/mini/Initialize()
gun_light = new /obj/item/flashlight/seclite(src)
return ..()
/obj/item/gun/energy/e_gun/mini/update_icon()
..()
if(gun_light && gun_light.on)
add_overlay("mini-light")
/obj/item/gun/energy/e_gun/stun
name = "tactical energy gun"
desc = "Military issue energy gun, is able to fire stun rounds."
icon_state = "energytac"
ammo_x_offset = 2
ammo_type = list(/obj/item/ammo_casing/energy/electrode/spec, /obj/item/ammo_casing/energy/disabler, /obj/item/ammo_casing/energy/laser)
/obj/item/gun/energy/e_gun/old
name = "prototype energy gun"
desc = "NT-P:01 Prototype Energy Gun. Early stage development of a unique laser rifle that has multifaceted energy lens allowing the gun to alter the form of projectile it fires on command."
icon_state = "protolaser"
ammo_x_offset = 2
ammo_type = list(/obj/item/ammo_casing/energy/laser, /obj/item/ammo_casing/energy/electrode/old)
/obj/item/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/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"
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/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"
item_state = "dragnet"
lefthand_file = 'icons/mob/inhands/weapons/guns_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/guns_righthand.dmi'
ammo_type = list(/obj/item/ammo_casing/energy/net, /obj/item/ammo_casing/energy/trap)
can_flashlight = 0
ammo_x_offset = 1
/obj/item/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/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 = WEIGHT_CLASS_HUGE
ammo_type = list(/obj/item/ammo_casing/energy/electrode, /obj/item/ammo_casing/energy/laser)
weapon_weight = WEAPON_HEAVY
can_flashlight = 0
trigger_guard = TRIGGER_GUARD_NONE
ammo_x_offset = 2
/obj/item/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"
item_state = "nucgun"
charge_delay = 5
pin = null
can_charge = 0
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/gun/energy/e_gun/nuclear/process()
if(fail_tick > 0)
fail_tick--
..()
/obj/item/gun/energy/e_gun/nuclear/shoot_live_shot()
failcheck()
update_icon()
..()
/obj/item/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)
to_chat(M, "<span class='userdanger'>Your [name] feels warmer.</span>")
if(201 to INFINITY)
SSobj.processing.Remove(src)
M.rad_act(80)
crit_fail = 1
to_chat(M, "<span class='userdanger'>Your [name]'s reactor overloads!</span>")
/obj/item/gun/energy/e_gun/nuclear/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_SELF)
return
fail_chance = min(fail_chance + round(15/severity), 100)
/obj/item/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")