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kiwistation/code/modules/projectiles/projectile/energy.dm
T
phil235 0caa59b21a First commit of this big PR
These are the files with just tiny tweaks. Mostly modify an object's attackby so it does "return ..()" instead of "..()".
If there are other things in this commit, the PR's description will explain them.
2016-04-24 20:26:24 +02:00

148 lines
4.2 KiB
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/obj/item/projectile/energy
name = "energy"
icon_state = "spark"
damage = 0
damage_type = BURN
flag = "energy"
/obj/item/projectile/energy/electrode
name = "electrode"
icon_state = "spark"
color = "#FFFF00"
nodamage = 1
stun = 5
weaken = 5
stutter = 5
jitter = 20
hitsound = 'sound/weapons/taserhit.ogg'
range = 7
/obj/item/projectile/energy/electrode/on_hit(atom/target, blocked = 0)
. = ..()
if(!ismob(target) || blocked >= 100) //Fully blocked by mob or collided with dense object - burst into sparks!
var/datum/effect_system/spark_spread/sparks = new /datum/effect_system/spark_spread
sparks.set_up(1, 1, src)
sparks.start()
else if(iscarbon(target))
var/mob/living/carbon/C = target
if(C.dna && C.dna.check_mutation(HULK))
C.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ))
else if(C.status_flags & CANWEAKEN)
spawn(5)
C.do_jitter_animation(jitter)
/obj/item/projectile/energy/electrode/on_range() //to ensure the bolt sparks when it reaches the end of its range if it didn't hit a target yet
var/datum/effect_system/spark_spread/sparks = new /datum/effect_system/spark_spread
sparks.set_up(1, 1, src)
sparks.start()
..()
/obj/item/projectile/energy/net
name = "energy netting"
icon_state = "e_netting"
damage = 10
damage_type = STAMINA
hitsound = 'sound/weapons/taserhit.ogg'
range = 10
/obj/item/projectile/energy/net/New()
..()
SpinAnimation()
/obj/item/projectile/energy/net/on_hit(atom/target, blocked = 0)
if(isliving(target))
var/turf/Tloc = get_turf(target)
if(!locate(/obj/effect/nettingportal) in Tloc)
new/obj/effect/nettingportal(Tloc)
..()
/obj/item/projectile/energy/net/on_range()
var/datum/effect_system/spark_spread/sparks = new /datum/effect_system/spark_spread
sparks.set_up(1, 1, src)
sparks.start()
..()
/obj/effect/nettingportal
name = "DRAGnet teleportation field"
desc = "A field of bluespace energy, locking on to teleport a target."
icon = 'icons/effects/effects.dmi'
icon_state = "dragnetfield"
anchored = 1
unacidable = 1
/obj/effect/nettingportal/New()
..()
SetLuminosity(3)
var/obj/item/device/radio/beacon/teletarget = null
for(var/obj/machinery/computer/teleporter/com in machines)
if(com.target)
if(com.power_station && com.power_station.teleporter_hub && com.power_station.engaged)
teletarget = com.target
if(teletarget)
spawn(30)
for(var/mob/living/L in get_turf(src))
do_teleport(L, teletarget, 2)//teleport what's in the tile to the beacon
qdel(src)
else
spawn(30)
for(var/mob/living/L in get_turf(src))
do_teleport(L, L, 15) //Otherwise it just warps you off somewhere.
qdel(src)
/obj/item/projectile/energy/trap
name = "energy snare"
icon_state = "e_snare"
nodamage = 1
weaken = 1
hitsound = 'sound/weapons/taserhit.ogg'
range = 4
/obj/item/projectile/energy/trap/on_hit(atom/target, blocked = 0)
if(!ismob(target) || blocked >= 100) //Fully blocked by mob or collided with dense object - drop a trap
new/obj/item/weapon/restraints/legcuffs/beartrap/energy(get_turf(loc))
else if(iscarbon(target))
var/obj/item/weapon/restraints/legcuffs/beartrap/B = new /obj/item/weapon/restraints/legcuffs/beartrap/energy(get_turf(target))
B.Crossed(target)
..()
/obj/item/projectile/energy/trap/on_range()
new/obj/item/weapon/restraints/legcuffs/beartrap/energy(loc)
..()
/obj/item/projectile/energy/declone
name = "radiation beam"
icon_state = "declone"
damage = 20
damage_type = CLONE
irradiate = 10
/obj/item/projectile/energy/dart //ninja throwing dart
name = "dart"
icon_state = "toxin"
damage = 5
damage_type = TOX
weaken = 5
range = 7
/obj/item/projectile/energy/bolt //ebow bolts
name = "bolt"
icon_state = "cbbolt"
damage = 15
damage_type = TOX
nodamage = 0
weaken = 5
stutter = 5
/obj/item/projectile/energy/bolt/large
damage = 20
/obj/item/ammo_casing/energy/plasma
projectile_type = /obj/item/projectile/plasma
select_name = "plasma burst"
fire_sound = 'sound/weapons/pulse.ogg'
/obj/item/ammo_casing/energy/plasma/adv
projectile_type = /obj/item/projectile/plasma/adv