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special.dm
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special.dm
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#define PLASMA_CHARGE_USE_PER_SECOND 2.5
#define PLASMA_DISCHARGE_LIMIT 5
// Ion Rifles //
/obj/item/gun/energy/ionrifle
name = "ion rifle"
desc = "A man portable anti-armor weapon designed to disable mechanical threats"
icon_state = "ionrifle"
item_state = null //so the human update icon uses the icon_state instead.
fire_sound = 'sound/weapons/ionrifle.ogg'
origin_tech = "combat=4;magnets=4"
w_class = WEIGHT_CLASS_HUGE
can_holster = FALSE
flags = CONDUCT
slot_flags = SLOT_BACK
shaded_charge = TRUE
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 = SLOT_BELT
ammo_x_offset = 2
flight_x_offset = 18
flight_y_offset = 11
// Decloner //
/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"
fire_sound = 'sound/weapons/pulse3.ogg'
origin_tech = "combat=4;materials=4;biotech=5;plasmatech=6"
ammo_type = list(/obj/item/ammo_casing/energy/declone)
ammo_x_offset = 1
can_holster = TRUE
/obj/item/gun/energy/decloner/update_icon_state()
return
/obj/item/gun/energy/decloner/update_overlays()
. = list()
var/obj/item/ammo_casing/energy/shot = ammo_type[select]
if(cell.charge > shot.e_cost)
. += "decloner_spin"
// Flora Gun //
/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"
fire_sound = 'sound/effects/stealthoff.ogg'
ammo_type = list(/obj/item/ammo_casing/energy/flora/yield, /obj/item/ammo_casing/energy/flora/mut)
origin_tech = "materials=2;biotech=4"
modifystate = 1
ammo_x_offset = 1
selfcharge = TRUE
can_holster = TRUE
// Meteor Gun //
/obj/item/gun/energy/meteorgun
name = "meteor gun"
desc = "For the love of god, make sure you're aiming this the right way!"
icon = 'icons/obj/guns/projectile.dmi'
icon_state = "riotgun"
item_state = "c20r"
fire_sound = 'sound/weapons/gunshots/gunshot_shotgun.ogg'
w_class = WEIGHT_CLASS_BULKY
ammo_type = list(/obj/item/ammo_casing/energy/meteor)
cell_type = /obj/item/stock_parts/cell/potato
clumsy_check = FALSE //Admin spawn only, might as well let clowns use it.
selfcharge = TRUE
/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
// Mind Flayer //
/obj/item/gun/energy/mindflayer
name = "\improper Mind Flayer"
desc = "A prototype weapon recovered from the ruins of Research-Station Epsilon."
icon_state = "flayer"
item_state = null
shaded_charge = TRUE
ammo_type = list(/obj/item/ammo_casing/energy/mindflayer)
// Energy Crossbows //
/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
materials = list(MAT_METAL=2000)
origin_tech = "combat=4;magnets=4;syndicate=5"
suppressed = TRUE
ammo_type = list(/obj/item/ammo_casing/energy/bolt)
weapon_weight = WEAPON_LIGHT
unique_rename = FALSE
overheat_time = 20
holds_charge = TRUE
unique_frequency = TRUE
can_flashlight = FALSE
max_mod_capacity = 0
empty_state = "crossbow_empty"
can_holster = TRUE
/obj/item/gun/energy/kinetic_accelerator/crossbow/detailed_examine()
return "This is an energy weapon. To fire the weapon, have your gun mode set to 'fire', \
then click where you want to fire."
/obj/item/gun/energy/kinetic_accelerator/crossbow/detailed_examine_antag()
return "This is a stealthy weapon which fires poisoned bolts at your target. When it hits someone, they will suffer a knockdown effect, in \
addition to toxins. The energy crossbow recharges itself slowly, and can be concealed in your pocket or bag."
/obj/item/gun/energy/kinetic_accelerator/crossbow/large
name = "energy crossbow"
desc = "A reverse engineered weapon using syndicate technology."
icon_state = "crossbowlarge"
w_class = WEIGHT_CLASS_NORMAL
materials = list(MAT_METAL=4000)
origin_tech = "combat=4;magnets=4;syndicate=2"
suppressed = FALSE
ammo_type = list(/obj/item/ammo_casing/energy/bolt/large)
empty_state = "crossbowlarge_empty"
/obj/item/gun/energy/kinetic_accelerator/crossbow/large/cyborg
desc = "One and done!"
icon_state = "crossbowlarge"
origin_tech = null
materials = list()
/obj/item/gun/energy/kinetic_accelerator/suicide_act(mob/user)
if(!suppressed)
playsound(loc, 'sound/weapons/kenetic_reload.ogg', 60, 1)
user.visible_message("<span class='suicide'>[user] cocks [src] and pretends to blow [user.p_their()] brains out! It looks like [user.p_theyre()] trying to commit suicide!</b></span>")
shoot_live_shot(user, user, FALSE, FALSE)
return OXYLOSS
// Plasma Cutters //
/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 of xenos! Or, you know, mine stuff."
icon_state = "plasmacutter"
item_state = "plasmacutter"
modifystate = -1
origin_tech = "combat=1;materials=3;magnets=2;plasmatech=3;engineering=1"
ammo_type = list(/obj/item/ammo_casing/energy/plasma)
fire_sound = 'sound/weapons/laser.ogg'
usesound = 'sound/items/welder.ogg'
toolspeed = 1
container_type = OPENCONTAINER
flags = CONDUCT
attack_verb = list("attacked", "slashed", "cut", "sliced")
force = 12
sharp = TRUE
can_charge = FALSE
can_holster = TRUE
/obj/item/gun/energy/plasmacutter/attackby(obj/item/A, mob/user)
if(istype(A, /obj/item/stack/sheet/mineral/plasma))
if(cell.charge >= cell.maxcharge)
to_chat(user,"<span class='notice'>[src] is already fully charged.")
return
var/obj/item/stack/sheet/S = A
S.use(1)
cell.give(1000)
on_recharge()
to_chat(user, "<span class='notice'>You insert [A] in [src], recharging it.</span>")
else if(istype(A, /obj/item/stack/ore/plasma))
if(cell.charge >= cell.maxcharge)
to_chat(user,"<span class='notice'>[src] is already fully charged.")
return
var/obj/item/stack/ore/S = A
S.use(1)
cell.give(500)
on_recharge()
to_chat(user, "<span class='notice'>You insert [A] in [src], recharging it.</span>")
else
return ..()
/obj/item/gun/energy/plasmacutter/update_overlays()
return list()
/obj/item/gun/energy/plasmacutter/adv
name = "advanced plasma cutter"
icon_state = "adv_plasmacutter"
item_state = "plasmacutteradv"
modifystate = "adv_plasmacutter"
origin_tech = "combat=3;materials=4;magnets=3;plasmatech=4;engineering=2"
ammo_type = list(/obj/item/ammo_casing/energy/plasma/adv)
force = 15
// Wormhole Projectors //
/obj/item/gun/energy/wormhole_projector
name = "bluespace wormhole projector"
desc = "A projector that emits high density quantum-coupled bluespace beams."
ammo_type = list(/obj/item/ammo_casing/energy/wormhole, /obj/item/ammo_casing/energy/wormhole/orange)
item_state = null
icon_state = "wormhole_projector1"
origin_tech = "combat=4;bluespace=6;plasmatech=4;engineering=4"
charge_delay = 5
selfcharge = TRUE
var/obj/effect/portal/blue
var/obj/effect/portal/orange
/obj/item/gun/energy/wormhole_projector/update_icon_state()
icon_state = "wormhole_projector[select]"
item_state = icon_state
/obj/item/gun/energy/wormhole_projector/process_chamber()
..()
select_fire(usr)
/obj/item/gun/energy/wormhole_projector/portal_destroyed(obj/effect/portal/P)
if(P.icon_state == "portal")
blue = null
if(orange)
orange.target = null
else
orange = null
if(blue)
blue.target = null
/obj/item/gun/energy/wormhole_projector/proc/create_portal(obj/item/projectile/beam/wormhole/W)
var/obj/effect/portal/P = new /obj/effect/portal(get_turf(W), null, src)
P.precision = 0
P.failchance = 0
P.can_multitool_to_remove = 1
if(W.name == "bluespace beam")
qdel(blue)
blue = P
else
qdel(orange)
P.icon_state = "portal1"
orange = P
if(orange && blue)
blue.target = get_turf(orange)
orange.target = get_turf(blue)
/* 3d printer 'pseudo guns' for borgs */
/obj/item/gun/energy/printer
name = "cyborg lmg"
desc = "A machinegun that fires 3d-printed flachettes slowly regenerated using a 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 = FALSE
/obj/item/gun/energy/printer/update_overlays()
return list()
/obj/item/gun/energy/printer/emp_act()
return
// Instakill Lasers //
/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
origin_tech = "combat=7;magnets=6"
/obj/item/gun/energy/laser/instakill/emp_act() //implying you could stop the instagib
return
/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)
// HONK Rifle //
/obj/item/gun/energy/clown
name = "\improper HONK rifle"
desc = "Clown Planet's finest."
icon_state = "disabler"
ammo_type = list(/obj/item/ammo_casing/energy/clown)
clumsy_check = FALSE
selfcharge = TRUE
ammo_x_offset = 3
can_holster = TRUE // you'll never see it coming
/obj/item/gun/energy/plasma_pistol
name = "plasma pistol"
desc = "A specialized firearm designed to fire heated bolts of plasma. Can be overloaded for a high damage shield breaking shot."
icon_state = "toxgun"
item_state = "toxgun"
sprite_sheets_inhand = list("Vox" = 'icons/mob/clothing/species/vox/held.dmi', "Drask" = 'icons/mob/clothing/species/drask/held.dmi') //This apperently exists, and I have the sprites so sure.
w_class = WEIGHT_CLASS_NORMAL
origin_tech = "combat=4;magnets=4;powerstorage=3"
ammo_type = list(/obj/item/ammo_casing/energy/weak_plasma, /obj/item/ammo_casing/energy/charged_plasma)
shaded_charge = TRUE
can_holster = TRUE
atom_say_verb = "beeps"
bubble_icon = "swarmer"
light_color = "#89078E"
light_power = 4
var/overloaded = FALSE
var/warned = FALSE
var/charging = FALSE
var/mob/living/carbon/holder = null
/obj/item/gun/energy/plasma_pistol/Initialize(mapload)
. = ..()
START_PROCESSING(SSfastprocess, src)
/obj/item/gun/energy/plasma_pistol/Destroy()
STOP_PROCESSING(SSfastprocess, src)
holder = null
return ..()
/obj/item/gun/energy/plasma_pistol/process()
..()
if(overloaded)
cell.charge -= PLASMA_CHARGE_USE_PER_SECOND / 5 //2.5 per second, 25 every 10 seconds
if(cell.charge <= PLASMA_CHARGE_USE_PER_SECOND * 10 && !warned)
warned = TRUE
playsound(loc, 'sound/weapons/smg_empty_alarm.ogg', 75, 1)
atom_say("Caution, charge low. Forced discharge in under 10 seconds.")
if(cell.charge <= PLASMA_DISCHARGE_LIMIT)
discharge()
/obj/item/gun/energy/plasma_pistol/attack_self(mob/living/user)
if(overloaded)
to_chat(user, "<span class='warning'>[src] is already overloaded!</span>")
return
if(cell.charge <= 140) //at least 6 seconds of charge time
to_chat(user, "<span class='warning'>[src] does not have enough charge to be overloaded.</span>")
return
if(charging)
return
to_chat(user, "<span class='notice'>You begin to overload [src].</span>")
charging = TRUE
if(do_after(user, 2.5 SECONDS, target = src))
select_fire(user)
overloaded = TRUE
cell.charge -= 125
playsound(loc, 'sound/machines/terminal_prompt_confirm.ogg', 75, 1)
atom_say("Overloading successful.")
set_light(3) //extra visual effect to make it more noticable to user and victims alike
holder = user
RegisterSignal(holder, COMSIG_CARBON_SWAP_HANDS, PROC_REF(discharge))
charging = FALSE
/obj/item/gun/energy/plasma_pistol/proc/reset_overloaded()
select_fire()
set_light(0)
overloaded = FALSE
warned = FALSE
UnregisterSignal(holder, COMSIG_CARBON_SWAP_HANDS)
holder = null
/obj/item/gun/energy/plasma_pistol/process_fire(atom/target, mob/living/user, message = TRUE, params, zone_override, bonus_spread = 0)
if(charging)
return
return ..()
/obj/item/gun/energy/plasma_pistol/process_chamber()
if(overloaded)
do_sparks(2, 1, src)
reset_overloaded()
..()
update_icon()
/obj/item/gun/energy/plasma_pistol/emp_act(severity)
..()
if(prob(100 / severity) && overloaded)
discharge()
/obj/item/gun/energy/plasma_pistol/dropped(mob/user)
. = ..()
if(overloaded)
discharge()
/obj/item/gun/energy/plasma_pistol/equipped(mob/user, slot, initial)
. = ..()
if(overloaded)
discharge()
/obj/item/gun/energy/plasma_pistol/proc/discharge() //25% of the time, plasma leak. Otherwise, shoot at a random mob / turf nearby. If no proper mob is found when mob is picked, fire at a turf instead
SIGNAL_HANDLER
reset_overloaded()
do_sparks(2, 1, src)
update_icon()
if(prob(25))
visible_message("<span class='danger'>[src] vents heated plasma!</span>")
var/turf/simulated/T = get_turf(src)
if(istype(T))
T.atmos_spawn_air(LINDA_SPAWN_TOXINS|LINDA_SPAWN_20C,15)
return
if(prob(50))
var/list/mob_targets = list()
for(var/mob/living/M in oview(get_turf(src), 7))
mob_targets += M
if(length(mob_targets))
var/mob/living/target = pick(mob_targets)
shootAt(target)
visible_message("<span class='danger'>[src] discharges a plasma bolt!</span>")
return
visible_message("<span class='danger'>[src] discharges a plasma bolt!</span>")
var/list/turf_targets = list()
for(var/turf/T in orange(get_turf(src), 7))
turf_targets += T
if(length(turf_targets))
var/turf/target = pick(turf_targets)
shootAt(target)
/obj/item/gun/energy/plasma_pistol/proc/shootAt(atom/movable/target)
var/turf/T = get_turf(src)
var/turf/U = get_turf(target)
if(!T || !U)
return
var/obj/item/projectile/energy/charged_plasma/O = new /obj/item/projectile/energy/charged_plasma(T)
playsound(get_turf(src), 'sound/weapons/marauder.ogg', 75, 1)
O.current = T
O.yo = U.y - T.y
O.xo = U.x - T.x
O.fire()
/obj/item/gun/energy/bsg
name = "\improper B.S.G"
desc = "The Blue Space Gun. Uses a flux anomaly core and a bluespace crystal to produce destructive bluespace energy blasts, inspired by Nanotrasen's BSA division."
icon_state = "bsg"
item_state = "bsg"
origin_tech = "combat=6;materials=6;powerstorage=6;bluespace=6;magnets=6" //cutting edge technology, be my guest if you want to deconstruct one instead of use it.
ammo_type = list(/obj/item/ammo_casing/energy/bsg)
weapon_weight = WEAPON_HEAVY
w_class = WEIGHT_CLASS_HUGE
can_holster = FALSE
slot_flags = SLOT_BACK
cell_type = /obj/item/stock_parts/cell/bsg
shaded_charge = TRUE
can_fit_in_turrets = FALSE //Crystal would shatter, or someone would try to put an empty gun in the frame.
var/obj/item/assembly/signaler/anomaly/flux/core = null
var/has_bluespace_crystal = FALSE
var/admin_model = FALSE //For the admin gun, prevents crystal shattering, so anyone can use it, and you dont need to carry backup crystals.
/obj/item/gun/energy/bsg/Destroy()
QDEL_NULL(core)
return ..()
/obj/item/gun/energy/bsg/examine(mob/user)
. = ..()
if(core && has_bluespace_crystal)
. += "<span class='notice'>[src] is fully operational!</span>"
else if(core)
. += "<span class='warning'>It has a flux anomaly core installed, but no bluespace crystal installed.</span>"
else if(has_bluespace_crystal)
. += "<span class='warning'>It has a bluespace crystal installed, but no flux anomaly core installed.</span>"
else
. += "<span class='warning'>It is missing a flux anomaly core and bluespace crystal to be operational.</span>"
/obj/item/gun/energy/bsg/attackby(obj/item/O, mob/user, params)
if(istype(O, /obj/item/stack/ore/bluespace_crystal))
if(has_bluespace_crystal)
to_chat(user, "<span class='notice'>[src] already has a bluespace crystal installed.</span>")
return
var/obj/item/stack/S = O
if(!loc || !S || S.get_amount() < 1)
return
to_chat(user, "<span class='notice'>You load [O] into [src].</span>")
S.use(1)
has_bluespace_crystal = TRUE
update_icon()
return
if(istype(O, /obj/item/assembly/signaler/anomaly/flux))
if(core)
to_chat(user, "<span class='notice'>[src] already has a [O]!</span>")
return
if(!user.drop_item())
to_chat(user, "<span class='warning'>[O] is stuck to your hand!</span>")
return
to_chat(user, "<span class='notice'>You insert [O] into [src], and [src] starts to warm up.</span>")
O.forceMove(src)
core = O
update_icon()
else
return ..()
/obj/item/gun/energy/bsg/process_fire(atom/target, mob/living/user, message = TRUE, params, zone_override, bonus_spread = 0)
if(!has_bluespace_crystal)
to_chat(user, "<span class='warning'>[src] has no bluespace crystal to power it!</span>")
return
if(!core)
to_chat(user, "<span class='warning'>[src] has no flux anomaly core to power it!</span>")
return
return ..()
/obj/item/gun/energy/bsg/process_chamber()
if(prob(25))
shatter()
..()
update_icon()
/obj/item/gun/energy/bsg/update_icon_state()
if(core)
if(has_bluespace_crystal)
icon_state = "bsg_finished"
else
icon_state = "bsg_core"
else if(has_bluespace_crystal)
icon_state = "bsg_crystal"
else
icon_state = "bsg"
/obj/item/gun/energy/bsg/emp_act(severity)
..()
if(prob(75 / severity))
if(has_bluespace_crystal)
shatter()
/obj/item/gun/energy/bsg/proc/shatter()
if(admin_model)
return
visible_message("<span class='warning'>[src]'s bluespace crystal shatters!</span>")
playsound(src, 'sound/effects/pylon_shatter.ogg', 50, TRUE)
has_bluespace_crystal = FALSE
update_icon()
/obj/item/gun/energy/bsg/prebuilt
icon_state = "bsg_finished"
has_bluespace_crystal = TRUE
/obj/item/gun/energy/bsg/prebuilt/Initialize(mapload)
. = ..()
core = new /obj/item/assembly/signaler/anomaly/flux
update_icon()
/obj/item/gun/energy/bsg/prebuilt/admin
desc = "The Blue Space Gun. Uses a flux anomaly core and a bluespace crystal to produce destructive bluespace energy blasts, inspired by Nanotrasen's BSA division. This is an executive model, and its bluespace crystal will not shatter."
admin_model = TRUE
// Temperature Gun //
/obj/item/gun/energy/temperature
name = "temperature gun"
icon = 'icons/obj/guns/gun_temperature.dmi'
icon_state = "tempgun_4"
item_state = "tempgun_4"
slot_flags = SLOT_BACK
w_class = WEIGHT_CLASS_BULKY
fire_sound = 'sound/weapons/pulse3.ogg'
desc = "A gun that changes the body temperature of its targets."
origin_tech = "combat=4;materials=4;powerstorage=3;magnets=2"
ammo_type = list(/obj/item/ammo_casing/energy/temp)
selfcharge = TRUE
// Measured in Kelvin
var/temperature = T20C
var/target_temperature = T20C
var/min_temp = 0
var/max_temp = 500
/// How fast the gun recharges
var/recharge_multiplier = 1
/obj/item/gun/energy/temperature/Initialize(mapload, ...)
. = ..()
update_icon()
START_PROCESSING(SSobj, src)
/obj/item/gun/energy/temperature/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/gun/energy/temperature/attack_self(mob/user)
add_fingerprint(user)
ui_interact(user)
/obj/item/gun/energy/temperature/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.deep_inventory_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "TempGun", name, 250, 130, master_ui, state)
ui.open()
/obj/item/gun/energy/temperature/ui_data(mob/user)
var/list/data = list()
data["target_temperature"] = target_temperature - T0C // Pass them in as Celcius numbers
data["temperature"] = temperature - T0C
data["max_temp"] = max_temp - T0C
data["min_temp"] = min_temp - T0C
return data
/obj/item/gun/energy/temperature/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
if(..())
return
if(action == "target_temperature")
target_temperature = clamp(text2num(params["target_temperature"]) + T0C, min_temp, max_temp) //Retrieved as a celcius number, convert to kelvin
/obj/item/gun/energy/temperature/emag_act(mob/user)
if(!emagged)
emagged = TRUE
to_chat(user, "<span class='caution'>You remove the gun's temperature cap! Targets hit by searing beams will burst into flames!</span>")
desc += " Its temperature cap has been removed."
max_temp = 1000
recharge_multiplier = 5 //so emagged temp guns adjust their temperature much more quickly
/obj/item/gun/energy/temperature/process()
..()
if(target_temperature != temperature)
var/difference = abs(target_temperature - temperature)
if(difference >= (10 * recharge_multiplier))
if(target_temperature < temperature)
temperature -= (10 * recharge_multiplier)
else
temperature += (10 * recharge_multiplier)
else
temperature = target_temperature
update_icon()
var/obj/item/ammo_casing/energy/temp/T = ammo_type[select]
T.temp = temperature
switch(temperature)
if(0 to 100)
T.e_cost = 300
if(100 to 250)
T.e_cost = 200
if(251 to 300)
T.e_cost = 100
if(301 to 400)
T.e_cost = 200
if(401 to INFINITY)
T.e_cost = 300
/obj/item/gun/energy/temperature/update_icon_state()
switch(temperature)
if(501 to INFINITY)
item_state = "tempgun_8"
if(400 to 500)
item_state = "tempgun_7"
if(360 to 400)
item_state = "tempgun_6"
if(335 to 360)
item_state = "tempgun_5"
if(295 to 335)
item_state = "tempgun_4"
if(260 to 295)
item_state = "tempgun_3"
if(200 to 260)
item_state = "tempgun_2"
if(120 to 260)
item_state = "tempgun_1"
if(-INFINITY to 120)
item_state = "tempgun_0"
icon_state = item_state
if(iscarbon(loc))
var/mob/living/carbon/M = loc
M.update_inv_back()
M.update_inv_l_hand()
M.update_inv_r_hand()
/obj/item/gun/energy/temperature/update_overlays()
. = ..()
var/charge = cell.charge
switch(charge)
if(900 to INFINITY) . += "900"
if(800 to 900) . += "800"
if(700 to 800) . += "700"
if(600 to 700) . += "600"
if(500 to 600) . += "500"
if(400 to 500) . += "400"
if(300 to 400) . += "300"
if(200 to 300) . += "200"
if(100 to 200) . += "100"
if(-INFINITY to 100) . += "0"
// Mimic Gun //
/obj/item/gun/energy/mimicgun
name = "mimic gun"
desc = "A self-defense weapon that exhausts organic targets, weakening them until they collapse. Why does this one have teeth?"
icon_state = "disabler"
ammo_type = list(/obj/item/ammo_casing/energy/mimic)
clumsy_check = FALSE //Admin spawn only, might as well let clowns use it.
selfcharge = TRUE
ammo_x_offset = 3
var/mimic_type = /obj/item/gun/projectile/automatic/pistol //Setting this to the mimicgun type does exactly what you think it will.
can_holster = TRUE
/obj/item/gun/energy/mimicgun/newshot()
var/obj/item/ammo_casing/energy/mimic/M = ammo_type[select]
M.mimic_type = mimic_type
..()
/obj/item/gun/energy/detective
name = "DL-88 energy revolver"
desc = "A 'modern' take on the classic projectile revolver."
icon_state = "handgun"
item_state = null
modifystate = TRUE
ammo_type = list(/obj/item/ammo_casing/energy/detective, /obj/item/ammo_casing/energy/detective/tracker_warrant)
/// If true, this gun is tracking something and cannot track another mob
var/tracking_target_UID
/// Used to track if the gun is overcharged
var/overcharged
/// Yes, this gun has a radio, welcome to 2022
var/obj/item/radio/headset/Announcer
/// Used to link back to the pinpointer
var/linked_pinpointer_UID
shaded_charge = TRUE
can_holster = TRUE
can_fit_in_turrets = FALSE
can_charge = FALSE
unique_reskin = TRUE
charge_sections = 5
inhand_charge_sections = 3
overlay_set = "handgun" // Reskins are a different icon_state
/obj/item/gun/energy/detective/Initialize(mapload, ...)
. = ..()
Announcer = new /obj/item/radio/headset(src)
Announcer.config(list("Security" = 1))
options["The Original"] = "handgun"
options["Golden Mamba"] = "handgun_golden-mamba"
options["NT's Finest"] = "handgun_nt-finest"
options["Cancel"] = null
/obj/item/gun/energy/detective/Destroy()
QDEL_NULL(Announcer)
return ..()
/obj/item/gun/energy/detective/examine(mob/user)
. = ..()
. += "<span class='notice'>Ctrl-click to clear active tracked target or clear linked pinpointer.</span>"
/obj/item/gun/energy/detective/emp_act(severity)
. = ..()
unlink()
atom_say("EMP detected. Pinpointer and tracker system reset.")
/obj/item/gun/energy/detective/CtrlClick(mob/user)
. = ..()
if(!isliving(loc)) //don't do this next bit if this gun is on the floor
return
var/tracking_target = locateUID(tracking_target_UID)
if(tracking_target)
if(alert("Do you want to clear the tracker?", "Tracker reset", "Yes", "No") == "Yes")
to_chat(user, "<span class='notice'>[src] stops tracking [tracking_target]</span>")
stop_pointing()
if(linked_pinpointer_UID)
if(alert("Do you want to clear the linked pinpointer?", "Pinpointer reset", "Yes", "No") == "Yes")
to_chat(user, "<span class='notice'>[src] is ready to be linked to a new pinpointer.</span>")
unlink()
/obj/item/gun/energy/detective/proc/link_pinpointer(pinpointer_UID)
linked_pinpointer_UID = pinpointer_UID
/obj/item/gun/energy/detective/proc/unlink()
var/obj/item/pinpointer/crew/C = locateUID(linked_pinpointer_UID)
if(!C)
return
C.linked_gun_UID = null
if(C.mode == MODE_DET)
C.stop_tracking()
linked_pinpointer_UID = null
tracking_target_UID = null
/obj/item/gun/energy/detective/multitool_act(mob/living/user, obj/item/I)
. = TRUE
user.visible_message("<span class='notice'>[user] starts [overcharged ? "restoring" : "removing"] the safety limits on [src].</span>", "<span class='notice'>You start [overcharged ? "restoring" : "removing"] the safety limits on [src]</span>")
if(!I.use_tool(src, user, 10 SECONDS, volume = I.tool_volume))
user.visible_message("<span class='notice'>[user] stops modifying the safety limits on [src].", "You stop modifying the [src]'s safety limits</span>")
return
if(!overcharged)
overcharged = TRUE
ammo_type = list(/obj/item/ammo_casing/energy/detective/overcharge)
update_ammo_types()
select_fire(user)
else // Unable to early return due to the visible message at the end
overcharged = FALSE
ammo_type = list(/obj/item/ammo_casing/energy/detective, /obj/item/ammo_casing/energy/detective/tracker_warrant)
update_ammo_types()
select_fire(user)
user.visible_message("<span class='notice'>[user] [overcharged ? "removes" : "restores"] the safety limits on [src].", "You [overcharged ? "remove" : "restore" ] the safety limits on [src]</span>")
update_icon()
/obj/item/gun/energy/detective/attackby(obj/item/I, mob/user, params)
. = ..()
if(!istype(I, /obj/item/ammo_box/magazine/detective/speedcharger))
return
var/obj/item/ammo_box/magazine/detective/speedcharger/S = I
if(!S.charge)
to_chat(user, "<span class='notice'>[S] has no charge to give!</span>")
return
if(cell.charge == cell.maxcharge)
to_chat(user, "<span class='notice'>[src] is already at full power!</span>")
return
var/new_speedcharger_charge = cell.give(S.charge)
S.charge -= new_speedcharger_charge
S.update_icon(UPDATE_OVERLAYS)
update_icon()
/obj/item/gun/energy/detective/process_fire(atom/target, mob/living/user, message, params, zone_override, bonus_spread)
if(!overcharged)
return ..()
if(prob(clamp((100 - ((cell.charge / cell.maxcharge) * 100)), 10, 70))) //minimum probability of 10, maximum of 70
playsound(user, fire_sound, 50, 1)
visible_message("<span class='userdanger'>[src]'s energy cell overloads!</span>")
user.apply_damage(60, BURN, pick(BODY_ZONE_PRECISE_L_HAND, BODY_ZONE_PRECISE_R_HAND))
user.EyeBlurry(10 SECONDS)
user.flash_eyes(2, TRUE)
do_sparks(rand(5, 9), FALSE, src)
playsound(src, 'sound/effects/bang.ogg', 100, TRUE)
user.unEquip(src)
cell.charge = 0 //ha ha you lose
update_icon()
return
return ..()
/obj/item/gun/energy/detective/proc/start_pointing(target_UID)
tracking_target_UID = target_UID
Announcer.autosay("Alert: Detective's revolver discharged in tracking mode. Tracking: [locateUID(tracking_target_UID)] at [get_area_name(src)].", src, "Security")
var/obj/item/pinpointer/crew/C = locateUID(linked_pinpointer_UID)
if(C)
C.start_tracking()
addtimer(CALLBACK(src, PROC_REF(stop_pointing)), 1 MINUTES, TIMER_UNIQUE)
/obj/item/gun/energy/detective/proc/stop_pointing()
if(linked_pinpointer_UID)
var/obj/item/pinpointer/crew/C = locateUID(linked_pinpointer_UID)
if(C?.mode == MODE_DET)
C.stop_tracking()
tracking_target_UID = null
#undef PLASMA_CHARGE_USE_PER_SECOND
#undef PLASMA_DISCHARGE_LIMIT