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clockarmor, bows, ion rifles (#10997)
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Tsar-Salat authored May 24, 2024
1 parent fc9f229 commit d2d6073
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Showing 30 changed files with 18 additions and 15 deletions.
3 changes: 0 additions & 3 deletions code/_onclick/drag_drop.dm
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Expand Up @@ -68,9 +68,6 @@

/obj/item/proc/onMouseUp(object, location, params, mob)
return
/obj/item/gun
item_flags = ISWEAPON
var/automatic = 0 //can gun use it, 0 is no, anything above 0 is the delay between clicks in ds

/obj/item/gun/CanItemAutoclick(object, location, params)
. = automatic
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6 changes: 4 additions & 2 deletions code/modules/antagonists/clock_cult/items/brass_clothing.dm
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Expand Up @@ -3,6 +3,8 @@
desc = "A strong, brass suit worn by the soldiers of the Ratvarian armies."
icon = 'icons/obj/clothing/clockwork_garb.dmi'
icon_state = "clockwork_cuirass"
worn_icon = 'icons/mob/clothing/suits/armor.dmi'
worn_icon_state = "clockwork_cuirass"
armor = list(MELEE = 50, BULLET = 60, LASER = 30, ENERGY = 80, BOMB = 80, BIO = 100, RAD = 100, FIRE = 100, ACID = 100, STAMINA = 60)
slowdown = 0.6
resistance_flags = FIRE_PROOF | ACID_PROOF
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/obj/item/clothing/suit/clockwork/speed
name = "robes of divinity"
desc = "A shiny suit, glowing with a vibrant energy. The wearer will be able to move quickly across battlefields, but will be able to withstand less damage before falling."
icon = 'icons/obj/clothing/clockwork_garb.dmi'
icon_state = "clockwork_cuirass_speed"
worn_icon_state = "clockwork_cuirass_speed"
slowdown = -0.3
resistance_flags = FIRE_PROOF | ACID_PROOF
armor = list(MELEE = 40, BULLET = 40, LASER = 10, ENERGY = -20, BOMB = 60, BIO = 100, RAD = 100, FIRE = 100, ACID = 100, STAMINA = 30)

/obj/item/clothing/suit/clockwork/cloak
name = "shrouding cloak"
desc = "A faltering cloak that bends light around it, distorting the user's appearance, making it hard to see them with the naked eye. However, it provides very little protection."
icon = 'icons/obj/clothing/clockwork_garb.dmi'
icon_state = "clockwork_cloak"
worn_icon_state = "clockwork_cloak"
armor = list(MELEE = 10, BULLET = 60, LASER = 40, ENERGY = 20, BOMB = 40, BIO = 100, RAD = 100, FIRE = 100, ACID = 100, STAMINA = 20)
slowdown = 0.4
resistance_flags = FIRE_PROOF | ACID_PROOF
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/obj/item/clockwork/weapon/brass_sword/proc/send_message(mob/living/target)
to_chat(target, "<span class='brass'>[src] glows, indicating the next attack will disrupt electronics of the target.</span>")

//Clockbow, different pathing

/obj/item/gun/ballistic/bow/clockwork
name = "Brass Bow"
desc = "A bow made from brass and other components that you can't quite understand. It glows with a deep energy and frabricates arrows by itself."
icon_state = "bow_clockwork_unloaded"
icon_state = "bow_clockwork"
force = 10
mag_type = /obj/item/ammo_box/magazine/internal/bow/clockcult
var/recharge_time = 15
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7 changes: 5 additions & 2 deletions code/modules/projectiles/gun.dm
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Expand Up @@ -18,7 +18,7 @@
throw_speed = 3
throw_range = 5
force = 5
item_flags = NEEDS_PERMIT
item_flags = NEEDS_PERMIT || ISWEAPON
attack_verb = list("struck", "hit", "bashed")

var/fire_sound = "gunshot"
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var/zoom_amt = 3 //Distance in TURFs to move the user's screen forward (the "zoom" effect)
var/zoom_out_amt = 0
var/datum/action/toggle_scope_zoom/azoom

var/automatic = 0 //can gun use it, 0 is no, anything above 0 is the delay between clicks in ds

var/fire_rate = null //how many times per second can a gun fire? default is 2.5
//Autofire
var/atom/autofire_target = null //What are we aiming at? This will change if you move your mouse whilst spraying.
Expand All @@ -100,7 +103,7 @@
pin = new pin(src)

add_seclight_point()

if(!canMouseDown) //Some things like beam rifles override this.
canMouseDown = automatic //Nsv13 / Bee change.
build_zooming()
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6 changes: 3 additions & 3 deletions code/modules/projectiles/guns/ballistic/bow.dm
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@@ -1,7 +1,7 @@
/obj/item/gun/ballistic/bow
name = "wooden bow"
desc = "some sort of primitive projectile weapon. used to fire arrows."
icon_state = "bow_unloaded"
icon_state = "bow"
icon_state_preview = "bow_unloaded"
item_state = "bow"
worn_icon_state = "baguette"
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/obj/item/gun/ballistic/bow/ashen
name = "Bone Bow"
desc = "Some sort of primitive projectile weapon made of bone and wrapped sinew."
icon_state = "ashenbow_unloaded"
icon_state = "ashenbow"
item_state = "ashenbow"
icon_state_preview = "ashenbow_unloaded"
force = 8

/obj/item/gun/ballistic/bow/pipe
name = "Pipe Bow"
desc = "A crude projectile weapon made from silk string, pipe and lots of bending."
icon_state = "pipebow_unloaded"
icon_state = "pipebow"
item_state = "pipebow"
icon_state_preview = "pipebow_unloaded"
force = 7
4 changes: 2 additions & 2 deletions code/modules/projectiles/guns/energy/laser.dm
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Expand Up @@ -7,7 +7,7 @@
custom_materials = list(/datum/material/iron=2000)
ammo_type = list(/obj/item/ammo_casing/energy/lasergun)
ammo_x_offset = 1
shaded_charge = 1
shaded_charge = TRUE

/obj/item/gun/energy/laser/practice
name = "practice laser gun"
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icon_state = "cshotgun"
item_state = "shotgun"
desc = "A combat shotgun gutted and refitted with an internal laser system. Can switch between taser and scattered disabler shots."
shaded_charge = 0
shaded_charge = FALSE
pin = /obj/item/firing_pin/implant/mindshield
ammo_type = list(/obj/item/ammo_casing/energy/laser/scatter/disabler, /obj/item/ammo_casing/energy/electrode)
automatic_charge_overlays = FALSE
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1 change: 0 additions & 1 deletion code/modules/projectiles/guns/energy/special.dm
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Expand Up @@ -4,7 +4,6 @@
icon_state = "ionrifle"
item_state = null //so the human update icon uses the icon_state instead.
worn_icon_state = null
shaded_charge = TRUE
w_class = WEIGHT_CLASS_HUGE
flags_1 = CONDUCT_1
slot_flags = ITEM_SLOT_BACK
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2 changes: 1 addition & 1 deletion code/modules/projectiles/guns/energy/stun.dm
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Expand Up @@ -13,7 +13,7 @@
item_state = "tesla"
ammo_type = list(/obj/item/ammo_casing/energy/tesla_revolver)
pin = null
shaded_charge = 1
shaded_charge = TRUE
fire_rate = 1.5

/obj/item/gun/energy/tesla_revolver/add_seclight_point()
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