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Smoke Minirockets for HvH CAS #7005

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40 changes: 38 additions & 2 deletions code/modules/cm_marines/dropship_ammo.dm
Original file line number Diff line number Diff line change
Expand Up @@ -377,6 +377,8 @@
point_cost = 300
fire_mission_delay = 3 //high cooldown

var/rocket_name = " minirocket"

/obj/structure/ship_ammo/minirocket/detonate_on(turf/impact, obj/structure/dropship_equipment/weapon/fired_from)
impact.ceiling_debris_check(2)
spawn(5)
Expand All @@ -393,11 +395,11 @@

/obj/structure/ship_ammo/minirocket/show_loaded_desc(mob/user)
if(ammo_count)
return "It's loaded with \a [src] containing [ammo_count] minirocket\s."
return "It's loaded with \a [src] containing [ammo_count] [rocket_name]\s."

/obj/structure/ship_ammo/minirocket/get_examine_text(mob/user)
. = ..()
. += "It has [ammo_count] minirocket\s."
. += "It has [ammo_count][rocket_name]\s."


/obj/structure/ship_ammo/minirocket/incendiary
Expand All @@ -406,6 +408,8 @@
icon_state = "minirocket_inc"
point_cost = 500
fire_mission_delay = 3 //high cooldown
rocket_name = " incendiary minirocket"


/obj/structure/ship_ammo/minirocket/incendiary/detonate_on(turf/impact, obj/structure/dropship_equipment/weapon/fired_from)
..()
Expand Down Expand Up @@ -443,3 +447,35 @@
to_chat(user, SPAN_WARNING("The selected drop site is a sheer wall!"))
return FALSE
return TRUE


/obj/structure/ship_ammo/minirocket/smoke
name = "\improper 1FW-AH Smoke shell 'Fog'"
desc = "The Type 1FW-AH Smoke shell, also known as 'Fog', lacks a targeting system, but its high ammo count and low cost of production means it is a effective way to block enemy visuals, each individual pod contains a chemical mix that produces thick, harmless smoke, or 'fog' on impact. Can be loaded into the LAU-229 Rocket Pod."
icon_state = "minirocket"
icon = 'icons/obj/structures/props/almayer_props.dmi'
equipment_type = /obj/structure/dropship_equipment/weapon/minirocket_pod
ammo_count = 12
max_ammo_count = 12
ammo_name = "Smoke shells"
travelling_time = 50 //Slightly faster than their mini-mike siblings.
transferable_ammo = TRUE
point_cost = 100
fire_mission_delay = 1 //Low cooldown, as the effect is relatively harmless.
rocket_name= " smoke shell"

/obj/structure/ship_ammo/minirocket/smoke/detonate_on(turf/impact, obj/structure/dropship_equipment/weapon/fired_from)
impact.ceiling_debris_check(2)
spawn(5)

var/datum/effect_system/smoke_spread/S = new/datum/effect_system/smoke_spread()
S.set_up(7,0,impact,null,70)
S.start()
if(!ammo_count && loc)
qdel(src) //deleted after last Smole shell is fired and impacts the ground.

/obj/structure/ship_ammo/minirocket/smoke/show_loaded_desc(mob/user)
if(ammo_count)
return "It's loaded with \a [src] containing [ammo_count] [rocket_name]\s."

//A note from the guy that made this. this was my first project, and it probally sort of sucks. its effectively modified from the core Minirockets. But i oddly had a blast doing it, and hope i can look back of this with fondness later. I love this community and wanted to give more than my character.
1 change: 1 addition & 0 deletions code/modules/projectiles/magazines/shotguns.dm
Original file line number Diff line number Diff line change
Expand Up @@ -284,6 +284,7 @@ GLOBAL_LIST_INIT(shotgun_handfuls_12g, list(

/obj/item/ammo_magazine/handful/shotgun/heavy/beanbag
name = "handful of heavy beanbag shells (8g)"
desc = "A non-lethal type of shotgun ammo."
icon_state = "heavy_beanbag_4"
handful_state = "heavy_beanbag"
default_ammo = /datum/ammo/bullet/shotgun/heavy/beanbag
Expand Down
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