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Laser guns, laser NPCs and laser turrets now fire tg's hitscan beam with the existing laser tracer instead of a travelling bolt. Damage is unchanged. Disablers, X-ray, pulse, emitters, the ship defense turret, the accelerator cannon, laser eyes and mech lasers stay bolts.
Jackriip
marked this pull request as draft
November 11, 2026 05:08
Contributor
i wonder can you just turn the tracer into a white placeholder and then just transform whatever color you want onto it? |
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Lasers now hit instantly. They fire tg's existing laser beam tracer instead of a travelling bolt. Damage, range and fire rate are unchanged; the buff is that lasers can no longer be dodged.
Now hitscan
/obj/projectile/beam/laserand subtypes): laser gun, retro, captain's antique, hellfire, carbines (including Cybersun), heavy laser, musket, flare, the energy gun's kill mode, laser turrets, the Cybersun AI core and outpost defense lasers.Coloured lasers (carbine, musket, Cybersun) draw the standard red beam, since tg has no matching coloured tracers.
Still bolts
NPCs
NPCs and turrets that fire lasers become hitscan too. In green zones that is only the plain ruin and beach pirates. Faction pirates, the Interdyne, IRS and NT patrol bosses, and pirate, ruin and outpost turrets in yellow and red zones get noticeably more dangerous.
Notes
voidcrew/edits/modules/projectiles/projectile/beams.dm; no upstream files are edited.