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e5b9302
Make standard lasers hitscan
Jackriip Nov 11, 2026
e64d18e
Merge branch 'master' into feature/hitscan-lasers
Jackriip Nov 11, 2026
cdebd4c
Use Shiptest laser sounds for laser.ogg and laser2.ogg
Jackriip Nov 11, 2026
379e0ac
Merge remote-tracking branch 'origin2/master' into feature/plasma-wea…
Jackriip Nov 11, 2026
d70ad95
Add plasma weapon seams
Jackriip Nov 11, 2026
4988b83
Add the Kestrel laser pistol and Hornet laser SMG stats and tests
Jackriip Nov 11, 2026
83d785c
Add plasma pirate loadouts, zone weights and red-zone boss Furnaces
Jackriip Nov 11, 2026
93163b5
Add plasma and frontier laser sprites and sounds
Jackriip Nov 11, 2026
eeb0950
Add plasma and frontier laser shop lines, loot entries, ratings and w…
Jackriip Nov 11, 2026
f17295b
Add the plasma bolt: stats, fuel ignition, fire on hit and ash dismem…
Jackriip Nov 11, 2026
65b2833
Add plasma rifle heat, boiling and venting
Jackriip Nov 11, 2026
4af8d8e
Add plasma guns, flask and sealed chamber
Jackriip Nov 11, 2026
26c0104
Add plasma weapon effects: splash, wall glow, soot, gutter-out, vent …
Jackriip Nov 11, 2026
a9546a9
Merge branch 'plasma/p1-bolt' into feature/plasma-weapons
Jackriip Nov 11, 2026
c81523c
Merge branch 'plasma/p2-guns' into feature/plasma-weapons
Jackriip Nov 11, 2026
e3ffe4d
Merge branch 'plasma/p3-heat' into feature/plasma-weapons
Jackriip Nov 11, 2026
af34f95
Merge branch 'plasma/p4-lasers' into feature/plasma-weapons
Jackriip Nov 11, 2026
e0c71f6
Merge branch 'plasma/p7-assets' into feature/plasma-weapons
Jackriip Nov 11, 2026
4338a53
Merge branch 'plasma/p8-effects' into feature/plasma-weapons
Jackriip Nov 11, 2026
6dbfc5b
Merge branch 'plasma/p5-supply' into feature/plasma-weapons
Jackriip Nov 11, 2026
947cb0f
Merge branch 'plasma/p6-npcs' into feature/plasma-weapons
Jackriip Nov 11, 2026
415a60b
Integrate the plasma weapon packages: early defines include, loot sub…
Jackriip Nov 11, 2026
0933f78
Keep plasma guns out of turrets and emitters, cover the loot subtypes…
Jackriip Nov 11, 2026
68a47e9
Show the last plasma splash frame and keep flesh-hit steam behind the…
Jackriip Nov 11, 2026
15e8109
Put the plasma gutter-out where the bolt ran out and show its wisp
Jackriip Nov 11, 2026
07941c5
Merge branch 'plasma/capture-fixes' into feature/plasma-weapons
Jackriip Nov 11, 2026
1a23e25
Soften the wiki's vent fire warning
Jackriip Nov 11, 2026
2f5119b
Make the plasma bolt's light greener and wider
Jackriip Nov 11, 2026
d263801
Plasma bolts burn deep instead of setting people alight
Jackriip Nov 11, 2026
6868ff1
Play a melt on the body when a plasma bolt burns a limb off
Jackriip Nov 11, 2026
7608ec2
Show the melted limb's ash as the forearm lands
Jackriip Nov 11, 2026
96e635c
Give plasma hits on people a molten burst
Jackriip Nov 11, 2026
b474c07
Merge branch 'feature/plasma-weapons' into plasma/melt-off
Jackriip Nov 11, 2026
3567912
Rebuild the plasma limb melt-off on the new melt sprites
Jackriip Nov 11, 2026
02549d4
Expect no ash pile from a plasma-melted arm
Jackriip Nov 11, 2026
f38115c
Fix plasma hit bursts: back hits, bloom, bolt timing, shield star
Jackriip Nov 11, 2026
b048301
Keep a melting limb's shoes, gloves and held item in view until it le…
Jackriip Nov 11, 2026
c24f779
Merge branch 'feature/plasma-weapons' into plasma/melt-off
Jackriip Nov 12, 2026
e3a5573
Hold a melting hand's item until the hand runs off, then drop it and …
Jackriip Nov 12, 2026
4f33821
Fix plasma hit bursts: light on the body, downed and back-hit bolt st…
Jackriip Nov 12, 2026
bea8abf
Land melted-off items flat beside the feet under the body, split the …
Jackriip Nov 12, 2026
b2964f9
Plasma hits: block splash waits for the bolt, light fades, green-only…
Jackriip Nov 12, 2026
a34671c
Melted-off items lose their fall offset when moved and stay put when …
Jackriip Nov 12, 2026
37f30dd
Merge plasma/melt-off into feature/plasma-weapons
Jackriip Nov 12, 2026
3f7729a
Hold the melt's splatter guard as a weakref so a runtime can't leave …
Jackriip Nov 12, 2026
e2f7907
Pad DM's variable ids past the broken id 65535
Jackriip Nov 12, 2026
3f2085a
Merge feature/plasma-weapons into the #512 test-merge patch
Jackriip Nov 12, 2026
9f3402e
Leave one mark per plasma wall hit: drop the soot on the floor in fro…
Jackriip Nov 12, 2026
431e3da
Recolour the Furnace coil heat glow onto the plasma green ramp
Jackriip Nov 12, 2026
77c1927
Stop a melted arm's burnt sleeve from baring the chest in the arm's s…
Jackriip Nov 12, 2026
3a6ce8a
Merge feature/plasma-weapons into the #512 test-merge patch
Jackriip Nov 12, 2026
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2 changes: 2 additions & 0 deletions sound/items/weapons/attributions.txt
Original file line number Diff line number Diff line change
Expand Up @@ -2,3 +2,5 @@
rust_sower_armbomb.ogg - EnterTheJake
rust_sower_explode.ogg - EnterTheJake
}

laser.ogg and laser2.ogg are e-fire.ogg and heavy_laser.ogg from Shiptest (https://github.com/shiptest-ss13/Shiptest), CC BY-SA 3.0.
Binary file modified sound/items/weapons/laser.ogg
Binary file not shown.
Binary file modified sound/items/weapons/laser2.ogg
Binary file not shown.
16 changes: 16 additions & 0 deletions tgstation.dme
Original file line number Diff line number Diff line change
Expand Up @@ -36,6 +36,7 @@
#include "voidcrew\_DEFINES\core_integration.dm" // VOIDCREW EDIT: shared hooks must precede upstream macro use.
#include "voidcrew\_DEFINES\hyperviolence.dm" // VOIDCREW EDIT: shared hooks must precede upstream macro use (hit lines in code/datums/wounds).
#include "voidcrew\_DEFINES\modular_hooks.dm" // VOIDCREW EDIT: shared hooks must precede upstream macro use.
#include "voidcrew\_DEFINES\plasma_weapons.dm" // VOIDCREW EDIT: the plasma_weapons unit tests read these defines, and tests compile before voidcrew\_DEFINES.
#include "code\__DEFINES\access.dm"
#include "code\__DEFINES\achievements.dm"
#include "code\__DEFINES\acid.dm"
Expand Down Expand Up @@ -6933,6 +6934,7 @@
#include "voidcrew\edits\modules\power\turbine\turbine.dm"
#include "voidcrew\edits\modules\projectiles\boxes_magazines\_box_magazine.dm"
#include "voidcrew\edits\modules\projectiles\projectile_npc_allies.dm"
#include "voidcrew\edits\modules\projectiles\projectile\beams.dm"
#include "voidcrew\edits\modules\research\designs.dm"
#include "voidcrew\edits\modules\research\designs\comp_board_designs.dm"
#include "voidcrew\edits\modules\research\designs\machine_designs.dm"
Expand Down Expand Up @@ -7611,6 +7613,20 @@
#include "voidcrew\modules\overmap\code\modules\overmap\zones\zone_teleport.dm"
#include "voidcrew\modules\overmap\code\modules\overmap\zones\zone_weather.dm"
#include "voidcrew\modules\paperwork\faxes.dm"
#include "voidcrew\modules\plasma_weapons\burn_wound_looks.dm"
#include "voidcrew\modules\plasma_weapons\frontier_lasers.dm"
#include "voidcrew\modules\plasma_weapons\plasma_ash.dm"
#include "voidcrew\modules\plasma_weapons\plasma_bolt.dm"
#include "voidcrew\modules\plasma_weapons\plasma_chamber.dm"
#include "voidcrew\modules\plasma_weapons\plasma_effects.dm"
#include "voidcrew\modules\plasma_weapons\plasma_flask.dm"
#include "voidcrew\modules\plasma_weapons\plasma_guns.dm"
#include "voidcrew\modules\plasma_weapons\plasma_heat.dm"
#include "voidcrew\modules\plasma_weapons\plasma_melt.dm"
#include "voidcrew\modules\plasma_weapons\plasma_pinch.dm"
#include "voidcrew\modules\plasma_weapons\plasma_pirates.dm"
#include "voidcrew\modules\plasma_weapons\plasma_shop.dm"
#include "voidcrew\modules\plasma_weapons\plasma_types.dm"
#include "voidcrew\modules\player_outposts\outpost_admin.dm"
#include "voidcrew\modules\player_outposts\outpost_admin_bays.dm"
#include "voidcrew\modules\player_outposts\outpost_admin_checkpoints.dm"
Expand Down
80 changes: 80 additions & 0 deletions tools/gear_catalog/ratings/guns.json
Original file line number Diff line number Diff line change
Expand Up @@ -1419,6 +1419,26 @@
"reason": "Only affects plants.",
"tier": "none"
},
"/obj/item/gun/energy/frontier_laser/pistol": {
"confidence": "medium",
"group": "beam weapons",
"hash": "",
"name": "Kestrel laser pistol",
"rank": 16,
"reason": "A weaker laser gun: 20 a shot, 20 shots, fits a belt.",
"score": 28,
"tier": "green"
},
"/obj/item/gun/energy/frontier_laser/smg": {
"confidence": "medium",
"group": "beam weapons",
"hash": "",
"name": "Hornet laser SMG",
"rank": 9,
"reason": "The laser gun's beam on a held trigger: a laser carbine's damage per second in bigger hits.",
"score": 55,
"tier": "yellow"
},
"/obj/item/gun/energy/gravity_gun": {
"confidence": "low",
"group": "launchers and exotics",
Expand Down Expand Up @@ -1701,6 +1721,66 @@
},
"tier": "yellow"
},
"/obj/item/gun/energy/plasma_weapon/pistol": {
"confidence": "low",
"group": "sidearms",
"hash": "",
"name": "Cinder plasma pistol",
"rank": 10,
"reason": "A plasma sidearm: slow bolts that burn, fed by hand from sheets or ore.",
"score": 55,
"score_inputs": {
"cell_fed": {
"value": false,
"why": "Fed by hand with plasma sheets or ore; no recharger."
},
"points": {
"value": 15,
"why": "Bolts can't be reflected, break windows and doors faster, leave deep burns and can melt off a hurt limb."
}
},
"tier": "yellow"
},
"/obj/item/gun/energy/plasma_weapon/rifle": {
"confidence": "low",
"group": "rifles",
"hash": "",
"name": "Furnace plasma rifle",
"rank": 5,
"reason": "Close-range plasma rifle that overheats, fed by hand from sheets or ore.",
"score": 113,
"score_inputs": {
"cell_fed": {
"value": false,
"why": "Fed by hand with plasma sheets or ore; no recharger."
},
"points": {
"value": 75,
"why": "Beats ablative armour and mirrors, breaks windows and doors twice as fast, lights fuel, leaves deep burns and melts off limbs that can't be reattached. Its bolts can be dodged at range."
}
},
"tier": "red"
},
"/obj/item/gun/energy/plasma_weapon/rifle/old_furnace": {
"confidence": "low",
"group": "rifles",
"hash": "",
"name": "Old Furnace",
"rank": 3,
"reason": "A Furnace that runs cooler and shoots straighter.",
"score": 123,
"score_inputs": {
"cell_fed": {
"value": false,
"why": "Fed by hand with plasma sheets or ore; no recharger."
},
"points": {
"value": 85,
"why": "A Furnace that runs cooler and shoots straighter."
}
},
"tier": "red"
},
"/obj/item/gun/energy/plasmacutter": {
"confidence": "medium",
"group": "tools and support",
Expand Down
97 changes: 97 additions & 0 deletions voidcrew/_DEFINES/plasma_weapons.dm
Original file line number Diff line number Diff line change
@@ -0,0 +1,97 @@
// Plasma and frontier laser weapons (voidcrew/modules/plasma_weapons/).
// Package: P0 seams. Values are final; packages read them and never redefine them.

// ===== Flask, chamber and feeding =====

/// Mol of plasma a flask (and a gun's sealed chamber) holds: three sheets
#define PLASMA_FLASK_CAPACITY 60
/// Mol one plasma sheet gives (a sheet grinds to 20 u, 1 u boils to 1 mol)
#define PLASMA_MOL_PER_SHEET 20
/// Mol one plasma ore gives (half a sheet)
#define PLASMA_MOL_PER_ORE 10
/// do_after per sheet or ore fed into a flask or gun
#define PLASMA_FEED_DELAY (0.5 SECONDS)
/// do_after to seat a flask in a pistol
#define PLASMA_LOAD_DELAY_PISTOL (1 SECONDS)
/// do_after to seat a flask in a rifle
#define PLASMA_LOAD_DELAY_RIFLE (1.5 SECONDS)
/// Mol a pistol bolt costs (casing e_cost)
#define PLASMA_SHOT_MOL_PISTOL 4
/// Mol a rifle bolt costs (casing e_cost)
#define PLASMA_SHOT_MOL_RIFLE 5

// ===== Bolt: ignition, fire and ash =====

/// Temperature a passing bolt exposes its turf at (hotspot_expose)
#define PLASMA_BOLT_EXPOSE_TEMP 1000
/// Volume a passing bolt exposes its turf with (hotspot_expose)
#define PLASMA_BOLT_EXPOSE_VOLUME 10
/// A pistol bolt melts an arm or leg left within this much of its max damage
#define PLASMA_ASH_MARGIN_PISTOL 10
/// A rifle bolt melts an arm or leg left within this much of its max damage
#define PLASMA_ASH_MARGIN_RIFLE 20
/// The margin only counts on a limb that already had this much damage before the bolt, so no bolt melts
/// an unhurt arm or leg in one hit
#define PLASMA_ASH_PRIOR_DAMAGE 10
/// Structure and door damage multiplier (demolition_mod) for a pistol bolt
#define PLASMA_DEMOLITION_PISTOL 1.5
/// Structure and door damage multiplier (demolition_mod) for a rifle bolt
#define PLASMA_DEMOLITION_RIFLE 2

// ===== Heat and venting (Furnace and Old Furnace) =====

/// Heat a Furnace shot adds
#define PLASMA_HEAT_PER_SHOT 13.5
/// Heat an Old Furnace shot adds
#define PLASMA_HEAT_PER_SHOT_UNIQUE 10
/// After a shot at this heat or more, the gun boils
#define PLASMA_HEAT_BOIL 100
/// Heat at which the coil overlay reaches step 1, 2 and 3
#define PLASMA_HEAT_STEP_1 34
#define PLASMA_HEAT_STEP_2 67
#define PLASMA_HEAT_STEP_3 100
/// Hot surroundings: heat gained per second is min(GAIN_MAX, (K - PLASMA_COOL_HOT_TEMP) / GAIN_SPAN)
#define PLASMA_HEAT_GAIN_MAX 10
#define PLASMA_HEAT_GAIN_SPAN 50

/// Mol a boil takes from the chamber and releases on the holder's turf
#define PLASMA_BOIL_MOL 5
/// Heat a boil removes
#define PLASMA_BOIL_COOL 15
/// Integrity a boil costs the gun
#define PLASMA_BOIL_INTEGRITY 10

/// Mol a manual vent releases
#define PLASMA_VENT_MOL 5
/// Heat a manual vent removes
#define PLASMA_VENT_COOL 50
/// Time between manual vents
#define PLASMA_VENT_COOLDOWN (4 SECONDS)
/// A vent blocks firing for this long
#define PLASMA_VENT_LOCK (1 SECONDS)
/// Vented gas leaves at T20C + heat * this, in kelvin
#define PLASMA_VENT_TEMP_PER_HEAT 4

/// Heat lost per second, always
#define PLASMA_COOL_BASE 2.5
/// Heat lost per second to the turf air, times the pressure and temperature factors below
#define PLASMA_COOL_CONVECT 8.5
/// Pressure factor: min(kPa / PLASMA_COOL_PRESSURE_REF, PLASMA_COOL_PRESSURE_CAP)
#define PLASMA_COOL_PRESSURE_REF 101.3
#define PLASMA_COOL_PRESSURE_CAP 1.5
/// Temperature factor: clamp((PLASMA_COOL_HOT_TEMP - K) / PLASMA_COOL_TEMP_SPAN, 0, PLASMA_COOL_TEMP_CAP)
#define PLASMA_COOL_HOT_TEMP 573
#define PLASMA_COOL_TEMP_SPAN 280
#define PLASMA_COOL_TEMP_CAP 1.6

// ===== Effects =====

/// Wall glows allowed at once on one z-level; new ones over the cap are skipped
#define PLASMA_GLOW_CAP_PER_Z 40
/// Soot decals allowed in the world; the oldest goes when a new one is made over the cap
#define PLASMA_SOOT_GLOBAL_CAP 300
/// How long a wall glow (or a soot decal's glow) takes to cool to nothing
#define PLASMA_GLOW_DURATION (8 SECONDS)

/// Light colour of a plasma bolt and of its splash and gutter-out
#define PLASMA_LIGHT_COLOR "#74FFA0"
55 changes: 55 additions & 0 deletions voidcrew/edits/modules/projectiles/projectile/beams.dm
Original file line number Diff line number Diff line change
@@ -0,0 +1,55 @@
// Voidcrew: the standard laser family is hitscan. A laser lands the moment it is fired and leaves
// tg's beam tracer along its path, instead of flying as a bolt. Same damage as upstream; the instant
// hit is the change. Reflection, blocking, glass and every on-hit signal run exactly as for a bolt,
// because tg's hitscan walks the same per-tile movement and hit code (projectile.dm process_hitscan).
//
// Stays a travelling bolt: disablers and other stun beams, X-ray, pulse, emitters, the ship defense
// turret, lasertag, CTF, mech lasers (below) and the two lasers whose look is the projectile itself.

/obj/projectile/beam/laser
hitscan = TRUE

/// Its ball grows as it flies (reduce_range), which a hitscan beam never shows.
/obj/projectile/beam/laser/accelerator
hitscan = FALSE

/// Genetics laser eyes keep their own eye-beam sprite.
/obj/projectile/beam/laser/laser_eyes
hitscan = FALSE

// Lasers outside /beam/laser that laser guns and turrets fire. Upstream gives them no tracer.

/// Laser scattershot and scatter laser shells.
/obj/projectile/beam/scatter
hitscan = TRUE
tracer_type = /obj/effect/projectile/tracer/laser
muzzle_type = /obj/effect/projectile/muzzle/laser
impact_type = /obj/effect/projectile/impact/laser

/// Laser gatling and some turrets.
/obj/projectile/beam/weak
hitscan = TRUE
tracer_type = /obj/effect/projectile/tracer/laser
muzzle_type = /obj/effect/projectile/muzzle/laser
impact_type = /obj/effect/projectile/impact/laser

/// Practice laser guns.
/obj/projectile/beam/practice
hitscan = TRUE
tracer_type = /obj/effect/projectile/tracer/laser
muzzle_type = /obj/effect/projectile/muzzle/laser
impact_type = /obj/effect/projectile/impact/laser

// Mech lasers stay bolts: exosuit weapons are balanced on their own, apart from hand guns.

/obj/projectile/beam/laser/mech
hitscan = FALSE

/obj/projectile/beam/laser/heavylaser/mech
hitscan = FALSE

/obj/item/mecha_parts/mecha_equipment/weapon/energy/laser
projectile = /obj/projectile/beam/laser/mech

/obj/item/mecha_parts/mecha_equipment/weapon/energy/laser/heavy
projectile = /obj/projectile/beam/laser/heavylaser/mech
7 changes: 7 additions & 0 deletions voidcrew/modules/loot/loot_guns.dm
Original file line number Diff line number Diff line change
Expand Up @@ -49,6 +49,7 @@ GLOBAL_LIST_INIT(loot_gun_pools, list(
/obj/item/gun/ballistic/rifle/boltaction/surplus = 10,
/obj/item/gun/ballistic/rifle/nt_m96 = 10,
/obj/item/gun/ballistic/automatic/battle_rifle = 10,
/obj/item/gun/energy/frontier_laser/pistol = 10,
),
LOOT_WEAPON_YELLOW = list(
/obj/item/gun/energy/laser = 10,
Expand All @@ -57,6 +58,8 @@ GLOBAL_LIST_INIT(loot_gun_pools, list(
/obj/item/gun/ballistic/shotgun/automatic/dual_tube/deadly = 10,
/obj/item/gun/ballistic/automatic/resolution = 10,
/obj/item/gun/ballistic/automatic/woodsman = 10,
/obj/item/gun/energy/frontier_laser/smg = 10,
/obj/item/gun/energy/plasma_weapon/pistol/loot = 10,
),
LOOT_WEAPON_RED = list(
/obj/item/gun/energy/laser/carbine = 10,
Expand Down Expand Up @@ -99,12 +102,15 @@ GLOBAL_LIST_INIT(loot_gun_pools, list(
/obj/item/gun/ballistic/automatic/skm = 10,
/obj/item/gun/ballistic/shotgun/flaming_arrow/absolution = 10,
/obj/item/gun/ballistic/shotgun/flaming_arrow/conflagration = 10,
/obj/item/gun/energy/plasma_weapon/pistol/loot = 10,
),
LOOT_WEAPON_RED = list(
/obj/item/gun/ballistic/shotgun/bulldog/unrestricted = 10,
/obj/item/gun/energy/laser/hellgun = 10,
/obj/item/gun/ballistic/automatic/tommygun = 10,
/obj/item/gun/ballistic/automatic/heater/scorcher = 10,
/obj/item/gun/energy/plasma_weapon/rifle/loot = 10,
/obj/item/gun/energy/plasma_weapon/rifle/old_furnace = 1,
),
),
LOOT_GUN_POOL_FREIGHT = list(
Expand All @@ -113,6 +119,7 @@ GLOBAL_LIST_INIT(loot_gun_pools, list(
/obj/item/gun/ballistic/automatic/pistol = 10,
/obj/item/gun/ballistic/revolver/c38/detective = 10,
/obj/item/gun/ballistic/shotgun/doublebarrel = 10,
/obj/item/gun/energy/frontier_laser/pistol = 10,
),
LOOT_WEAPON_YELLOW = list(
/obj/item/gun/ballistic/shotgun/riot = 10,
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -170,6 +170,7 @@
r_hand = /obj/item/reagent_containers/hypospray/combat
l_hand = /obj/item/gun/syringe/syndicate
loot_pool = list(/obj/item/reagent_containers/hypospray/combat, /obj/item/gun/syringe/syndicate, /obj/item/grenade/gluon)
rare_loot_pool = list(/obj/item/gun/energy/plasma_weapon/rifle/old_furnace)
plunder_credits = 3000
ai_controller = /datum/ai_controller/basic_controller/trooper/ranged
var/projectiletype = /obj/projectile/beam/laser
Expand Down Expand Up @@ -205,6 +206,7 @@
corpse = /obj/effect/mob_spawn/corpse/human/pirate/faction/irs/chief
r_hand = /obj/item/gun/energy/e_gun/lethal
loot_pool = list(/obj/item/gun/energy/laser, /obj/item/storage/bag/money/dutchmen)
rare_loot_pool = list(/obj/item/gun/energy/plasma_weapon/rifle/old_furnace)
plunder_credits = 3000
ai_controller = /datum/ai_controller/basic_controller/trooper/ranged
var/projectiletype = /obj/projectile/beam/laser
Expand Down
2 changes: 2 additions & 0 deletions voidcrew/modules/npc_ships/code/pirate_guns.dm
Original file line number Diff line number Diff line change
Expand Up @@ -18,6 +18,8 @@ GLOBAL_LIST_INIT(pirate_gun_handlings, init_pirate_gun_handlings())
. = list()
// Most specific first: pistols are automatic guns too, and every gun type is a /obj/item/gun.
for(var/handling_type in list(
/datum/pirate_gun_handling/plasma/rifle, // plasma_weapons module (plasma_pirates.dm)
/datum/pirate_gun_handling/plasma,
/datum/pirate_gun_handling/shotgun,
/datum/pirate_gun_handling/pistol,
/datum/pirate_gun_handling/smg,
Expand Down
1 change: 1 addition & 0 deletions voidcrew/modules/plasma_weapons/burn_wound_looks.dm
Original file line number Diff line number Diff line change
@@ -0,0 +1 @@
// Package: P10 burn wound looks (wave 2). Per-zone burn overlays for every flesh burn wound.
Loading