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Reloadable lasers- needs sprites
Reloadable lasers plus upgrade thing stuff. Tested, works. Not added to game yet. Not twohanded yet-- maybe we should leave it onehanded? Numbers for the laser are still up in the air. It's pretty neat. You can load it with different types of lasers and stuff.
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@@ -99,12 +99,13 @@ var/list/beam_master = list()
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name = "xray beam"
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icon_state = "xray"
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damage = 30
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// forcedodge = -1
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/obj/item/projectile/beam/xray/burst
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name = "xray beam"
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icon_state = "xray"
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// damage = 15 this makes rapidlasers kill almost exactly as fast as the rifle, but since they do a tripleburst, armor is much more effective. plus. rng miss.
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damage = 20 //hence 20 damage. slight advantage over regular lasers. half-capacity for damage. use for coolness. use laser cannons for powergame.
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damage = 25 //hence 25 damage. slight advantage over regular lasers. half-capacity for damage. use for coolness. use laser cannons for powergame.
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/obj/item/projectile/beam/pulse
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name = "pulse"
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@@ -122,10 +123,10 @@ var/list/beam_master = list()
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icon_state = "emitter"
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damage = 30
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/obj/item/projectile/beam/stunrevolver
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/obj/item/projectile/beam/stun
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name = "stun beam"
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icon_state = "stun"
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damage = 10
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damage = 20
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agony = 45
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/obj/item/projectile/beam/lastertag/blue
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@@ -88,3 +88,30 @@
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*/
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agony = 70
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damage_type = HALLOSS
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/obj/item/projectile/energy/mining //not in the game. i'll play with it later probably.
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name = "electrode"
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icon_state = "spark"
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damage = 5
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kill_count = 3
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var/life = 5
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Bump(atom/A)
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A.bullet_act(src, def_zone)
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src.life -= 1
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if(life <= 0)
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del(src)
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return
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/turf/simulated/mineral/bullet_act(var/obj/item/projectile/Proj)
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if(istype(Proj ,/obj/item/projectile/energy/mining))
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src.GetDrilled()
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..()
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return 0
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/obj/structure/boulder/bullet_act(var/obj/item/projectile/Proj)
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if(istype(Proj ,/obj/item/projectile/energy/mining))
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del(src)
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..()
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return 0
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