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Adds some new mech weaponry for the legion, changes the way mech decals are applied (#7534)
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@@ -20,6 +20,20 @@
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list(mode_name="2-round bursts", burst=2, fire_delay=null, move_delay=2, burst_accuracy=list(1,0,0), dispersion=list(0, 10, 15))
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)
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/obj/item/gun/energy/blaster/mounted/mech
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name = "rapidfire blaster"
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desc = "An aged but reliable rapidfire blaster tuned to expel projectiles at high fire rates."
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fire_sound = 'sound/weapons/laserstrong.ogg'
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projectile_type = /obj/item/projectile/energy/blaster/heavy
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burst = 5
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burst_delay = 3
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max_shots = 30
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charge_cost = 100
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use_external_power = TRUE
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self_recharge = TRUE
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recharge_time = 1.5
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dispersion = list(3,6,9,12)
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/obj/item/gun/energy/blaster/revolver
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name = "blaster revolver"
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desc = "A robust eight-shot blaster.."
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@@ -47,7 +61,6 @@
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desc = "A robust, low in maintenance, eight-shot blaster. Perfect for self-defense purposes."
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/obj/item/gun/energy/blaster/carbine
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name = "blaster carbine"
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desc = "A short-barreled blaster carbine meant for easy handling and comfort when in combat."
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icon_state = "blaster_carbine"
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@@ -225,7 +225,6 @@
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allowed_magazines = list(/obj/item/ammo_magazine/gauss)
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icon_state = "gauss_thumper"
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caliber = "gauss"
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accuracy = 1
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origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 2)
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fire_sound = 'sound/weapons/railgun.ogg'
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load_method = MAGAZINE
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@@ -249,4 +248,20 @@
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item_state = "gauss_thumper"
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update_held_icon()
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return
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return
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/obj/item/gun/energy/gauss/mounted/mech
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name = "heavy gauss cannon"
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desc = "An outdated and power hungry gauss cannon, modified to deliver high explosive rounds at high velocities."
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icon = 'icons/obj/gun.dmi'
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icon_state = "gauss_thumper"
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fire_sound = 'sound/weapons/railgun.ogg'
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fire_delay = 30
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charge_meter = 0
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max_shots = 3
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charge_cost = 500
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projectile_type = /obj/item/projectile/bullet/gauss/highex
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self_recharge = 1
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use_external_power = 1
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recharge_time = 12
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needspin = FALSE
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@@ -329,6 +329,22 @@
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muzzle_type = /obj/effect/projectile/muzzle/gauss
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embed = 0
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/obj/item/projectile/bullet/gauss/highex
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name ="high-ex shell"
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damage = 10
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/obj/item/projectile/bullet/gauss/highex/on_impact(var/atom/A)
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explosion(A, -1, 0, 2)
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..()
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/obj/item/projectile/bullet/gauss/highex/on_hit(var/atom/target, var/blocked = 0)
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explosion(target, -1, 0, 2)
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sleep(0)
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var/obj/T = target
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var/throwdir = get_dir(firer,target)
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T.throw_at(get_edge_target_turf(target, throwdir),3,3)
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return 1
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/obj/item/projectile/bullet/cannonball
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name = "cannonball"
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icon_state = "cannonball"
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