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Projectile effects - Part 3
- Fixes for turrets, rogue drones, and emitters - Removed muzzle flash from chem darts - Converted emitters to use spanclasses and have correct capitalization
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@@ -6,6 +6,8 @@
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embed = 1 //the dart is shot fast enough to pierce space suits, so I guess splintering inside the target can be a thing. Should be rare due to low damage.
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var/reagent_amount = 15
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kill_count = 15 //shorter range
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muzzle_type = null
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/obj/item/projectile/bullet/chemdart/New()
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reagents = new/datum/reagents(reagent_amount)
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