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Description Consolidation (#9038)
I moved the desc_info to their parent thingies, because alt clicking the type and being sent to the description.dm was infuriating.
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@@ -31,6 +31,8 @@
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/obj/item/gun
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name = "gun"
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desc = "It's a gun. It's pretty terrible, though."
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desc_info = "This is a gun. To fire the weapon, ensure your intent is *not* set to 'help', have your gun mode set to 'fire', \
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then click where you want to fire."
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icon = 'icons/obj/guns/pistol.dmi'
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var/gun_gui_icons = 'icons/obj/guns/gun_gui.dmi'
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icon_state = "pistol"
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@@ -1,6 +1,8 @@
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/obj/item/gun/energy
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name = "energy gun"
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desc = "A basic energy-based gun."
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desc_info = "This is an energy weapon. To fire the weapon, ensure your intent is *not* set to 'help', have your gun mode set to 'fire', \
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then click where you want to fire. Most energy weapons can fire through windows harmlessly. To recharge this weapon, use a weapon recharger."
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icon = 'icons/obj/guns/ecarbine.dmi'
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icon_state = "energykill100"
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item_state = "energykill100"
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@@ -55,10 +55,12 @@ obj/item/gun/energy/retro
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/obj/item/gun/energy/captain
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name = "antique laser gun"
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icon = 'icons/obj/guns/caplaser.dmi'
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desc = "This is an antique laser gun. All craftsmanship is of the highest quality. The object menaces with spikes of energy."
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desc_info = "This is an energy weapon. To fire the weapon, ensure your intent is *not* set to 'help', have your gun mode set to 'fire', \
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then click where you want to fire. Most energy weapons can fire through windows harmlessly. Unlike most weapons, this weapon recharges itself."
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icon_state = "caplaser"
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item_state = "caplaser"
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has_item_ratio = FALSE
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desc = "This is an antique laser gun. All craftsmanship is of the highest quality. The object menaces with spikes of energy."
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force = 5
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fire_sound = 'sound/weapons/Laser.ogg'
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slot_flags = SLOT_BELT
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@@ -131,6 +133,9 @@ obj/item/gun/energy/retro
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/obj/item/gun/energy/sniperrifle
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name = "marksman energy rifle"
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desc = "The HI L.W.A.P. is an older design of Hephaestus Industries. A designated marksman rifle capable of shooting powerful ionized beams, this is a weapon to kill from a distance."
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desc_info = "This is an energy weapon. To fire the weapon, ensure your intent is *not* set to 'help', have your gun mode set to 'fire', \
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then click where you want to fire. Most energy weapons can fire through windows harmlessly. To recharge this weapon, use a weapon recharger. \
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To use the scope, use the appropriate verb in the object tab."
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icon = 'icons/obj/guns/sniper.dmi'
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icon_state = "sniper"
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item_state = "sniper"
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@@ -1,6 +1,9 @@
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/obj/item/gun/energy/gun
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name = "energy carbine"
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desc = "A Nanotrasen designed energy-based carbine with two settings: Stun and kill."
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desc_info = "This is an energy weapon. To fire the weapon, ensure your intent is *not* set to 'help', have your gun mode set to 'fire', \
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then click where you want to fire. Most energy weapons can fire through windows harmlessly. To switch between stun and lethal, click the weapon \
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in your hand. To recharge this weapon, use a weapon recharger."
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desc_fluff = "The NT EC-4 is an energy carbine developed and produced by Nanotrasen. Compact, light and durable, used by security forces and law enforcement for its ability to fire stun or lethal beams, depending on selection. It is widely sold and distributed across the galaxy."
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icon = 'icons/obj/guns/ecarbine.dmi'
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icon_state = "energystun100"
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@@ -35,6 +38,9 @@
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/obj/item/gun/energy/gun/nuclear
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name = "advanced energy gun"
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desc = "An energy gun with an experimental miniaturized reactor."
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desc_info = "This is an energy weapon. To fire the weapon, ensure your intent is *not* set to 'help', have your gun mode set to 'fire', \
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then click where you want to fire. Most energy weapons can fire through windows harmlessly. To switch between stun and lethal, click the weapon \
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in your hand. Unlike most weapons, this weapon recharges itself."
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icon = 'icons/obj/guns/nucgun.dmi'
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icon_state = "nucgun"
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item_state = "nucgun"
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@@ -35,6 +35,10 @@
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/obj/item/gun/energy/crossbow
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name = "mini energy-crossbow"
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desc = "A weapon favored by many mercenary stealth specialists."
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desc_info = "This is an energy weapon. To fire the weapon, ensure your intent is *not* set to 'help', have your gun mode set to 'fire', \
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then click where you want to fire."
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desc_antag = "This is a stealthy weapon which fires poisoned bolts at your target. When it hits someone, they will suffer a stun effect, in \
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addition to toxins. The energy crossbow recharges itself slowly, and can be concealed in your pocket or bag."
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icon = 'icons/obj/guns/crossbow.dmi'
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icon_state = "crossbow"
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item_state = "crossbow"
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@@ -6,6 +6,9 @@
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/obj/item/gun/projectile
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name = "gun"
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desc = "A gun that fires bullets."
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desc_info = "This is a ballistic weapon. To fire the weapon, ensure your intent is *not* set to 'help', have your gun mode set to 'fire', \
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then click where you want to fire. To reload, click the weapon in your hand to unload (if needed), then add the appropiate ammo. The description \
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will tell you what caliber you need."
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origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2)
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w_class = 3
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matter = list(DEFAULT_WALL_MATERIAL = 1000)
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@@ -38,6 +38,9 @@
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/obj/item/gun/projectile/shotgun/pump
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name = "pump shotgun"
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desc = "An ubiquitous unbranded shotgun. Useful for sweeping alleys."
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desc_info = "This is a ballistic weapon. To fire the weapon, ensure your intent is *not* set to 'help', have your gun mode set to 'fire', \
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then click where you want to fire. After firing, you will need to pump the gun, by clicking on the gun in your hand. To reload, load more shotgun \
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shells into the gun."
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icon = 'icons/obj/guns/shotgun.dmi'
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icon_state = "shotgun"
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item_state = "shotgun"
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@@ -1,6 +1,9 @@
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/obj/item/gun/projectile/heavysniper
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name = "anti-materiel rifle"
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desc = "A portable anti-armour rifle fitted with a scope, the PTR-7 is capable of punching through windows and non-reinforced walls with ease. Fires armor piercing 14.5mm shells."
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desc_info = "This is a ballistic weapon. To fire the weapon, ensure your intent is *not* set to 'help', have your gun mode set to 'fire', \
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then click where you want to fire. The gun's chamber can be opened or closed by using it in your hand. To reload, open the chamber, add a new bullet \
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then close it. To use the scope, use the appropriate verb in the object tab."
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icon = 'icons/obj/guns/heavysniper.dmi'
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icon_state = "heavysniper"
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item_state = "heavysniper"
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