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Danse's Gun Changes 2: With a vengeance (#9878)
* joe * Update bullets.dm * Update boxes.dm * Update automatic.dm * Update minigun.dm * Create dansemacabre-woodmanstillbad.yml * Delete dansemacabre-woodmanstillbad.yml * I'm stupid * Update highly visible and dangerous weapons.dm * Update bullets.dm * Update bullets.dm * reverts bluestocks * Delete blaster_cabine.dmi
This commit is contained in:
@@ -61,7 +61,7 @@
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ammo_type = /obj/item/ammo_casing/c45
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matter = list(DEFAULT_WALL_MATERIAL = 525) //metal costs are very roughly based around 1 .45 casing = 75 metal
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caliber = ".45"
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max_ammo = 7
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max_ammo = 9
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multiple_sprites = 1
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/obj/item/ammo_magazine/c45m/empty
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@@ -114,7 +114,7 @@
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matter = list(DEFAULT_WALL_MATERIAL = 600)
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caliber = "9mm"
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ammo_type = /obj/item/ammo_casing/c9mm
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max_ammo = 10
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max_ammo = 12
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multiple_sprites = 1
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/obj/item/ammo_magazine/mc9mm/empty
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@@ -191,7 +191,7 @@
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caliber = "a556"
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matter = list(DEFAULT_WALL_MATERIAL = 1800)
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ammo_type = /obj/item/ammo_casing/a556
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max_ammo = 10
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max_ammo = 30
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multiple_sprites = 1
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/obj/item/ammo_magazine/a556/empty
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@@ -20,7 +20,7 @@
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list(mode_name="semiauto", can_autofire=0, burst=1),
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list(mode_name="3-round bursts", can_autofire=0, burst=3, burst_accuracy=list(1,0,0), dispersion=list(0, 10, 15)),
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list(mode_name="short bursts", can_autofire=0, burst=5, burst_accuracy=list(1,0,,-1,-1), dispersion=list(5, 10, 15, 20)),
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list(mode_name="full auto", can_autofire=1, burst=1, fire_delay=1, one_hand_penalty=12, burst_accuracy = list(0,-1,-1,-2,-2,-2,-3,-3), dispersion = list(1.0, 1.0, 1.0, 1.0, 1.2))
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list(mode_name="full auto", can_autofire=1, burst=1, fire_delay=1, one_hand_penalty=12, burst_accuracy = list(0,-1,-1,-2,-2,-2,-3,-3), dispersion = list(5, 10, 15, 20, 25))
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)
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//Submachine guns and personal defence weapons, go.
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@@ -121,7 +121,7 @@
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list(mode_name="semiauto", burst=1, fire_delay=10),
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list(mode_name="3-round bursts", burst=3, burst_accuracy=list(1,0,0), dispersion=list(0, 5, 10)),
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list(mode_name="short bursts", burst=5, burst_accuracy=list(1,0,0,-1,-1), dispersion=list(5, 5, 15)),
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list(mode_name="full auto", can_autofire=1, burst=1, fire_delay=1, one_hand_penalty=12, burst_accuracy = list(0,-1,-1,-2,-2,-2,-3,-3), dispersion = list(1.0, 1.0, 1.0, 1.0, 1.2)),
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list(mode_name="full auto", can_autofire=1, burst=1, fire_delay=1, one_hand_penalty=12, burst_accuracy = list(0,-1,-1,-2,-2,-2,-3,-3), dispersion = list(5, 10, 15, 20, 25)),
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)
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//slower to regain aim, more inaccurate if not wielding
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@@ -276,7 +276,7 @@
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firemodes = list(
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list(mode_name="short bursts", burst=5, burst_accuracy = list(1,0,0,-1,-1), dispersion = list(3, 6, 9)),
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list(mode_name="long bursts", burst=8, burst_accuracy = list(1,0,0,-1,-1,-1,-2,-2), dispersion = list(8)),
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list(mode_name="full auto", can_autofire=1, burst=1, fire_delay=1, one_hand_penalty=12, burst_accuracy = list(0,-1,-1,-2,-2,-2,-3,-3), dispersion = list(1.0, 1.0, 1.0, 1.0, 1.2))
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list(mode_name="full auto", can_autofire=1, burst=1, fire_delay=1, one_hand_penalty=12, burst_accuracy = list(0,-1,-1,-2,-2,-2,-3,-3), dispersion = list(5, 10, 15, 20, 25))
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)
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var/cover_open = 0
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@@ -129,7 +129,7 @@
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firemodes = list(
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list(mode_name="short bursts", can_autofire=0, burst=6, move_delay=8, burst_accuracy = list(0,-1,-1,-2,-2), dispersion = list(3, 6, 9)),
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list(mode_name="long bursts", can_autofire=0, burst=12, move_delay=9, burst_accuracy = list(0,-1,-1,-2,-2,-2,-3,-3), dispersion = list(8)),
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list(mode_name="full auto", can_autofire=1, burst=1, fire_delay=1, one_hand_penalty=12, burst_accuracy = list(0,-1,-1,-2,-2,-2,-3,-3), dispersion = list(1.0, 1.0, 1.0, 1.0, 1.2))
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list(mode_name="full auto", can_autofire=1, burst=1, fire_delay=1, one_hand_penalty=12, burst_accuracy = list(0,-1,-1,-2,-2,-2,-3,-3), dispersion = list(5, 10, 15, 20, 25))
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)
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@@ -128,11 +128,11 @@
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damage = 25
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/obj/item/projectile/bullet/pistol/strong
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damage = 60
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damage = 30
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armor_penetration = 15
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/obj/item/projectile/bullet/pistol/revolver
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damage = 45
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armor_penetration = 15
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damage = 30
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/obj/item/projectile/bullet/pistol/rubber //"rubber" bullets
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name = "rubber bullet"
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@@ -181,17 +181,17 @@
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/* "Rifle" rounds */
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/obj/item/projectile/bullet/rifle
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armor_penetration = 20
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penetrating = 1
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armor_penetration = 20
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/obj/item/projectile/bullet/rifle/a762
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damage = 25
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damage = 35
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/obj/item/projectile/bullet/rifle/a556
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damage = 30
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/obj/item/projectile/bullet/rifle/a556/ap
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damage = 25
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damage = 30
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armor_penetration = 25
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/obj/item/projectile/bullet/rifle/a145
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@@ -339,7 +339,7 @@
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/obj/item/projectile/bullet/gauss
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name = "slug"
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icon_state = "heavygauss"
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damage = 30
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damage = 45
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muzzle_type = /obj/effect/projectile/muzzle/gauss
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embed = 0
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@@ -398,4 +398,4 @@
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muzzle_type = /obj/effect/projectile/muzzle/bolt
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/obj/item/projectile/bullet/shard/heavy
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damage = 30
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damage = 30
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