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Firing pin acquisition 2: electric boogaloo (#5684)
* Adds a box of firing pins to the RD's locker. Can't permit mass-production of firing pins via R&D, sorry lads, this is the best anyone can do. * This box of pins has a varied assortment of pin types. * Pin removal is based on probability as the screwdriver is the only means of removing pins at the moment.
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@@ -725,7 +725,7 @@ obj/item/weapon/gun/Destroy()
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if(isscrewdriver(I))
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visible_message("<span class = 'warning'>[user] begins to try and pry out [src]'s firing pin!</span>")
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if(do_after(user,45 SECONDS,act_target = src))
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if(pin.durable)
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if(pin.durable || prob(50))
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visible_message("<span class = 'notice'>[user] pops the [pin] out of [src]!</span>")
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pin.forceMove(get_turf(src))
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pin = null//clear it out.
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@@ -736,4 +736,4 @@ obj/item/weapon/gun/Destroy()
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"You hear a metallic crack.")
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qdel(pin)
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pin = null
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.=..()
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.=..()
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