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Improvised Weapon Pin Fix (#11405)
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@@ -62,6 +62,9 @@
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max_shells = 4
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can_sawoff = FALSE
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needspin = FALSE
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has_safety = FALSE
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jam_chance = 0
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/obj/item/gun/projectile/shotgun/pump/rifle/pipegun/examine(mob/user)
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@@ -38,16 +38,20 @@ Firing pins as a rule can't be removed without replacing them, blame a really sh
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if(proximity_flag)
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if(istype(target, /obj/item/gun))
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var/obj/item/gun/G = target
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if(!G.needspin)
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to_chat(user, SPAN_WARNING("\The [G] doesn't take pins."))
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return
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if(G.pin && (force_replace || G.pin.pin_replaceable))
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G.pin.forceMove(get_turf(G))
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G.pin.gun_remove(user)
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to_chat(user, "<span class ='notice'>You remove [G]'s old pin.</span>")
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to_chat(user, SPAN_NOTICE("You remove \the [G]'s old pin."))
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if(!G.pin)
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gun_insert(user, G)
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to_chat(user, "<span class ='notice'>You insert [src] into [G].</span>")
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to_chat(user, SPAN_NOTICE("You insert [src] into \the [G]."))
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else
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to_chat(user, "<span class ='notice'>This firearm already has a firing pin installed.</span>")
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to_chat(user, SPAN_NOTICE("This firearm already has a firing pin installed."))
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/obj/item/device/firing_pin/emag_act()
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if(!emagged)
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