mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-29 16:10:02 +01:00
Fixed ERT Update (#1266)
Credits for content go to Serveris. All I did was fix it up for the baymerge and got it working in-game (Yes I know zipties don't stack. I couldn't figure it out. Maybe latter.)
This commit is contained in:
@@ -654,7 +654,7 @@
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var/obj/item/weapon/card/id/centcom/W = new(M)
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W.name = "[M.real_name]'s ID Card"
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W.access = get_all_station_access()
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W.access = get_all_accesses()
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W.access += get_all_centcom_access()
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W.assignment = "NanoTrasen Navy Officer"
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W.registered_name = M.real_name
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@@ -679,7 +679,7 @@
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var/obj/item/weapon/card/id/centcom/W = new(M)
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W.name = "[M.real_name]'s ID Card"
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W.access = get_all_station_access()
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W.access = get_all_accesses()
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W.access += get_all_centcom_access()
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W.assignment = "NanoTrasen Navy Captain"
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W.registered_name = M.real_name
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@@ -697,12 +697,110 @@
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var/obj/item/weapon/card/id/W = new(M)
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W.name = "[M.real_name]'s ID Card"
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W.icon_state = "centcom"
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W.access = get_all_station_access()
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W.access = get_all_accesses()
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W.access += get_all_centcom_access()
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W.assignment = "Emergency Response Team"
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W.registered_name = M.real_name
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M.equip_to_slot_or_del(W, slot_wear_id)
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if("protection detail")
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M.equip_to_slot_or_del(new /obj/item/clothing/under/ccpolice(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/vest/heavy/ert/peacekeeper(M), slot_wear_suit)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/swat(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/gloves/swat(M), slot_gloves)
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M.equip_to_slot_or_del(new /obj/item/device/radio/headset/ert(M), slot_l_ear)
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M.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses/sechud(M), slot_glasses)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(M), slot_back)
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M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/gun/nuclear(M.back), slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/swat/peacekeeper(M.back), slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/clothing/accessory/holster/hip(M.back), slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/gun(M.back), slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/clothing/head/beret/centcom/officer(M), slot_head)
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var/obj/item/weapon/card/id/W = new(M)
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W.name = "[M.real_name]'s ID Card"
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W.icon_state = "centcom"
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W.access = get_all_accesses()
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W.access += get_all_centcom_access()
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W.assignment = "ERT Protection Detail"
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W.registered_name = M.real_name
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M.equip_to_slot_or_del(W, slot_wear_id)
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if("leading trooper")
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M.equip_to_slot_or_del(new /obj/item/clothing/under/ert(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/vest/heavy/ert/lead(M), slot_wear_suit)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/swat(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/gloves/swat(M), slot_gloves)
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M.equip_to_slot_or_del(new /obj/item/device/radio/headset/ert(M), slot_l_ear)
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M.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses/sechud(M), slot_glasses)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(M), slot_back)
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M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/gun/nuclear(M.back), slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/clothing/accessory/holster/hip(M.back), slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/gun(M.back), slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/clothing/head/beret/centcom/officer(M), slot_head)
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var/obj/item/weapon/card/id/W = new(M)
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W.name = "[M.real_name]'s ID Card"
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W.icon_state = "centcom"
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W.access = get_all_accesses()
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W.access += get_all_centcom_access()
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W.assignment = "Leading Trooper"
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W.registered_name = M.real_name
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M.equip_to_slot_or_del(W, slot_wear_id)
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if("ert commander")
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M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/centcom_commander(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/vest/heavy/ert/commander(M), slot_wear_suit)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/swat(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/gloves/swat(M), slot_gloves)
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M.equip_to_slot_or_del(new /obj/item/device/radio/headset/ert(M), slot_l_ear)
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M.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses/sechud(M), slot_glasses)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(M), slot_back)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/fancy/cigar(M.back), slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/weapon/flame/lighter/zippo(M), slot_r_store)
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M.equip_to_slot_or_del(new /obj/item/clothing/accessory/medal/gold/heroism(M), slot_l_store)
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M.equip_to_slot_or_del(new /obj/item/clothing/head/beret/centcom/commander(M), slot_head)
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var/obj/item/weapon/card/id/W = new(M)
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W.name = "[M.real_name]'s ID Card"
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W.icon_state = "centcom"
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W.access = get_all_accesses()
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W.access += get_all_centcom_access()
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W.assignment = "ERT Commander"
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W.registered_name = M.real_name
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M.equip_to_slot_or_del(W, slot_wear_id)
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if("odin security")
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M.equip_to_slot_or_del(new /obj/item/clothing/under/ccpolice(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/vest/heavy/ert/peacekeeper(M), slot_wear_suit)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/swat(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/gloves/swat(M), slot_gloves)
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M.equip_to_slot_or_del(new /obj/item/device/radio/headset/ert(M), slot_l_ear)
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M.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses/sechud/tactical(M), slot_glasses)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(M), slot_back)
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M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/tactical(M), slot_wear_mask)
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M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/swat/peacekeeper(M), slot_head)
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M.equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/automatic/x9(M.back), slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/ammo_magazine/c45x(M.back), slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/ammo_magazine/c45x(M.back), slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/clothing/accessory/holster/hip(M.back), slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/gun(M.back), slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/weapon/handcuffs/ziptie(M), slot_r_store)
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M.equip_to_slot_or_del(new /obj/item/weapon/grenade/chem_grenade/gas(M), slot_l_store)
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M.equip_to_slot_or_del(new /obj/item/weapon/shield/riot/tact(M), slot_l_hand)
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var/obj/item/weapon/card/id/W = new(M)
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W.name = "[M.real_name]'s ID Card"
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W.icon_state = "centcom"
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W.access = get_all_accesses()
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W.access += get_all_centcom_access()
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W.assignment = "NTCC Odin Security Specialist"
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W.registered_name = M.real_name
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M.equip_to_slot_or_del(W, slot_wear_id)
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if("special ops officer")
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M.equip_to_slot_or_del(new /obj/item/clothing/under/syndicate/combat(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/suit/armor/swat/officer(M), slot_wear_suit)
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@@ -719,12 +817,11 @@
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var/obj/item/weapon/card/id/W = new(M)
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W.name = "[M.real_name]'s ID Card"
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W.icon_state = "centcom"
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W.access = get_all_station_access()
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W.access = get_all_accesses()
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W.access += get_all_centcom_access()
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W.assignment = "Special Operations Officer"
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W.registered_name = M.real_name
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M.equip_to_slot_or_del(W, slot_wear_id)
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if("blue wizard")
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M.equip_to_slot_or_del(new /obj/item/clothing/under/lightpurple(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/suit/wizrobe(M), slot_wear_suit)
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@@ -56,8 +56,9 @@
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name = "\improper SWAT helmet"
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desc = "They're often used by highly trained Swat Members."
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icon_state = "swat"
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item_state = "swat"
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armor = list(melee = 80, bullet = 60, laser = 50,energy = 25, bomb = 50, bio = 10, rad = 0)
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flags_inv = HIDEEARS|HIDEEYES
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flags_inv = HIDEEARS|HIDEEYES|HIDEFACE
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cold_protection = HEAD
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min_cold_protection_temperature = SPACE_HELMET_MIN_COLD_PROTECTION_TEMPERATURE
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siemens_coefficient = 0.5
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@@ -61,41 +61,47 @@
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name = "security beret"
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desc = "A beret with the security insignia emblazoned on it. For officers that are more inclined towards style than safety."
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icon_state = "beret_badge"
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/obj/item/clothing/head/beret/sec/alt
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name = "officer beret"
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desc = "A navy blue beret with an officer's rank emblem. For officers that are more inclined towards style than safety."
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icon_state = "officerberet"
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/obj/item/clothing/head/beret/sec/hos
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name = "commander beret"
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desc = "A navy blue beret with a commander's rank emblem. For officers that are more inclined towards style than safety."
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icon_state = "hosberet"
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/obj/item/clothing/head/beret/sec/warden
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name = "warden beret"
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desc = "A navy blue beret with a warden's rank emblem. For officers that are more inclined towards style than safety."
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icon_state = "wardenberet"
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/obj/item/clothing/head/beret/engineering
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name = "engineering beret"
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desc = "A beret with the engineering insignia emblazoned on it. For engineers that are more inclined towards style than safety."
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icon_state = "beret_engineering"
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/obj/item/clothing/head/beret/purple
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name = "purple beret"
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desc = "A stylish, if purple, beret."
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icon_state = "beret_purple"
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/obj/item/clothing/head/beret/centcom/officer
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name = "officers beret"
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desc = "A black beret adorned with the shield - a silver kite shield with an engraved sword - of the corporate security forces."
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icon_state = "beret_centcom_officer"
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desc = "A black beret adorned with the shield - a silver kite shield with an engraved sword - of the NanoTrasen security forces."
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icon_state = "centcomofficerberet"
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/obj/item/clothing/head/beret/centcom/captain
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name = "captains beret"
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desc = "A white beret adorned with the shield - a silver kite shield with an engraved sword - of the corporate security forces."
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icon_state = "beret_centcom_captain"
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desc = "A white beret adorned with the shield - a silver kite shield with an engraved sword - of the NanoTrasen security forces."
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icon_state = "centcomcaptain"
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/obj/item/clothing/head/beret/centcom/commander
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name = "commanders beret"
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desc = "A white beret adorned with the crest of an ERT detachment. Worn by commanders of Nanotrasen response teams."
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icon_state = "centcomcaptain"
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//Medical
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/obj/item/clothing/head/surgery
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@@ -46,7 +46,7 @@
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/obj/item/clothing/mask/gas/swat/vox
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name = "\improper alien mask"
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desc = "Clearly not designed for a human face."
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body_parts_covered = 0 //Hack to allow vox to eat while wearing this mask.
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body_parts_covered = 0 //Hack to allow vox to eat while wearing this mask.
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species_restricted = list("Vox")
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/obj/item/clothing/mask/gas/syndicate
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@@ -102,3 +102,14 @@
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desc = "Twoooo!"
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icon_state = "owl"
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body_parts_covered = HEAD|FACE|EYES
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/obj/item/clothing/mask/gas/tactical
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name = "tactical mask"
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desc = "A compact carbon-fiber respirator covering the mouth and nose to protect against the inhalation of smoke and other harmful gasses. "
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icon_state = "tactigas"
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item_flags = BLOCK_GAS_SMOKE_EFFECT | AIRTIGHT
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flags_inv = HIDEFACE
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body_parts_covered = FACE
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w_class = 2.0
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item_state = "tactigas"
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armor = list(melee = 25, bullet = 10, laser = 25, energy = 25, bomb = 0, bio = 50, rad = 15)
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@@ -107,6 +107,15 @@
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armor = list(melee = 25, bullet = 80, laser = 25, energy = 10, bomb = 0, bio = 0, rad = 0)
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siemens_coefficient = 0.6
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/obj/item/clothing/head/helmet/swat/peacekeeper
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name = "\improper ERT civil protection helmet"
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desc = "A full helmet made of highly advanced ceramic materials, complete with a jetblack visor. Shines with a mirror sheen."
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icon_state = "erthelmet_peacekeeper"
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body_parts_covered = HEAD
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item_state = "erthelmet_peacekeeper"
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armor = list(melee = 80, bullet = 60, laser = 50,energy = 50, bomb = 50, bio = 10, rad = 0)
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flags_inv = HIDEEARS|HIDEEYES|HIDEFACE
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/obj/item/clothing/suit/armor/laserproof
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name = "Ablative Armor Vest"
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desc = "A vest that excels in protecting the wearer against energy projectiles."
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@@ -414,6 +423,58 @@
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item_state = "mercwebvest"
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armor = list(melee = 60, bullet = 60, laser = 60, energy = 40, bomb = 40, bio = 0, rad = 0)
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/obj/item/clothing/under/ccpolice
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name = "ERT civil protection uniform"
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desc = "A sturdy navy uniform, carefully ironed and folded. Worn by specialist troopers on civil protection duties."
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icon_state = "officerdnavyclothes"
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item_state = "scratch"
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worn_state = "officerdnavyclothes"
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/obj/item/clothing/under/rank/centcom_commander
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desc = "Gold trim on space-black cloth, this uniform displays the rank of \"Commander.\ It has a patch denoting a Pheonix on the sleeves."
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name = "\improper ERT Commander's Dress Uniform"
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icon_state = "centcom"
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item_state = "lawyer_black"
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worn_state = "centcom"
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/obj/item/clothing/suit/storage/vest/heavy/ert
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name = "ERT trooper's plate carrier"
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desc = "A plate carrier worn by troopers of the emergency response team. Has crimson highlights."
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icon_state = "ert_soldier"
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item_state = "ert_soldier"
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
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armor = list(melee = 60, bullet = 60, laser = 60, energy = 40, bomb = 20, bio = 0, rad = 0)
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slowdown = 0
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/obj/item/clothing/suit/storage/vest/heavy/ert/commander
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name = "ERT commander's plate carrier"
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desc = "A plate carrier worn by the elite emergency response team commander. Has gold highlights. This one has a Medal of Valor pinned to the breastplate."
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icon_state = "ert_commander"
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item_state = "ert_commander"
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/obj/item/clothing/suit/storage/vest/heavy/ert/lead
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name = "Leading trooper's plate carrier"
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desc = "A plate carrier worn by veteran troopers of the emergency response team qualified to lead small squads. Has blue highlights."
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icon_state = "ert_lead"
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item_state = "ert_lead"
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/obj/item/clothing/suit/storage/vest/heavy/ert/medic
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name = "ERT medic's plate carrier"
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desc = "A plate carrier worn by combat medics of the emergency response team. Has white highlights. This one has a medic patch sewn to the breastplate."
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icon_state = "ert_medic"
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item_state = "ert_medic"
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/obj/item/clothing/suit/storage/vest/heavy/ert/sapper
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name = "ERT sapper's plate carrier"
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desc = "A plate carrier worn by sappers of the emergency response team. Has green highlights."
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icon_state = "ert_sapper"
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item_state = "ert_sapper"
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/obj/item/clothing/suit/storage/vest/heavy/ert/peacekeeper
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name = "ERT civil protection plate carrier"
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desc = "A plate carrier worn by troopers serving civil protection details. Commonly seen on high-profile escorts and Nanotrasen administration centers."
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icon_state = "ert_peacekeeper"
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item_state = "ert_peacekeeper"
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//All of the armor below is mostly unused
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@@ -23,6 +23,37 @@
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name = "speed loader (.38 rubber)"
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ammo_type = /obj/item/ammo_casing/c38r
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/obj/item/ammo_magazine/a556/ap
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name = "magazine (5.56mm AP)"
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icon_state = "5.56AP"
|
||||
origin_tech = "combat=3;materials=4"
|
||||
mag_type = MAGAZINE
|
||||
caliber = "a556"
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 1800)
|
||||
ammo_type = /obj/item/ammo_casing/a556/ap
|
||||
max_ammo = 20
|
||||
multiple_sprites = 1
|
||||
|
||||
/obj/item/ammo_magazine/c45
|
||||
name = "ammunition Box (.45)"
|
||||
icon_state = "9mm"
|
||||
origin_tech = "combat=2"
|
||||
caliber = ".45"
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 2250)
|
||||
ammo_type = /obj/item/ammo_casing/c45
|
||||
max_ammo = 30
|
||||
|
||||
/obj/item/ammo_magazine/c45x
|
||||
name = "magazine (.45)"
|
||||
icon_state = "45x"
|
||||
origin_tech = "combat=3"
|
||||
mag_type = MAGAZINE
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 600)
|
||||
caliber = ".45"
|
||||
ammo_type = /obj/item/ammo_casing/c45
|
||||
max_ammo = 16
|
||||
multiple_sprites = 1
|
||||
|
||||
/obj/item/ammo_magazine/c45m
|
||||
name = "magazine (.45)"
|
||||
icon_state = "45"
|
||||
|
||||
@@ -34,6 +34,11 @@
|
||||
caliber = "9mm"
|
||||
projectile_type = /obj/item/projectile/bullet/pistol
|
||||
|
||||
/obj/item/ammo_casing/a556/ap
|
||||
desc = "A 5.56mm armor piercing round."
|
||||
caliber = "a556"
|
||||
projectile_type = /obj/item/projectile/bullet/rifle/a556/ap
|
||||
|
||||
/obj/item/ammo_casing/c9mmf
|
||||
desc = "A 9mm flash shell casing."
|
||||
caliber = "9mm"
|
||||
|
||||
@@ -40,6 +40,29 @@
|
||||
origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2)
|
||||
fire_sound = 'sound/weapons/Gunshot_light.ogg'
|
||||
load_method = MAGAZINE
|
||||
/obj/item/weapon/gun/projectile/sec/lethal
|
||||
magazine_type = /obj/item/ammo_magazine/c45m
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/x9
|
||||
name = "x9 tactical pistol"
|
||||
desc = "A lightweight, fast firing handgun, excels at firing the medium caliber .45 in controlled shooting."
|
||||
icon_state = "x9tactical"
|
||||
w_class = 3
|
||||
load_method = MAGAZINE
|
||||
max_shells = 16
|
||||
caliber = ".45"
|
||||
slot_flags = slot_belt
|
||||
origin_tech = "combat=4;materials=2"
|
||||
ammo_type = /obj/item/ammo_casing/c45
|
||||
magazine_type = /obj/item/ammo_magazine/c45x
|
||||
multi_aim = 1
|
||||
auto_eject = 1
|
||||
|
||||
firemodes = list(
|
||||
list(name="semiauto", burst=1, fire_delay=0),
|
||||
list(name="3-round bursts", burst=3, move_delay=4, accuracy = list(0,-1,-1,-2,-2), dispersion = list(0.0, 0.6, 1.0)),
|
||||
list(name="short bursts", burst=5, move_delay=4, accuracy = list(0,-1,-1,-2,-2), dispersion = list(0.6, 1.0, 1.0, 1.0, 1.2))
|
||||
)
|
||||
|
||||
/obj/item/weapon/gun/projectile/sec/flash
|
||||
name = ".45 signal pistol"
|
||||
|
||||
@@ -0,0 +1,36 @@
|
||||
/obj/item/weapon/gun/projectile/automatic/rifle/w556
|
||||
name = "\improper Neyland 556mi 'Ranger'"
|
||||
desc = "A lightweight scout-rifle used within the Sol Navy and Nanotrasen Emergency Response Teams. Equipped with a scope and designed for medium to long range combat, with medium stopping power. Chambered in 5.56 rounds."
|
||||
icon_state = "w556rifle"
|
||||
item_state = "heavysniper"
|
||||
w_class = 4
|
||||
force = 10
|
||||
slot_flags = SLOT_BACK
|
||||
origin_tech = "combat=5;materials=3"
|
||||
caliber = "a556"
|
||||
recoil = 4
|
||||
load_method = MAGAZINE
|
||||
fire_sound = 'sound/weapons/Gunshot_DMR.ogg'
|
||||
max_shells = 20
|
||||
ammo_type = /obj/item/ammo_casing/a556/ap
|
||||
magazine_type = /obj/item/ammo_magazine/a556/ap
|
||||
accuracy = -1
|
||||
scoped_accuracy = 3
|
||||
recoil_wielded = 2
|
||||
accuracy_wielded = -1
|
||||
multi_aim = 0 //Definitely a fuck no. Being able to target one person at this range is plenty.
|
||||
|
||||
firemodes = list(
|
||||
list(name="semiauto", burst=1, fire_delay=0),
|
||||
list(name="2-round bursts", burst=2, move_delay=6, accuracy = list(0,-1,-1,-2,-2), dispersion = list(0.0, 0.5, 0.6))
|
||||
)
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/rifle/w556/verb/scope()
|
||||
set category = "Object"
|
||||
set name = "Use Scope"
|
||||
set popup_menu = 1
|
||||
|
||||
if(wielded)
|
||||
toggle_scope(2.0)
|
||||
else
|
||||
usr << "<span class='warning'>You can't look through the scope without stabilizing the rifle!</span>"
|
||||
@@ -245,6 +245,14 @@
|
||||
damage = 20
|
||||
damage_type = OXY
|
||||
|
||||
/obj/item/projectile/bullet/rifle/a556
|
||||
damage = 40
|
||||
penetrating = 1
|
||||
|
||||
/obj/item/projectile/bullet/rifle/a556/ap
|
||||
damage = 35
|
||||
penetrating = 3
|
||||
|
||||
/obj/item/projectile/bullet/cyanideround
|
||||
name = "poison bullet"
|
||||
damage = 40
|
||||
|
||||
Reference in New Issue
Block a user