mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-21 20:11:04 +01:00
Backports the new zombification mechanics from the Konyang zombie event. (#18710)
* Reorder parasites * sounds * organ defines, dmdocs * maiming stuff * undead changes, abilities * hylemnomil, undead sprites * antibodies * antibody extractor code * icons * antibody fixes * antibodies vial, rock break sfx * You're all going to die down here. * hylemnomilz eta vial and attributions * zombified organs can't be removed * hylemnomil zeta edits * fixes * lmao * easier check --------- Co-authored-by: Matt Atlas <liermattia@gmail.com>
This commit is contained in:
@@ -406,3 +406,209 @@
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/obj/random/finances/post_spawn(var/obj/item/spawned)
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spawned.update_icon()
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/obj/random/barricade_materials
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name = "random barricade materials"
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spawnlist = list(
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/obj/item/stack/material/steel = 0.75,
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/obj/item/stack/material/plasteel = 0.25,
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/obj/item/stack/material/wood = 0.75
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)
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has_postspawn = TRUE
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/obj/random/barricade_materials/post_spawn(obj/thing)
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var/obj/item/stack/material/M = thing
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M.amount = rand(10, 20)
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M.update_icon()
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/obj/random/barbed_wire
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name = "barbed wire"
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spawnlist = list(
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/obj/item/stack/barbed_wire = 1
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)
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has_postspawn = TRUE
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/obj/random/barbed_wire/post_spawn(obj/thing)
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var/obj/item/stack/material/M = thing
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M.amount = rand(10, 20)
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M.update_icon()
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/obj/random/tool_konyang
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name = "tool"
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spawnlist = list(
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/obj/item/screwdriver = 1,
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/obj/item/crowbar = 1,
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/obj/item/wirecutters = 1,
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/obj/item/wrench = 1,
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/obj/item/crowbar/rescue_axe = 0.25,
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/obj/item/crowbar/red = 0.25,
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)
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/obj/random/survival_weapon
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name = "survival weapon"
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problist = list(
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/obj/item/crowbar = 1,
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/obj/item/shovel = 1,
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/obj/item/pickaxe = 0.5,
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/obj/item/surgery/scalpel = 0.5,
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/obj/item/surgery/surgicaldrill = 0.5,
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/obj/item/surgery/circular_saw = 0.5,
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/obj/item/material/sword/improvised_sword = 0.5,
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/obj/item/material/twohanded/baseballbat = 0.5,
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/obj/item/material/twohanded/fireaxe = 0.05,
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/obj/item/material/harpoon = 0.5,
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/obj/item/material/knife/bayonet = 0.5,
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/obj/item/material/knife/trench = 0.5,
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/obj/item/material/knife/butterfly = 0.25,
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/obj/item/material/twohanded/spear/steel = 0.5,
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/obj/item/material/twohanded/spear/plasteel = 0.05,
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/obj/item/melee/classic_baton = 0.5
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)
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/obj/random/high_grade_weapon
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name = "high grade weapon"
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problist = list(
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/obj/item/material/sword/axe = 0.5,
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/obj/item/material/sword/longsword = 0.25,
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/obj/item/material/sword/rapier = 0.5,
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/obj/item/material/sword/sabre = 0.25,
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/obj/item/material/sword/khopesh = 0.5,
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/obj/item/material/sword/katana = 0.05,
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/obj/item/pickaxe/hammer = 0.5
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)
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/obj/random/light
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name = "random light"
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problist = list(
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/obj/item/device/flashlight = 1,
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/obj/item/device/flashlight/flare = 2,
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/obj/item/device/flashlight/lamp = 0.5,
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/obj/item/device/flashlight/maglight = 0.25,
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/obj/item/device/flashlight/marshallingwand = 0.25,
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/obj/item/device/flashlight/pen = 1,
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/obj/item/device/flashlight/heavy = 0.05,
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/obj/item/device/flashlight/lamp = 0.25
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)
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/obj/random/med_stack
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name = "medical supplies"
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problist = list(
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/obj/item/stack/medical/bruise_pack = 2,
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/obj/item/stack/medical/ointment = 2,
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/obj/item/stack/medical/advanced/bruise_pack = 0.05,
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/obj/item/stack/medical/advanced/ointment = 0.05
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)
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has_postspawn = TRUE
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/obj/random/med_stack/post_spawn(obj/thing)
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var/obj/item/stack/M = thing
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M.amount = rand(1, 10)
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M.update_icon()
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/obj/random/splints
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name = "splints"
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problist = list(
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/obj/item/stack/medical/splint = 1
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)
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has_postspawn = TRUE
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/obj/random/splints/post_spawn(obj/thing)
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var/obj/item/stack/M = thing
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M.amount = rand(1, 5)
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M.update_icon()
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/obj/random/gun_with_ammo
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has_postspawn = TRUE
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/obj/random/gun_with_ammo/post_spawn(obj/thing)
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var/obj/item/gun/projectile/G = thing
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if(G.ammo_magazine)
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var/mags = rand(0, 2)
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for(var/i = 1 to mags)
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var/obj/item/ammo_magazine/AG = new G.ammo_magazine.type(get_turf(G))
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if(prob(50))
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var/to_delete = rand(1, length(AG.stored_ammo))
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var/delete_counter = 0
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for(var/obj/item/ammo_casing/AC in AG.stored_ammo)
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qdel(AC)
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delete_counter++
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if(delete_counter > to_delete)
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break
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AG.update_icon()
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/obj/random/gun_with_ammo/pistols
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name = "pistols"
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problist = list(
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/obj/item/gun/projectile/pistol = 1,
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/obj/item/gun/projectile/pistol/detective = 1,
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/obj/item/gun/projectile/colt = 1,
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/obj/item/gun/projectile/pistol/sol = 0.5,
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/obj/item/gun/projectile/tanto = 0.25,
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/obj/item/gun/projectile/sec/lethal = 1,
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/obj/item/gun/projectile/leyon = 1,
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/obj/item/gun/projectile/revolver = 0.05,
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/obj/item/gun/projectile/revolver/detective = 1,
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/obj/item/gun/projectile/revolver/lemat = 0.5,
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/obj/item/gun/projectile/revolver/konyang/pirate = 0.5,
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/obj/item/gun/projectile/revolver/konyang/police = 0.5
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)
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/obj/random/gun_with_ammo/automatic
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name = "automatics"
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problist = list(
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/obj/item/gun/projectile/automatic/mini_uzi = 1,
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/obj/item/gun/projectile/automatic/c20r = 1,
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/obj/item/gun/projectile/automatic/xanusmg = 1,
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/obj/item/gun/projectile/automatic/rifle/jingya = 0.25,
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/obj/item/gun/projectile/automatic/rifle/sol = 0.1,
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/obj/item/gun/projectile/automatic/rifle/carbine/civcarbine = 0.75,
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/obj/item/gun/projectile/automatic/konyang_pirate = 1,
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/obj/item/gun/projectile/automatic/tommygun = 0.5,
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/obj/item/gun/projectile/automatic/lebman = 1,
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/obj/item/gun/projectile/automatic/x9 = 0.5
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)
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/obj/random/shotgun
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name = "shotgun"
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problist = list(
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/obj/item/gun/projectile/shotgun/foldable = 1,
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/obj/item/gun/projectile/shotgun/doublebarrel = 1,
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/obj/item/gun/projectile/shotgun/doublebarrel/sawn = 1,
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/obj/item/gun/projectile/shotgun/pump = 1,
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/obj/item/gun/projectile/shotgun/pump/combat = 0.5,
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/obj/item/gun/projectile/shotgun/pump/lever_action = 0.5
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)
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has_postspawn = TRUE
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/obj/random/shotgun/post_spawn(obj/thing)
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var/shells = rand(1, 10)
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var/shell_type = pick("shells", "slugs")
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for(var/i = 1 to shells)
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if(shell_type == "shells")
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new /obj/item/ammo_casing/shotgun/pellet(get_turf(thing))
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else
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new /obj/item/ammo_casing/shotgun(get_turf(thing))
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/obj/random/semiautos
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name = "semiautos"
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problist = list(
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/obj/item/gun/projectile/shotgun/pump/rifle/scope = 0.05,
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/obj/item/gun/projectile/shotgun/pump/rifle/obrez = 1,
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/obj/item/gun/projectile/shotgun/pump/rifle/vintage = 0.5,
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/obj/item/gun/projectile/shotgun/pump/lever_action = 0.5
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)
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has_postspawn = TRUE
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/obj/random/semiautos/post_spawn(obj/thing)
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var/shells = rand(1, 20)
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var/obj/item/gun/projectile/shotgun/pump/rifle/R = thing
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for(var/i = 1 to shells)
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new R.ammo_type(get_turf(R))
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/obj/random/barricade_kit
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name = "barricade kits"
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problist = list(
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/obj/item/stack/barricade/random = 1,
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/obj/item/stack/barricade/wood/random = 0.5,
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/obj/item/stack/barricade/plasteel/random = 0.25
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)
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