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More modular guns tweaks and fixes (#4221)
-fixes #4217 -lowers some of the component techs to make possible to get them -fixes the phoron capacitor design having the wrong id -modulator will now change the firing sound of the weapon, to avoid things like tasers and non lethals modules sounding like lasers -fixes a bug with the random voidsuit picking the wrong helmet for the captain voidsuit
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@@ -52,6 +52,8 @@
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chargetime = initial(chargetime)
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accuracy = initial(accuracy)
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criticality = initial(criticality)
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fire_sound = initial(fire_sound)
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force = initial(force)
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/obj/item/weapon/gun/energy/laser/prototype/proc/updatetype(var/mob/user)
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reset_vars()
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@@ -100,6 +102,7 @@
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dispersion = focusing_lens.dispersion
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accuracy = focusing_lens.accuracy
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burst += focusing_lens.burst
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fire_sound = modulator.firing_sound
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if(gun_mods.len)
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handle_mod()
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@@ -185,6 +188,10 @@
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if(modulator)
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modulator.forceMove(A)
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modulator = null
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if(pin)
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pin.forceMove(A)
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pin.gun = null
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pin = null
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switch(origin_chassis)
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if(CHASSIS_SMALL)
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new /obj/item/device/laser_assembly(A)
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@@ -300,4 +307,4 @@
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desc = input
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M << "You describe the gun as [input]. Say hello to your new friend."
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described = 1
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return 1
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return 1
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