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@@ -33,22 +33,22 @@
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var/fire_delay = 6
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var/last_fired = 0
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proc/ready_to_fire()
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if(world.time >= last_fired + fire_delay)
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last_fired = world.time
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return 1
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else
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return 0
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proc/load_into_chamber()
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/obj/item/weapon/gun/proc/ready_to_fire()
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if(world.time >= last_fired + fire_delay)
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last_fired = world.time
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return 1
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else
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return 0
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proc/special_check(var/mob/M) //Placeholder for any special checks, like detective's revolver.
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return 1
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/obj/item/weapon/gun/proc/load_into_chamber()
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return 0
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emp_act(severity)
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for(var/obj/O in contents)
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O.emp_act(severity)
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/obj/item/weapon/gun/proc/special_check(var/mob/M) //Placeholder for any special checks, like detective's revolver.
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return 1
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/obj/item/weapon/gun/emp_act(severity)
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for(var/obj/O in contents)
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O.emp_act(severity)
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/obj/item/weapon/gun/afterattack(atom/A as mob|obj|turf|area, mob/living/user as mob|obj, flag, params)
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if(flag) return //It's adjacent, is the user, or is on the user's person
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