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removes secborgs (#6733)
The evil will finally be defeated. This takes security borgs out of the game entirely. They bring pretty much nothing to the table, in terms of either roleplay or positive influence to the station. Also, combat and syndicate modules now have cuffs.
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@@ -17,15 +17,6 @@
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use_external_power = 1
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can_turret = 0
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/obj/item/weapon/gun/energy/taser/mounted/cyborg
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name = "taser gun"
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max_shots = 6
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recharge_time = 10 //Time it takes for shots to recharge (in ticks)
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/obj/item/weapon/gun/energy/taser/mounted/cyborg/overclocked
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max_shots = 20
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recharge_time = 1
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/obj/item/weapon/gun/energy/stunrevolver
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name = "stun revolver"
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desc = "A high-tech revolver that fires rechargeable stun bolts."
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