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https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-27 23:14:18 +01:00
Gun update: the end of the space cold war (#6742)
-replaces the sprites of the guns that were pretty much justreferences to guns in real life, like the uzi and the dragunov, with new future sprites made by kyres -adds the hand cannon -makes some guns cheaper at the merchant -fixes a broken message with the prank guns -added a small animation when someone is hit by a blaster projectile
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@@ -301,7 +301,7 @@
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initial_ammo = 0
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/obj/item/ammo_magazine/tommymag
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name = "tommygun magazine (.45)"
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name = "magazine (.45)"
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icon_state = "tommy-mag"
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mag_type = MAGAZINE
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ammo_type = /obj/item/ammo_casing/c45
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@@ -313,7 +313,7 @@
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initial_ammo = 0
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/obj/item/ammo_magazine/tommydrum
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name = "tommygun drum magazine (.45)"
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name = "drum magazine (.45)"
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icon_state = "tommy-drum"
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w_class = 3 // Bulky ammo doesn't fit in your pockets!
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mag_type = MAGAZINE
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@@ -336,7 +336,6 @@
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/obj/item/ammo_magazine/d762
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name = "magazine (7.62mm)"
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icon = 'icons/obj/dragunov.dmi'
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icon_state = "SVD"
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mag_type = MAGAZINE
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caliber = "a762"
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@@ -379,7 +378,6 @@
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/obj/item/ammo_magazine/assault_shotgun
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name = "magazine (slug)"
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icon = 'icons/obj/dragunov.dmi'
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icon_state = "csmb"
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caliber = "shotgun"
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mag_type = MAGAZINE
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@@ -287,4 +287,24 @@
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desc = "A plasma bolt."
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icon_state = "plasmabolt"
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caliber = "plasma bolt"
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projectile_type = /obj/item/projectile/plasma/light
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projectile_type = /obj/item/projectile/plasma/light
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/obj/item/ammo_casing/cannon
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name = "cannonball"
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desc = "A solid metal projectile."
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icon_state = "cannonball"
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caliber = "cannon"
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projectile_type = /obj/item/projectile/bullet/cannonball
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matter = list(DEFAULT_WALL_MATERIAL = 800)
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w_class = 3
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/obj/item/ammo_casing/cannon/explosive
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name = "explosive cannonball"
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desc = "A solid metal projectile loaded with an explosive charge."
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icon_state = "cannonball_explosive"
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projectile_type = /obj/item/projectile/bullet/cannonball/explosive
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/obj/item/ammo_casing/cannon/canister
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name = "canister shot"
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desc = "A solid projectile filled with deadly shrapnel."
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projectile_type = /obj/item/projectile/bullet/pellet/shotgun/canister
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@@ -326,7 +326,7 @@
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P.launch_projectile(target)
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handle_post_fire() // should be safe to not include arguments here, as there are failsafes in effect (?)
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if(silenced)
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playsound(src, fire_sound, 10, 1)
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else
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@@ -19,7 +19,7 @@
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/obj/item/weapon/gun/bang/handle_click_empty(mob/user)
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if (user)
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user.visible_message("<span class='danger'>The flag is already out!</span>")
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to_chat(user, "<span class='danger'>The flag is already out!</span>")
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/obj/item/weapon/gun/bang/Fire(atom/target, mob/living/user, clickparams, pointblank=0, reflex=0)
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if(!user || !target) return
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@@ -48,15 +48,6 @@ obj/item/weapon/gun/bang/deagle
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pixel_offset_x = -4
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pixel_offset_y = 16
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/obj/item/weapon/gun/bang/deagle/gold
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desc = "A gold plated gun folded over a million times by superior martian gunsmiths. Uses .50 AE ammo."
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icon_state = "deagleg"
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item_state = "deagleg"
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/obj/item/weapon/gun/bang/deagle/camo
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desc = "A Deagle brand Deagle for operators operating operationally. Uses .50 AE ammo."
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icon_state = "deaglecamo"
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/obj/item/weapon/gun/bang/pistol
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name = "9mm pistol"
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desc = "500 years since its creation and the Stechkin automatic pistol is still a common sight throughout the Frontier."
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@@ -24,8 +24,9 @@
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/obj/item/weapon/gun/projectile/automatic/mini_uzi
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name = ".45 machine pistol"
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desc = "The UZI is a lightweight, fast firing gun. For when you want someone dead. Uses .45 rounds."
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desc = "A lightweight, fast firing gun. For when you want someone dead. Uses .45 rounds."
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icon_state = "mini-uzi"
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item_state = "mini-uzi"
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w_class = 3
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load_method = MAGAZINE
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magazine_type = /obj/item/ammo_magazine/c45uzi
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@@ -313,8 +314,9 @@
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/obj/item/weapon/gun/projectile/automatic/tommygun
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name = "vintage submachine gun"
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desc = "A classic Thompson submachine gun, ya see? Uses .45 rounds."
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desc = "A classic submachine gun. Uses .45 rounds."
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icon_state = "tommygun"
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item_state = "tommygun"
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w_class = 3
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max_shells = 50
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caliber = ".45"
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@@ -401,10 +403,8 @@
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/obj/item/weapon/gun/projectile/automatic/rifle/shotgun
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name = "assault shotgun"
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desc = "A experimental, semi-automatic combat shotgun, designed for boarding operations and law enforcement agencies."
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icon = 'icons/obj/dragunov.dmi' //lazy but works fine
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icon_state = "cshotgun"
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item_state = "cshotgun"
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contained_sprite = 1
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icon_state = "assaultshotgun"
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item_state = "assaultshotgun"
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w_class = 4
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load_method = MAGAZINE
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max_shells = 8
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@@ -432,4 +432,4 @@
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/obj/item/weapon/gun/projectile/automatic/rifle/shotgun/update_icon()
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..()
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icon_state = (ammo_magazine)? "cshotgun" : "cshotgun-empty"
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icon_state = (ammo_magazine)? "assaultshotgun" : "assaultshotgun-empty"
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@@ -0,0 +1,33 @@
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/obj/item/weapon/gun/projectile/cannon
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name = "hand cannon"
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desc = "An amalgamation of ancient and modern tajaran technology. This old naval cannon was turned into a portable firearm."
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icon_state = "cannon"
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item_state = "cannon"
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caliber = "cannon"
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origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3)
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load_method = SINGLE_CASING
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handle_casings = DELETE_CASINGS
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slot_flags = SLOT_BACK
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max_shells = 1
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ammo_type = /obj/item/ammo_casing/cannon
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fire_delay = 25
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fire_sound = 'sound/effects/Explosion1.ogg'
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recoil = 4
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action_button_name = "Wield hand cannon"
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is_wieldable = TRUE
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/obj/item/weapon/gun/projectile/cannon/update_icon()
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if(wielded)
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item_state = "cannon-wielded"
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else
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item_state = "cannon"
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update_held_icon()
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/obj/item/weapon/gun/projectile/cannon/special_check(mob/user)
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if(!wielded)
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to_chat(user, "<span class='warning'>You can't fire without stabilizing \the [src]!</span>")
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return 0
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return ..()
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@@ -153,15 +153,6 @@
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else
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icon_state = "[initial(icon_state)]-e"
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/obj/item/weapon/gun/projectile/deagle/gold
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desc = "A gold plated gun folded over a million times by superior martian gunsmiths. Uses .50 AE ammo."
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icon_state = "deagleg"
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item_state = "deagleg"
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/obj/item/weapon/gun/projectile/deagle/camo
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desc = "A Deagle brand Deagle for operators operating operationally. Uses .50 AE ammo."
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icon_state = "deaglecamo"
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/obj/item/weapon/gun/projectile/gyropistol
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name = "gyrojet pistol"
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desc = "A bulky pistol designed to fire self propelled rounds"
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@@ -136,9 +136,9 @@
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/obj/item/weapon/gun/projectile/revolver/lemat
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name = "grapeshot revolver"
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desc = "The LeMat revolver is a 6 shot revolver with a secondary firing barrel loading shotgun shells. Uses .38-Special and 12g rounds depending on the barrel."
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desc = "A six shot revolver with a secondary firing barrel loading shotgun shells. Uses .38-Special and 12g rounds depending on the barrel."
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icon_state = "lemat"
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item_state = "revolver"
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item_state = "lemat"
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origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2)
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handle_casings = CYCLE_CASINGS
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max_shells = 6
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@@ -11,7 +11,7 @@
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pump_fail_msg = "<span class='warning'>You cannot work the rifle's bolt without gripping it with both hands!</span>"
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pump_snd = 'sound/weapons/riflebolt.ogg'
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has_wield_state = FALSE
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has_wield_state = TRUE
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can_bayonet = TRUE
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knife_x_offset = 23
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@@ -28,6 +28,7 @@
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slot_flags &= ~SLOT_BACK
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slot_flags |= (SLOT_BELT|SLOT_HOLSTER)
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can_bayonet = FALSE
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has_wield_state = FALSE
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if(bayonet)
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qdel(bayonet)
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bayonet = null
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@@ -46,12 +47,13 @@
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accuracy = -2
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slot_flags = SLOT_BELT|SLOT_HOLSTER
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can_bayonet = FALSE
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has_wield_state = FALSE
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/obj/item/weapon/gun/projectile/contender
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name = "pocket rifle"
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desc = "A perfect, pristine replica of an ancient one-shot hand-cannon. This one has been modified to work almost like a bolt-action. Uses 5.56mm rounds."
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icon_state = "pockrifle"
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item_state = "obrez"
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item_state = "pockrifle"
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caliber = "a556"
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handle_casings = HOLD_CASINGS
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max_shells = 1
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@@ -79,7 +81,10 @@
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to_chat(user, "<span class='notice'>You cycle back the bolt on \the [src], ejecting the casing and allowing you to reload.</span>")
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playsound(user, 'sound/weapons/riflebolt.ogg', 60, 1)
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icon_state = icon_retracted
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item_state = icon_retracted
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retracted_bolt = 1
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user.update_inv_l_hand()
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user.update_inv_r_hand()
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return 1
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else if(retracted_bolt && loaded.len)
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@@ -89,6 +94,11 @@
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to_chat(user, "<span class='notice'>You cycle the bolt back into position, leaving the gun empty.</span>")
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icon_state = initial(icon_state)
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item_state = initial(item_state)
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user.update_inv_l_hand()
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user.update_inv_r_hand()
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retracted_bolt = 0
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/obj/item/weapon/gun/projectile/contender/load_ammo(var/obj/item/A, mob/user)
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@@ -239,5 +249,4 @@
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item_state = "gauss_thumper"
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update_held_icon()
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return
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return
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@@ -119,10 +119,8 @@
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/obj/item/weapon/gun/projectile/dragunov
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name = "antique sniper rifle"
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desc = "An old Dragunov semi-automatic marksman rifle. Smells of vodka and Communism. Uses 7.62mm rounds."
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icon = 'icons/obj/dragunov.dmi'
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icon_state = "dragunov"
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item_state = "dragunov"
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contained_sprite = 1
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w_class = 4
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force = 10
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slot_flags = SLOT_BACK
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@@ -149,6 +147,13 @@
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else
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icon_state = "dragunov-empty"
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if(wielded)
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item_state = "dragunov-wielded"
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else
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item_state = "dragunov"
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update_held_icon()
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/obj/item/weapon/gun/projectile/dragunov/special_check(mob/user)
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if(!wielded)
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to_chat(user, "<span class='warning'>You can't fire without stabilizing the rifle!</span>")
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@@ -208,4 +213,4 @@
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item_state = "heavysniper-wielded"
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else
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item_state = "heavysniper"
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update_held_icon()
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update_held_icon()
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@@ -93,6 +93,7 @@
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var/tracer_type
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var/muzzle_type
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var/impact_type
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var/hit_effect
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/obj/item/projectile/CanPass()
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return TRUE
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@@ -114,6 +115,9 @@
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var/splatter_dir = starting ? get_dir(starting, target.loc) : dir
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new /obj/effect/temp_visual/dir_setting/bloodsplatter(target.loc, splatter_dir, splatter_color)
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if(hit_effect)
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new hit_effect(target.loc)
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L.apply_effects(stun, weaken, paralyze, 0, stutter, eyeblur, drowsy, agony, incinerate, blocked)
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L.apply_effect(irradiate, IRRADIATE, L.getarmor(null, "rad")) //radiation protection is handled separately from other armour types.
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return 1
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@@ -176,6 +176,11 @@
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range_step = 1
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spread_step = 10
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/obj/item/projectile/bullet/pellet/shotgun/canister
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pellets = 15
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range_step = 3
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spread_step = 15
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/* "Rifle" rounds */
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/obj/item/projectile/bullet/rifle
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@@ -326,3 +331,20 @@
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damage = 30
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muzzle_type = /obj/effect/projectile/muzzle/gauss
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embed = 0
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/obj/item/projectile/bullet/cannonball
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name = "cannonball"
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icon_state = "cannonball"
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damage = 60
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embed = 0
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penetrating = 1
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armor_penetration = 25
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/obj/item/projectile/bullet/cannonball/explosive
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damage = 30
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penetrating = 0
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armor_penetration = 5
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/obj/item/projectile/bullet/cannonball/explosive/on_impact(var/atom/A)
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explosion(A, -1, 1, 2)
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..()
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@@ -216,6 +216,7 @@
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damage_type = BURN
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pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
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muzzle_type = /obj/effect/projectile/muzzle/bolt
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hit_effect = /obj/effect/temp_visual/blaster_effect
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/obj/item/projectile/energy/blaster/heavy
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damage = 35
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