mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-07-23 13:57:03 +01:00
acf5e04320
A bunch of overlapping wall objects, primarily cameras and lights, were moved to avoid overlap within operations. Tool storage was put on the civilian grid instead of the operations grid. Hangar techs have been given a blue toolbox in their locker. This is because they need tools for taking care of the shuttles, such as for refueling. A sheet snatcher was added to ops near the mining output. Miners and OM now spawn in the ops break room, so there is a bit more team to the starting instead of them being separate, and to match some of the other department starts. Machinists were not moved due to the distance to their workshop. The conveyor on the cargo elevator was made one shorter so it stops overspilling loose items behind the elevator. Mapping sprites for two random spawn objects were fixed, alongside the sprite for the doors to the ship ammunition storage. This only affects mapping and was not visible ingame.
246 lines
7.9 KiB
Plaintext
246 lines
7.9 KiB
Plaintext
/obj/random/energy
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name = "random energy weapon"
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desc = "This is a random energy weapon."
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icon_state = "energy_gun"
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problist = list(
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/obj/item/gun/energy/rifle/laser = 2,
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/obj/item/gun/energy/gun = 2,
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/obj/item/gun/energy/stunrevolver = 1
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)
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/obj/random/projectile
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name = "random projectile weapon"
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desc = "This is a random projectile weapon."
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icon_state = "rifle"
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problist = list(
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/obj/item/gun/projectile/shotgun/pump = 3,
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/obj/item/gun/projectile/automatic/wt550 = 2,
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/obj/item/gun/projectile/shotgun/pump/combat = 1
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)
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/obj/random/handgun
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name = "random handgun"
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desc = "This is a random handgun."
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icon_state = "pistol"
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problist = list(
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/obj/item/gun/projectile/sec = 3,
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/obj/item/gun/projectile/sec/wood = 1
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)
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/obj/random/ammo
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name = "random ammunition"
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desc = "This is some random ammunition."
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icon_state = "need-sprite"
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problist = list(
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/obj/item/storage/box/shells/beanbags = 6,
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/obj/item/storage/box/shells/slugs = 2,
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/obj/item/storage/box/shells/buckshot = 4,
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/obj/item/storage/box/shells/stunshells = 1,
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/obj/item/ammo_magazine/c45m = 2,
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/obj/item/ammo_magazine/c45m/rubber = 4,
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/obj/item/ammo_magazine/c45m/flash = 4,
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/obj/item/ammo_magazine/mc9mmt = 2,
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/obj/item/ammo_magazine/mc9mmt/rubber = 6
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)
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/obj/random/melee
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name = "random melee weapon"
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desc = "This is a random melee weapon."
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icon_state = "melee"
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spawnlist = list(
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/obj/item/melee/telebaton,
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/obj/item/melee/energy/sword,
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/obj/item/melee/energy/sword/pirate,
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/obj/item/melee/energy/glaive,
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/obj/item/melee/chainsword,
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/obj/item/melee/baton/stunrod,
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/obj/item/material/harpoon,
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/obj/random/sword,
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/obj/item/melee/hammer,
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/obj/item/melee/hammer/powered,
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/obj/item/material/twohanded/fireaxe,
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/obj/item/melee/classic_baton,
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/obj/item/material/twohanded/pike,
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/obj/item/material/twohanded/pike/halberd,
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/obj/item/material/twohanded/pike/pitchfork,
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/obj/item/melee/whip,
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/obj/item/clothing/accessory/storage/bayonet
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)
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/obj/random/melee/highvalue
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name = "random high value melee weapon"
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desc = "This is a random high value melee weapon."
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icon_state = "melee"
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spawnlist = list(
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/obj/item/melee/energy/sword,
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/obj/item/melee/energy/glaive,
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/obj/item/melee/chainsword,
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/obj/item/melee/hammer,
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/obj/item/melee/hammer/powered
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)
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/obj/random/energy_antag
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name = "random energy weapon"
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desc = "This is a random energy weapon."
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icon_state = "energy_gun"
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spawnlist = list(
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/obj/item/gun/energy/retro,
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/obj/item/gun/energy/xray,
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/obj/item/gun/energy/gun,
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/obj/item/gun/energy/pistol,
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/obj/item/gun/energy/mindflayer,
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/obj/item/gun/energy/vaurca/gatlinglaser,
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/obj/item/gun/energy/vaurca/blaster,
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/obj/item/gun/energy/crossbow/largecrossbow,
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/obj/item/gun/energy/rifle,
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/obj/item/gun/energy/rifle/laser,
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/obj/item/gun/energy/rifle/laser/heavy,
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/obj/item/gun/energy/rifle/laser/xray,
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/obj/item/gun/energy/net,
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/obj/item/gun/energy/laser/shotgun,
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/obj/item/gun/energy/decloner,
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/obj/item/gun/energy/freeze
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)
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/obj/random/sword
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name = "random sword"
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desc = "This is a random sword."
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icon_state = "melee"
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spawnlist = list(
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/obj/item/material/sword,
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/obj/item/material/sword/katana,
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/obj/item/material/sword/rapier,
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/obj/item/material/sword/longsword,
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/obj/item/material/sword/sabre,
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/obj/item/material/sword/axe,
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/obj/item/material/sword/khopesh,
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/obj/item/material/sword/dao,
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/obj/item/material/sword/gladius
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)
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/obj/random/civgun
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name = "random civilian handgun"
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desc = "This is a random civilian gun."
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icon_state = "pistol"
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has_postspawn = TRUE
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spawnlist = list(
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/obj/item/gun/projectile/leyon,
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/obj/item/gun/energy/blaster,
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/obj/item/gun/energy/pistol,
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/obj/item/gun/projectile/revolver/detective,
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/obj/item/gun/projectile/sec/lethal,
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/obj/item/gun/projectile/colt,
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/obj/item/gun/projectile/pistol,
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/obj/item/gun/projectile/pistol/detective,
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/obj/item/gun/projectile/pistol/adhomai,
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/obj/item/gun/projectile/pistol/sol,
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/obj/item/gun/energy/blaster/revolver,
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/obj/item/gun/projectile/revolver/lemat,
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/obj/item/gun/projectile/tanto,
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/obj/item/gun/projectile/automatic/x9,
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/obj/item/gun/energy/retro,
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/obj/item/gun/projectile/revolver/konyang/pirate
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)
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/obj/random/civgun/post_spawn(var/obj/item/gun/projectile/spawned)
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if(istype(spawned, /obj/item/gun/energy))
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return
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else if(istype(spawned, /obj/item/gun/projectile))
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if(spawned.magazine_type)
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var/obj/item/ammo_magazine/am = spawned.magazine_type
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new am(spawned.loc)
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new am(spawned.loc)
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else if(istype(spawned, /obj/item/gun/projectile/shotgun) && spawned.caliber == "shotgun")
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if(istype(spawned.loc, /obj/item/storage/box))
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spawned.loc.icon_state = "largebox"
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var/obj/item/storage/box/b = new /obj/item/storage/box(spawned.loc)
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for(var/i = 0; i < 8; i++)
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new spawned.ammo_type(b)
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else if(spawned.ammo_type)
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var/list/provided_ammo = list()
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for(var/i = 0; i < (spawned.max_shells * 2); i++)
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provided_ammo += new spawned.ammo_type(spawned.loc)
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if(provided_ammo.len)
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new /obj/item/ammo_pile(spawned.loc, provided_ammo)
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/obj/random/civgun/rifle
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name = "random civilian longarm"
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desc = "This is a random civilian long gun."
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icon_state = "rifle"
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has_postspawn = TRUE
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spawnlist = list(
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/obj/item/gun/projectile/automatic/mini_uzi,
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/obj/item/gun/projectile/automatic/c20r,
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/obj/item/gun/projectile/automatic/wt550/lethal,
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/obj/item/gun/projectile/automatic/rifle/carbine,
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/obj/item/gun/projectile/automatic/rifle/carbine/civcarbine,
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/obj/item/gun/projectile/automatic/tommygun,
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/obj/item/gun/projectile/shotgun/pump/rifle,
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/obj/item/gun/projectile/shotgun/pump/rifle/magazine_fed/pipegun,
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/obj/item/gun/projectile/shotgun/pump/rifle/obrez,
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/obj/item/gun/projectile/contender,
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/obj/item/gun/projectile/shotgun/pump/rifle/vintage,
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/obj/item/gun/projectile/shotgun/pump/lever_action,
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/obj/item/gun/projectile/gauss,
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/obj/item/gun/projectile/gauss/old,
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/obj/item/gun/projectile/shotgun/pump,
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/obj/item/gun/projectile/shotgun/doublebarrel,
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/obj/item/gun/projectile/shotgun/doublebarrel/sawn,
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/obj/item/gun/projectile/shotgun/foldable,
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/obj/item/gun/projectile/revolver,
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/obj/item/gun/energy/blaster/carbine,
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/obj/item/gun/energy/laser/shotgun,
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/obj/item/gun/energy/rifle,
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/obj/item/gun/energy/rifle/laser,
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/obj/item/gun/energy/gun,
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/obj/item/gun/custom_ka/frame04/illegal,
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/obj/item/gun/projectile/automatic/lebman,
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/obj/item/gun/projectile/pistol/super_heavy,
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/obj/item/gun/projectile/deagle,
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/obj/item/gun/custom_ka/frame01/illegal,
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/obj/item/gun/projectile/automatic/rifle/konyang/pirate_rifle,
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/obj/item/gun/projectile/automatic/konyang_pirate
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)
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/obj/random/vault_weapon
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name = "random vault weapon"
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desc = "This is a random vault weapon."
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icon_state = "kinetic"
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spawnlist = list(
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/obj/item/gun/custom_ka/frameA/prebuilt = 1,
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/obj/item/gun/custom_ka/frameB/prebuilt = 0.5,
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/obj/item/gun/custom_ka/frameC/prebuilt = 0.25,
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/obj/item/gun/custom_ka/frameD/prebuilt = 0.125,
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/obj/item/gun/custom_ka/frameF/prebuilt01 = 0.03125,
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/obj/item/gun/custom_ka/frameF/prebuilt02 = 0.03125,
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/obj/item/gun/custom_ka/frameE/prebuilt = 0.03125,
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/obj/item/gun/energy/captain/xenoarch = 0.5,
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/obj/item/gun/energy/laser/xenoarch = 0.5,
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/obj/item/gun/energy/laser/practice/xenoarch = 0.25,
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/obj/item/gun/energy/xray/xenoarch = 0.25,
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/obj/item/gun/energy/net = 1
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)
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/obj/random/vault_weapon/post_spawn(var/obj/item/gun/spawned)
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spawned.name = "prototype [spawned.name]"
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if(istype(spawned,/obj/item/gun/custom_ka/))
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var/obj/item/gun/custom_ka/KA = spawned
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KA.can_disassemble_barrel = FALSE
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KA.can_disassemble_cell = FALSE
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if(istype(spawned,/obj/item/gun/energy/))
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var/obj/item/gun/energy/E = spawned
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E.charge_cost *= 2
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E.self_recharge = FALSE
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E.reliability = 90
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/obj/random/mine
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name = "random deployed mine"
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desc = "This will choose from a number of available mines and they will be active at start."
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icon_state = "landmine"
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spawnlist = list(
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/obj/item/landmine/frag/deployed,
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/obj/item/landmine/emp/deployed,
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)
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