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Adds time defines to a couple of shooting related delay vars (#93966)
## About The Pull Request Converted `fire_delay` and `shot_delay` vars to use time defines ## Why It's Good For The Game Code readability ## Changelog 🆑 code: Converted some gun related variables to use time defines, make an issue report if anything shoots abnormally fast/slow. /🆑
This commit is contained in:
@@ -84,7 +84,7 @@ DEFINE_BITFIELD(turret_flags, list(
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/// World.time the turret last fired
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var/last_fired = 0
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/// Ticks until next shot (1.5 ?)
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var/shot_delay = 15
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var/shot_delay = 1.5 SECONDS
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/// Turret flags about who is turret allowed to shoot
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var/turret_flags = TURRET_FLAG_SHOOT_CRIMINALS | TURRET_FLAG_SHOOT_ANOMALOUS
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/// Determines if the turret is on
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@@ -830,7 +830,7 @@ DEFINE_BITFIELD(turret_flags, list(
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/obj/machinery/porta_turret/syndicate/shuttle
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scan_range = 9
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shot_delay = 3
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shot_delay = 3 DECISECONDS
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stun_projectile = /obj/projectile/bullet/p50/penetrator/shuttle
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lethal_projectile = /obj/projectile/bullet/p50/penetrator/shuttle
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lethal_projectile_sound = 'sound/items/weapons/gun/smg/shot.ogg'
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@@ -969,7 +969,7 @@ DEFINE_BITFIELD(turret_flags, list(
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.["stun_projectile"] = /obj/projectile/beam/lasertag/bluetag
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.["lethal_projectile"] = /obj/projectile/beam/lasertag/bluetag
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.["base_icon_state"] = "blue"
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.["shot_delay"] = 30
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.["shot_delay"] = 3 SECONDS
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.["team_color"] = "blue"
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/obj/item/gun/energy/laser/redtag/get_turret_properties()
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@@ -977,7 +977,7 @@ DEFINE_BITFIELD(turret_flags, list(
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.["stun_projectile"] = /obj/projectile/beam/lasertag/redtag
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.["lethal_projectile"] = /obj/projectile/beam/lasertag/redtag
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.["base_icon_state"] = "red"
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.["shot_delay"] = 30
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.["shot_delay"] = 3 SECONDS
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.["team_color"] = "red"
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/obj/item/gun/energy/e_gun/turret/get_turret_properties()
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@@ -15,7 +15,7 @@
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var/anchorable_cannon = TRUE
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var/obj/item/stack/cannonball/loaded_cannonball = null
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var/charge_ignited = FALSE
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var/fire_delay = 15
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var/fire_delay = 1.5 SECONDS
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var/charge_size = 15
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var/fire_sound = 'sound/items/weapons/gun/general/cannon.ogg'
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@@ -28,9 +28,9 @@
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///If the gun is currently loaded with its maximum capacity.
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var/fully_loaded_gun = TRUE
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///delay in firing the gun after lighting
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var/fire_delay = 5
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var/fire_delay = 5 DECISECONDS
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///Delay between shots
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var/shot_delay = 3
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var/shot_delay = 3 DECISECONDS
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///If the gun shakes the camera when firing
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var/firing_shakes_camera = TRUE
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///sound of firing for all but last shot
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@@ -111,8 +111,8 @@
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projectile_type = /obj/projectile/bullet/junk
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loaded_gun = TRUE
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fully_loaded_gun = TRUE
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fire_delay = 3
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shot_delay = 2
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fire_delay = 3 DECISECONDS
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shot_delay = 2 DECISECONDS
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firing_shakes_camera = FALSE
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/obj/structure/mounted_gun/pipe/examine_more(mob/user)
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@@ -174,8 +174,8 @@
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projectile_type = /obj/projectile/bullet/shrapnel
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loaded_gun = TRUE
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fully_loaded_gun = TRUE
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fire_delay = 3
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shot_delay = 1
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fire_delay = 3 DECISECONDS
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shot_delay = 1 DECISECONDS
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firing_shakes_camera = FALSE
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/obj/item/ammo_casing/canister_shot
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@@ -262,7 +262,7 @@
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inhand_icon_state = "shrink_ray"
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icon_state = "shrink_ray"
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automatic_charge_overlays = FALSE
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fire_delay = 30
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fire_delay = 3 SECONDS
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selfcharge = 1//shot costs 200 energy, has a max capacity of 1000 for 5 shots. self charge returns 25 energy every couple ticks, so about 1 shot charged every 12~ seconds
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trigger_guard = TRIGGER_GUARD_ALLOW_ALL// variable-size trigger, get it? (abductors need this to be set so the gun is usable for them)
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@@ -297,7 +297,7 @@
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fire_sound = 'sound/effects/splat.ogg'
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force = 0
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max_charges = 1
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fire_delay = 1
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fire_delay = 1 DECISECONDS
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throwforce = 0 //Just to be on the safe side
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throw_range = 0
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throw_speed = 0
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@@ -325,7 +325,7 @@
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desc = "A ballistic machine gun auto-turret with Donk Co. branding. It uses 9mm rounds."
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armor_type = /datum/armor/donk_turret
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scan_range = 6
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shot_delay = 10
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shot_delay = 1 SECONDS
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/datum/armor/donk_turret
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melee = 20
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@@ -352,7 +352,7 @@
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desc = "An energy gun auto-turret with Cybersun branding. It fires high-energy plasma beams that do a lot of damage, but it can be fairly slow."
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armor_type = /datum/armor/syndicate_shuttle
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scan_range = 6
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shot_delay = 50
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shot_delay = 5 SECONDS
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always_up = FALSE
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has_cover = TRUE
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@@ -16,7 +16,7 @@
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automated_announcements = list(ED209_VOICED_DOWN_WEAPONS = 'sound/mobs/non-humanoids/ed209/ed209_20sec.ogg')
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var/lastfired = 0
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var/shot_delay = 15
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var/shot_delay = 1.5 SECONDS
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var/shoot_sound = 'sound/items/weapons/laser.ogg'
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var/projectile = /obj/projectile/beam/disabler
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var/fair_market_projectile = /obj/projectile/bullet/c38 // For shooting the worst scumbags of all: the poor
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@@ -11,7 +11,7 @@
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///How many shots per volley.
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var/rapid = 0
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///Time between rapid fire shots
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var/rapid_fire_delay = 2
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var/rapid_fire_delay = 2 DECISECONDS
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///Are we dodging?
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var/dodging = FALSE
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@@ -47,7 +47,7 @@
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/// Delay between shots in a burst.
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var/burst_delay = 2
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/// Delay between bursts (if burst-firing) or individual shots (if weapon is single-fire).
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var/fire_delay = 0
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var/fire_delay = 0 SECONDS
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var/firing_burst = 0 //Prevent the weapon from firing again while already firing
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/// firing cooldown, true if this gun shouldn't be allowed to manually fire
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var/fire_cd = 0
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@@ -286,7 +286,7 @@
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burst_fire_selection = !burst_fire_selection
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if(!burst_fire_selection)
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burst_size = 1
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fire_delay = 0
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fire_delay = 0 SECONDS
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balloon_alert(user, "switched to semi-automatic")
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else
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burst_size = initial(burst_size)
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@@ -330,7 +330,7 @@
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accepted_magazine_type = /obj/item/ammo_box/magazine/recharge
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empty_indicator = TRUE
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bolt_type = BOLT_TYPE_OPEN
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fire_delay = 2
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fire_delay = 2 DECISECONDS
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can_suppress = FALSE
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burst_size = 0
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actions_types = list()
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@@ -359,7 +359,7 @@
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mag_display = TRUE
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projectile_damage_multiplier = 1.2
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projectile_speed_multiplier = 1.2
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fire_delay = 2
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fire_delay = 2 DECISECONDS
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burst_size = 1
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actions_types = list()
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fire_sound = 'sound/items/weapons/thermalpistol.ogg'
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@@ -60,7 +60,7 @@
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fire_sound = 'sound/items/weapons/gun/general/grenade_launch.ogg'
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accepted_magazine_type = /obj/item/ammo_box/magazine/m75
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burst_size = 1
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fire_delay = 0
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fire_delay = 0 SECONDS
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actions_types = list()
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casing_ejector = FALSE
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@@ -82,7 +82,7 @@
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can_suppress = FALSE
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pin = /obj/item/firing_pin/implant/pindicate
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burst_size = 1
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fire_delay = 0
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fire_delay = 0 SECONDS
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casing_ejector = FALSE
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weapon_weight = WEAPON_HEAVY
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bolt_type = BOLT_TYPE_NO_BOLT
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@@ -6,7 +6,7 @@
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accepted_magazine_type = /obj/item/ammo_box/magazine/m9mm
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can_suppress = TRUE
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burst_size = 1
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fire_delay = 0
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fire_delay = 0 SECONDS
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actions_types = list()
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bolt_type = BOLT_TYPE_LOCKING
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fire_sound = 'sound/items/weapons/gun/pistol/shot.ogg'
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@@ -46,7 +46,7 @@
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desc = "A sturdy shotgun with a longer magazine and a fixed tactical stock designed for non-lethal riot control."
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icon_state = "riotshotgun"
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inhand_icon_state = "shotgun"
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fire_delay = 8
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fire_delay = 8 DECISECONDS
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accepted_magazine_type = /obj/item/ammo_box/magazine/internal/shot/riot
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sawn_desc = "Come with me if you want to live."
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can_be_sawn_off = TRUE
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