mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-08-29 08:08:49 +01:00
@@ -217,12 +217,6 @@
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reagents.add_reagent("coniine", 6)
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reagents.add_reagent("sodium_thiopental", 6)
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/obj/item/ammo_casing/a762
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desc = "A 7.62mm bullet casing."
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icon_state = "762-casing"
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caliber = "a762"
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projectile_type = /obj/item/projectile/bullet
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/obj/item/ammo_casing/a556
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desc = "A 5.56mm bullet casing."
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caliber = "a556"
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@@ -270,20 +270,6 @@ obj/item/ammo_box/magazine/tommygunm45
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max_ammo = 30
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multiple_sprites = 2
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/obj/item/ammo_box/magazine/m762
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name = "box magazine (7.62mm)"
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icon_state = "a762-50"
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origin_tech = "combat=2"
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ammo_type = /obj/item/ammo_casing/a762
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caliber = "a762"
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max_ammo = 50
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/obj/item/ammo_box/magazine/m762/update_icon()
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..()
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icon_state = "a762-[round(ammo_count(),10)]"
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/obj/item/ammo_box/magazine/m12g
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name = "shotgun magazine (12g slugs)"
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icon_state = "m12gb"
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@@ -356,6 +356,8 @@
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if(azoom)
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azoom.Remove(user)
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/obj/item/weapon/gun/attack_hand(mob/user)
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if(unique_reskin && !reskinned && loc == user)
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reskin_gun(user)
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@@ -486,4 +488,4 @@
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if(zoomable)
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azoom = new()
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azoom.gun = src
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azoom.gun = src
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@@ -135,66 +135,6 @@
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mag_type = /obj/item/ammo_box/magazine/uzim9mm
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burst_size = 2
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/obj/item/weapon/gun/projectile/automatic/l6_saw
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name = "\improper L6 SAW"
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desc = "A heavily modified 7.62 light machine gun, designated 'L6 SAW'. Has 'Aussec Armoury - 2531' engraved on the receiver below the designation."
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icon_state = "l6closed100"
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item_state = "l6closedmag"
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w_class = 5
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slot_flags = 0
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origin_tech = "combat=5;materials=1;syndicate=2"
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mag_type = /obj/item/ammo_box/magazine/m762
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fire_sound = 'sound/weapons/Gunshot_smg.ogg'
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var/cover_open = 0
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can_suppress = 0
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burst_size = 5
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fire_delay = 3
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pin = /obj/item/device/firing_pin/implant/pindicate
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/obj/item/weapon/gun/projectile/automatic/l6_saw/unrestricted
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pin = /obj/item/device/firing_pin
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/obj/item/weapon/gun/projectile/automatic/l6_saw/attack_self(mob/user)
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cover_open = !cover_open
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user << "<span class='notice'>You [cover_open ? "open" : "close"] [src]'s cover.</span>"
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update_icon()
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/obj/item/weapon/gun/projectile/automatic/l6_saw/update_icon()
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icon_state = "l6[cover_open ? "open" : "closed"][magazine ? Ceiling(get_ammo(0)/12.5)*25 : "-empty"]"
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/obj/item/weapon/gun/projectile/automatic/l6_saw/afterattack(atom/target as mob|obj|turf, mob/living/user as mob|obj, flag, params) //what I tried to do here is just add a check to see if the cover is open or not and add an icon_state change because I can't figure out how c-20rs do it with overlays
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if(cover_open)
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user << "<span class='warning'>[src]'s cover is open! Close it before firing!</span>"
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else
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..()
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update_icon()
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/obj/item/weapon/gun/projectile/automatic/l6_saw/attack_hand(mob/user)
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if(loc != user)
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..()
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return //let them pick it up
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if(!cover_open || (cover_open && !magazine))
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..()
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else if(cover_open && magazine)
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//drop the mag
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magazine.update_icon()
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magazine.loc = get_turf(src.loc)
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user.put_in_hands(magazine)
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magazine = null
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update_icon()
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user << "<span class='notice'>You remove the magazine from [src].</span>"
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/obj/item/weapon/gun/projectile/automatic/l6_saw/attackby(obj/item/A, mob/user, params)
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if(!cover_open)
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user << "<span class='warning'>[src]'s cover is closed! You can't insert a new mag.</span>"
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return
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..()
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/obj/item/weapon/gun/projectile/automatic/m90
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name = "\improper M-90gl Carbine"
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desc = "A three-round burst 5.56 toploading carbine, designated 'M-90gl'. Has an attached underbarrel grenade launcher which can be toggled on and off."
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@@ -0,0 +1,162 @@
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/obj/item/weapon/gun/projectile/automatic/l6_saw
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name = "\improper L6 SAW"
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desc = "A heavily modified 7.62 light machine gun, designated 'L6 SAW'. Has 'Aussec Armoury - 2531' engraved on the receiver below the designation."
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icon_state = "l6closed100"
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item_state = "l6closedmag"
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w_class = 5
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slot_flags = 0
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origin_tech = "combat=5;materials=1;syndicate=2"
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mag_type = /obj/item/ammo_box/magazine/m762
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heavy_weapon = 1
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fire_sound = 'sound/weapons/Gunshot_smg.ogg'
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var/cover_open = 0
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can_suppress = 0
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burst_size = 3
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fire_delay = 1
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pin = /obj/item/device/firing_pin/implant/pindicate
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/obj/item/weapon/gun/projectile/automatic/l6_saw/unrestricted
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pin = /obj/item/device/firing_pin
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/obj/item/weapon/gun/projectile/automatic/l6_saw/attack_self(mob/user)
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cover_open = !cover_open
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user << "<span class='notice'>You [cover_open ? "open" : "close"] [src]'s cover.</span>"
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update_icon()
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/obj/item/weapon/gun/projectile/automatic/l6_saw/update_icon()
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icon_state = "l6[cover_open ? "open" : "closed"][magazine ? Ceiling(get_ammo(0)/12.5)*25 : "-empty"]"
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/obj/item/weapon/gun/projectile/automatic/l6_saw/afterattack(atom/target as mob|obj|turf, mob/living/user as mob|obj, flag, params) //what I tried to do here is just add a check to see if the cover is open or not and add an icon_state change because I can't figure out how c-20rs do it with overlays
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if(cover_open)
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user << "<span class='warning'>[src]'s cover is open! Close it before firing!</span>"
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else
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..()
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update_icon()
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/obj/item/weapon/gun/projectile/automatic/l6_saw/attack_hand(mob/user)
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if(loc != user)
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..()
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return //let them pick it up
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if(!cover_open || (cover_open && !magazine))
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..()
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else if(cover_open && magazine)
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//drop the mag
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magazine.update_icon()
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magazine.loc = get_turf(src.loc)
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user.put_in_hands(magazine)
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magazine = null
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update_icon()
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user << "<span class='notice'>You remove the magazine from [src].</span>"
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/obj/item/weapon/gun/projectile/automatic/l6_saw/attackby(obj/item/A, mob/user, params)
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if(!cover_open)
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user << "<span class='warning'>[src]'s cover is closed! You can't insert a new mag.</span>"
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return
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..()
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//ammo//
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/obj/item/projectile/bullet/saw
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damage = 35
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armour_penetration = 5
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/obj/item/projectile/bullet/saw/bleeding
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damage = 15
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armour_penetration = 0
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/obj/item/projectile/bullet/saw/bleeding/on_hit(atom/target, blocked = 0, hit_zone)
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if((blocked != 100) && istype(target, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = target
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H.drip(25)
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/obj/item/projectile/bullet/saw/hollow
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damage = 45
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armour_penetration = 0
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/obj/item/projectile/bullet/saw/ap
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damage = 30
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armour_penetration = 35
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/obj/item/projectile/bullet/saw/incen
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damage = 5
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armour_penetration = 0
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/obj/item/projectile/bullet/saw/incen/on_hit(atom/target, blocked = 0)
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. = ..()
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if(iscarbon(target))
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var/mob/living/carbon/M = target
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M.adjust_fire_stacks(1)
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M.IgniteMob()
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//magazines//
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/obj/item/ammo_box/magazine/m762
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name = "box magazine (7.62mm)"
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icon_state = "a762-50"
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origin_tech = "combat=2"
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ammo_type = /obj/item/ammo_casing/a762
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caliber = "a762"
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max_ammo = 50
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/obj/item/ammo_box/magazine/m762/bleeding
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name = "box magazine (Bleeding 7.62mm)"
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origin_tech = "combat=3"
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ammo_type = /obj/item/ammo_casing/a762/bleeding
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/obj/item/ammo_box/magazine/m762/hollow
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name = "box magazine (Hollow-Point 7.62mm)"
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origin_tech = "combat=3"
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ammo_type = /obj/item/ammo_casing/a762/hollow
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/obj/item/ammo_box/magazine/m762/ap
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name = "box magazine (Armor Penetrating 7.62mm)"
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origin_tech = "combat=4"
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ammo_type = /obj/item/ammo_casing/a762/ap
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/obj/item/ammo_box/magazine/m762/incen
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name = "box magazine (Incendiary 7.62mm)"
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origin_tech = "combat=4"
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ammo_type = /obj/item/ammo_casing/a762/incen
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/obj/item/ammo_box/magazine/m762/update_icon()
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..()
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icon_state = "a762-[round(ammo_count(),10)]"
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//casings//
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/obj/item/ammo_casing/a762
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desc = "A 7.62mm bullet casing."
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icon_state = "762-casing"
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caliber = "a762"
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projectile_type = /obj/item/projectile/bullet/saw
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/obj/item/ammo_casing/a762/bleeding
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desc = "A 7.62mm bullet casing with specialized inner-casing, that when it makes contact with a target, release tiny shrapnel to induce internal bleeding."
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icon_state = "762-casing"
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caliber = "a762"
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projectile_type = /obj/item/projectile/bullet/saw/bleeding
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/obj/item/ammo_casing/a762/hollow
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desc = "A 7.62mm bullet casing designed to cause more damage to unarmored targets."
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projectile_type = /obj/item/projectile/bullet/saw/hollow
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/obj/item/ammo_casing/a762/ap
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desc = "A 7.62mm bullet casing designed with a hardened-tipped core to help penetrate armored targets."
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projectile_type = /obj/item/projectile/bullet/saw/ap
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/obj/item/ammo_casing/a762/incen
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desc = "A 7.62mm bullet casing designed with a chemical-filled capsule on the tip that when bursted, reacts with the atmosphere to produce a fireball, engulfing the target in flames. "
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projectile_type = /obj/item/projectile/bullet/saw/incen
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@@ -6,7 +6,6 @@
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nodamage = 0
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flag = "bullet"
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/obj/item/projectile/bullet/weakbullet //beanbag, heavy stamina damage
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damage = 5
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stamina = 80
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Reference in New Issue
Block a user