mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-07-21 04:57:57 +01:00
more gang guns
This commit is contained in:
@@ -28,13 +28,25 @@
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/datum/gang_item/function/gang_ping,
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/datum/gang_item/function/recall,
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/datum/gang_item/function/outfit,
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/datum/gang_item/weapon/shuriken
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/datum/gang_item/weapon/switchblade,
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/datum/gang_item/weapon/improvised,
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/datum/gang_item/weapon/ammo/improvised_ammo,
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/datum/gang_item/weapon/surplus,
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/datum/gang_item/weapon/ammo/surplus_ammo,
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/datum/gang_item/weapon/pistol,
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/datum/gang_item/weapon/ammo/pistol_ammo,
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/datum/gang_item/weapon/sniper
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/datum/gang_item/weapon/ammo/sniper_ammo
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/datum/gang_item/weapon/MG,
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/datum/gang_item/weapon/uzi,
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/datum/gang_item/weapon/ammo/uzi_ammo,
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/datum/gang_item/equipment/spraycan,
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/datum/gang_item/equipment/sharpener
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/datum/gang_item/equipment/emp
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/datum/gang_item/equipment/c4,
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/datum/gang_item/equipment/frag
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/datum/gang_item/equipment/stimpack
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/datum/gang_item/equipment/implant_breaker,
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/datum/gang_item/equipment/pen,
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/datum/gang_item/equipment/gangtool,
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@@ -120,6 +120,30 @@
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cost = 5
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item_path = /obj/item/weapon/switchblade
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/datum/gang_item/weapon/surplus
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name = "Surplus Rifle"
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id = "surplus"
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cost = 8
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item_path = /obj/item/weapon/gun/ballistic/automatic/surplus
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/datum/gang_item/weapon/ammo/surplus_ammo
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name = "Surplus Rifle Ammo"
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id = "surplus_ammo"
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cost = 5
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item_path = /obj/item/ammo_box/magazine/m10mm/rifle
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/datum/gang_item/weapon/improvised
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name = "Sawn-Off Improvised Shotgun"
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id = "sawn"
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cost = 6
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item_path = /obj/item/weapon/gun/ballistic/revolver/doublebarrel/improvised/sawn
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/datum/gang_item/weapon/ammo/improvised_ammo
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name = "Box of Buckshot"
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id = "buckshot"
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cost = 5
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item_path = /obj/item/weapon/storage/box/lethalshot
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/datum/gang_item/weapon/pistol
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name = "10mm Pistol"
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id = "pistol"
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@@ -131,7 +155,7 @@
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id = "pistol_ammo"
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cost = 10
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item_path = /obj/item/ammo_box/magazine/m10mm
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/datum/gang_item/weapon/sniper
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name = ".50cal Sniper Rifle"
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id = "sniper"
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@@ -144,20 +168,32 @@
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cost = 15
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item_path = /obj/item/ammo_box/magazine/sniper_rounds
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/datum/gang_item/weapon/MG
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name = "Mounted Machine Gun"
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id = "MG"
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cost = 50
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item_path = /obj/machinery/manned_turret
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/datum/gang_item/weapon/uzi
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name = "Uzi SMG"
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id = "uzi"
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cost = 60
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item_path = /obj/item/weapon/gun/ballistic/automatic/mini_uzi
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id = "uzi"
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/datum/gang_item/weapon/ammo/uzi_ammo
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name = "Uzi Ammo"
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id = "uzi_ammo"
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cost = 40
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item_path = /obj/item/ammo_box/magazine/uzim9mm
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///////////////////
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//EQUIPMENT
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///////////////////
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@@ -171,7 +207,7 @@
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id = "spraycan"
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cost = 5
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item_path = /obj/item/toy/crayon/spraycan/gang
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/datum/gang_item/equipment/sharpener
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name = "Sharpener"
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id = "whetstone"
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@@ -206,7 +242,7 @@
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/datum/gang_item/equipment/stimpack
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name = "Black Market Stimulants"
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id = "stimpack"
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cost = 15
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cost = 12
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item_path = /obj/item/weapon/reagent_containers/syringe/stimulants
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/datum/gang_item/equipment/implant_breaker
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@@ -305,11 +341,11 @@
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if(obj.density)
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to_chat(user, "<span class='warning'>There's not enough room here!</span>")
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return FALSE
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if(dominator_excessive_walls(user))
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to_chat(user, "span class='warning'>The <b>dominator</b> will not function here! The <b>dominator</b> requires an open space within three standard units so that walls do not interfere with the signal.</span>")
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return FALSE
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if(!(usrarea.type in gang.territory|gang.territory_new))
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to_chat(user, "<span class='warning'>The <b>dominator</b> can be spawned only on territory controlled by your gang!</span>")
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return FALSE
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@@ -917,3 +917,129 @@
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on = 0
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spawn(100)
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on = 1
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/////// MANNED TURRET ////////
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/obj/machinery/manned_turret
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name = "machine gun turret"
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desc = "A mounted gun that, while antiquated, has been a black market staple for centuries."
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icon = 'icons/obj/turrets.dmi'
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icon_state = "protoemitter"
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can_buckle = TRUE
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density = TRUE
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buckle_lying = 0
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layer = 4.2
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var/view_range = 10
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var/cooldown = 0
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var/projectile_type = /obj/item/projectile/bullet/weakbullet3
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//BUCKLE HOOKS
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/obj/machinery/manned_turret/unbuckle_mob(mob/living/buckled_mob,force = 0)
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playsound(src,'sound/mecha/mechmove01.ogg', 50, 1)
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for(var/obj/item/I in buckled_mob.held_items)
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if(istype(I, /obj/item/weapon/turret_control))
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qdel(I)
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if(istype(buckled_mob))
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buckled_mob.pixel_x = 0
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buckled_mob.pixel_y = 0
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if(buckled_mob.client)
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buckled_mob.client.change_view(world.view)
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. = ..()
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/obj/machinery/manned_turret/user_buckle_mob(mob/living/M, mob/living/carbon/user)
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if(user.incapacitated() || !istype(user))
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return
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M.loc = get_turf(src)
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..()
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for(var/V in M.held_items)
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var/obj/item/I = V
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if(istype(I))
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if(M.dropItemToGround(I))
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var/obj/item/weapon/turret_control/TC = new /obj/item/weapon/turret_control()
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M.put_in_hands(TC)
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else //Entries in the list should only ever be items or null, so if it's not an item, we can assume it's an empty hand
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var/obj/item/weapon/turret_control/TC = new /obj/item/weapon/turret_control()
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M.put_in_hands(TC)
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M.pixel_y = 14
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layer = 4.1
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setDir(SOUTH)
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playsound(src,'sound/mecha/mechmove01.ogg', 50, 1)
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if(user.client)
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user.client.change_view(view_range)
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/obj/item/weapon/turret_control
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name = "turret controls"
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icon_state = "offhand"
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w_class = WEIGHT_CLASS_HUGE
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flags = ABSTRACT | NODROP
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resistance_flags = FIRE_PROOF | UNACIDABLE | ACID_PROOF | NOBLUDGEON
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/obj/item/weapon/turret_control/afterattack(atom/targeted_atom, mob/user)
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..()
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var/obj/machinery/manned_turret/E = user.buckled
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E.setDir(get_dir(E,targeted_atom))
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user.setDir(E.dir)
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switch(E.dir)
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if(NORTH)
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E.layer = 3.9
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user.pixel_x = 0
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user.pixel_y = -14
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if(NORTHEAST)
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E.layer = 3.9
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user.pixel_x = -8
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user.pixel_y = -12
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if(EAST)
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E.layer = 4.1
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user.pixel_x = -14
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user.pixel_y = 0
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if(SOUTHEAST)
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E.layer = 3.9
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user.pixel_x = -8
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user.pixel_y = 12
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if(SOUTH)
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E.layer = 4.1
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user.pixel_x = 0
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user.pixel_y = 14
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if(SOUTHWEST)
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E.layer = 3.9
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user.pixel_x = 8
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user.pixel_y = 12
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if(WEST)
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E.layer = 4.1
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user.pixel_x = 14
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user.pixel_y = 0
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if(NORTHWEST)
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E.layer = 3.9
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user.pixel_x = 8
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user.pixel_y = -12
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E.checkfire(targeted_atom, user)
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/obj/machinery/manned_turret/proc/checkfire(atom/targeted_atom, mob/user)
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if(world.time < cooldown)
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playsound(src.loc, 'sound/weapons/sear.ogg', 100, 1)
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to_chat(user, "<span class='warning'>Turret must cool off between volleys!</span>")
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return
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else
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cooldown = world.time+45
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INVOKE_ASYNC(src, .proc/shoot, targeted_atom, user)
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/obj/machinery/manned_turret/proc/shoot(atom/targeted_atom, mob/user)
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var/turf/targets_from = get_turf(src)
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var/target_turf = get_turf(targeted_atom)
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if(targeted_atom == user || targeted_atom == targets_from)
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return
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for(var/i in 1 to 10)
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if(targeted_atom == null)
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targeted_atom = target_turf
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var/obj/item/projectile/P = new projectile_type(targets_from)
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P.current = targets_from
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P.starting = targets_from
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P.firer = src
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P.original = targeted_atom
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playsound(src.loc, 'sound/weapons/Gunshot_smg.ogg', 50, 1)
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P.yo = targeted_atom.y - targets_from.y + rand(-1,1)
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P.xo = targeted_atom.x - targets_from.x + rand(-1,1)
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P.fire()
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sleep(2)
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@@ -13,6 +13,22 @@
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max_ammo = 8
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multiple_sprites = 2
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/obj/item/ammo_box/magazine/m10mm/rifle
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name = "rifle magazine (10mm)"
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desc = "A well-worn magazine fitted for the surplus rifle."
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icon_state = "75-8"
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origin_tech = "combat=2"
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ammo_type = /obj/item/ammo_casing/c10mm
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caliber = "10mm"
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max_ammo = 10
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/obj/item/ammo_box/magazine/m10mm/rifle/update_icon()
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if(ammo_count())
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icon_state = "75-8"
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else
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icon_state = "75-0"
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/obj/item/ammo_box/magazine/m10mm/fire
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name = "pistol magazine (10mm incendiary)"
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desc = "A gun magazine. Loaded with rounds which ignite the target."
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@@ -377,6 +377,30 @@
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// Old Semi-Auto Rifle //
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/obj/item/weapon/gun/ballistic/automatic/surplus
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name = "Surplus Rifle"
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desc = "One of countless obsolete ballistic rifles that still sees use as a cheap deterrent. Uses 10mm ammo and its bulky frame prevents one-hand firing."
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origin_tech = "combat=3;materials=2"
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icon_state = "surplus"
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item_state = "moistnugget"
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weapon_weight = WEAPON_HEAVY
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mag_type = /obj/item/ammo_box/magazine/m10mm/rifle
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fire_delay = 30
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burst_size = 1
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can_unsuppress = 1
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can_suppress = 1
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w_class = WEIGHT_CLASS_HUGE
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slot_flags = SLOT_BACK
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actions_types = list()
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/obj/item/weapon/gun/ballistic/automatic/surplus/update_icon()
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if(magazine)
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icon_state = "surplus"
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else
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icon_state = "surplus-e"
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// Laser rifle (rechargeable magazine) //
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@@ -344,6 +344,16 @@
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slung = 0
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update_icon()
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/obj/item/weapon/gun/ballistic/revolver/doublebarrel/improvised/sawn
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name = "sawn-off improvised shotgun"
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desc = "A single-shot shotgun, better not miss"
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icon_state = "ishotgun"
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item_state = "gun"
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w_class = WEIGHT_CLASS_NORMAL
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sawn_state = SAWN_OFF
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slot_flags = SLOT_BELT
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/obj/item/weapon/gun/ballistic/revolver/reverse //Fires directly at its user... unless the user is a clown, of course.
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clumsy_check = 0
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