mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-08-28 15:47:15 +01:00
Merge branch 'master' into Hallucinations3.0
This commit is contained in:
@@ -114,12 +114,3 @@
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desc = "Whose smart idea was it to use toys as crowd control? Ages 18 and up."
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projectile_type = /obj/item/projectile/bullet/reusable/foam_dart/riot
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icon_state = "foamdart_riot"
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/obj/item/ammo_casing/caseless/arrow
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name = "arrow"
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desc = "Stab, stab, stab."
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icon_state = "arrow"
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force = 10
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sharpness = IS_SHARP
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projectile_type = /obj/item/projectile/bullet/reusable/arrow
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caliber = "arrow"
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@@ -188,10 +188,3 @@
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ammo_type = /obj/item/ammo_casing/caseless/laser/gatling
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caliber = "gatling"
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max_ammo = 5000
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/obj/item/ammo_box/magazine/internal/bow
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name = "bow internal magazine"
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ammo_type = /obj/item/ammo_casing/caseless/arrow
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caliber = "arrow"
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max_ammo = 1
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@@ -91,6 +91,11 @@
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else
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to_chat(user, "It doesn't have a firing pin installed, and won't fire.")
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/obj/item/weapon/gun/equipped(mob/living/user, slot)
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. = ..()
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if(zoomable && user.get_active_held_item() != src)
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zoom(user, FALSE) //we can only stay zoomed in if it's in our hands
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//called after the gun has successfully fired its chambered ammo.
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/obj/item/weapon/gun/proc/process_chamber()
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return 0
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@@ -9,7 +9,7 @@
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actions_types = list(/datum/action/item_action/toggle_firemode)
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/obj/item/weapon/gun/ballistic/automatic/proto
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name = "\improper NanoTrasen Saber SMG"
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name = "\improper Nanotrasen Saber SMG"
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desc = "A prototype three-round burst 9mm submachine gun, designated 'SABR'. Has a threaded barrel for suppressors."
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icon_state = "saber"
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mag_type = /obj/item/ammo_box/magazine/smgm9mm
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@@ -412,7 +412,7 @@
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/obj/item/weapon/gun/ballistic/automatic/laser
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name = "laser rifle"
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desc = "Though sometimes mocked for the relatively weak firepower of their energy weapons, the logistic miracle of rechargable ammunition has given Nanotrasen a decisive edge over many a foe."
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desc = "Though sometimes mocked for the relatively weak firepower of their energy weapons, the logistic miracle of rechargeable ammunition has given Nanotrasen a decisive edge over many a foe."
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icon_state = "oldrifle"
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item_state = "arg"
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mag_type = /obj/item/ammo_box/magazine/recharge
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@@ -1,109 +0,0 @@
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/obj/item/weapon/gun/ballistic/bow
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name = "bow"
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desc = "A sturdy bow made out of wood and reinforced with iron."
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icon_state = "bow_unloaded"
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item_state = "bow"
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var/icon_state_loaded = "bow_loaded"
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var/icon_state_firing = "bow_firing"
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var/item_state_loaded = "bow"
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var/item_state_firing = "bow"
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fire_sound = 'sound/weapons/grenadelaunch.ogg'
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mag_type = /obj/item/ammo_box/magazine/internal/bow
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weapon_weight = WEAPON_HEAVY
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var/draw_sound = 'sound/weapons/draw_bow.ogg'
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var/ready_to_fire = 0
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var/slowdown_when_ready = 2
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/obj/item/weapon/gun/ballistic/bow/Initialize(mapload)
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. = ..()
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SET_SECONDARY_FLAG(src, SLOWS_WHILE_IN_HAND)
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/obj/item/weapon/gun/ballistic/bow/update_icon()
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if(ready_to_fire)
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icon_state = icon_state_firing
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item_state = item_state_firing
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slowdown = slowdown_when_ready
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else if(magazine.ammo_count() && !ready_to_fire)
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icon_state = icon_state_loaded
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item_state = item_state_loaded
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slowdown = initial(slowdown)
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else
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icon_state = initial(icon_state)
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item_state = initial(item_state)
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slowdown = initial(slowdown)
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/obj/item/weapon/gun/ballistic/bow/dropped(mob/user)
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if(magazine && magazine.ammo_count())
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magazine.empty_magazine()
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ready_to_fire = FALSE
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update_icon()
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/obj/item/weapon/gun/ballistic/bow/attack_self(mob/living/user)
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if(!ready_to_fire && magazine.ammo_count())
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ready_to_fire = TRUE
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playsound(user, draw_sound, 100, 1)
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update_icon()
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else
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ready_to_fire = FALSE
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update_icon()
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/obj/item/weapon/gun/ballistic/bow/attackby(obj/item/A, mob/user, params)
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var/num_loaded = magazine.attackby(A, user, params, 1)
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if(num_loaded)
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to_chat(user, "<span class='notice'>You ready \the [A] into \the [src].</span>")
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update_icon()
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chamber_round()
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/obj/item/weapon/gun/ballistic/bow/can_shoot()
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. = ..()
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if(!ready_to_fire)
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return FALSE
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/obj/item/weapon/gun/ballistic/bow/shoot_with_empty_chamber(mob/living/user as mob|obj)
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return
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/obj/item/weapon/gun/ballistic/bow/process_chamber(eject_casing = 0, empty_chamber = 1)
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. = ..()
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ready_to_fire = FALSE
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update_icon()
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// ammo
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/obj/item/ammo_box/magazine/internal/bow
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name = "bow internal magazine"
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ammo_type = /obj/item/ammo_casing/caseless/arrow
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caliber = "arrow"
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max_ammo = 1
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/obj/item/projectile/bullet/reusable/arrow
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name = "arrow"
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icon_state = "arrow"
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ammo_type = /obj/item/ammo_casing/caseless/arrow
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range = 10
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damage = 25
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damage_type = BRUTE
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/obj/item/ammo_casing/caseless/arrow
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name = "arrow"
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desc = "Stab, stab, stab."
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icon_state = "arrow"
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force = 10
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sharpness = IS_SHARP
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projectile_type = /obj/item/projectile/bullet/reusable/arrow
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caliber = "arrow"
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//quiver
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/obj/item/weapon/storage/backpack/quiver
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name = "quiver"
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desc = "A quiver for holding arrows."
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icon_state = "quiver"
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item_state = "quiver"
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storage_slots = 20
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can_hold = list(
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/obj/item/ammo_casing/caseless/arrow
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)
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/obj/item/weapon/storage/backpack/quiver/full/New()
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..()
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for(var/i in 1 to storage_slots)
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new /obj/item/ammo_casing/caseless/arrow(src)
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@@ -223,10 +223,10 @@
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Angle=round(Get_Angle(src,current))
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if(spread)
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Angle += (rand() - 0.5) * spread
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var/matrix/M = new
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if(!nondirectional_sprite)
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var/matrix/M = new
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M.Turn(Angle)
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transform = M
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transform = M
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var/Pixel_x=round((sin(Angle)+16*sin(Angle)*2), 1) //round() is a floor operation when only one argument is supplied, we don't want that here
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var/Pixel_y=round((cos(Angle)+16*cos(Angle)*2), 1)
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@@ -67,11 +67,3 @@
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icon_state = "foamdart_riot_proj"
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ammo_type = /obj/item/ammo_casing/caseless/foam_dart/riot
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stamina = 25
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/obj/item/projectile/bullet/reusable/arrow
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name = "arrow"
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icon_state = "arrow"
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ammo_type = /obj/item/ammo_casing/caseless/arrow
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range = 10
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damage = 25
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damage_type = BRUTE
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