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Adds scatter lasers to the drop list
Changes it so scatter lasers start in scatter mode to drive home the point CODING STANDARDS
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@@ -1,7 +1,7 @@
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//In this file: Summon Magic/Summon Guns/Summon Events
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/proc/rightandwrong(summon_type, mob/user, survivor_probability) //0 = Summon Guns, 1 = Summon Magic
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var/list/gunslist = list("taser","egun","laser","revolver","detective","c20r","nuclear","deagle","gyrojet","pulse","suppressed","cannon","doublebarrel","shotgun","combatshotgun","bulldog","mateba","sabr","crossbow","saw","car","boltaction","speargun","arg","uzi","alienpistol","dragnet","turret","pulsecarbine","decloner","mindflayer","hyperkinetic","advplasmacutter","wormhole","wt550","bulldog","grenadelauncher","goldenrevolver","sniper","medibeam")
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var/list/gunslist = list("taser","egun","laser","revolver","detective","c20r","nuclear","deagle","gyrojet","pulse","suppressed","cannon","doublebarrel","shotgun","combatshotgun","bulldog","mateba","sabr","crossbow","saw","car","boltaction","speargun","arg","uzi","alienpistol","dragnet","turret","pulsecarbine","decloner","mindflayer","hyperkinetic","advplasmacutter","wormhole","wt550","bulldog","grenadelauncher","goldenrevolver","sniper","medibeam","scatterbeam")
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var/list/magiclist = list("fireball","smoke","blind","mindswap","forcewall","knock","horsemask","charge", "summonitem", "wandnothing", "wanddeath", "wandresurrection", "wandpolymorph", "wandteleport", "wanddoor", "wandfireball", "staffchange", "staffhealing", "armor", "scrying","staffdoor","voodoo", "special")
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var/list/magicspeciallist = list("staffchange","staffanimation", "wandbelt", "contract", "staffchaos", "necromantic")
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@@ -115,6 +115,8 @@
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G = new /obj/item/weapon/gun/projectile/sniper_rifle(get_turf(H))
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if("medibeam")
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G = new /obj/item/weapon/gun/medbeam(get_turf(H))
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if("scatterbeam")
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G = new /obj/item/weapon/gun/energy/laser/scatter(get_turf(H))
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G.unlock()
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playsound(get_turf(H),'sound/magic/Summon_guns.ogg', 50, 1)
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@@ -429,8 +429,10 @@ obj/item/weapon/gun/proc/newshot()
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process_fire(target, user, 1, params)
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/obj/item/weapon/gun/proc/unlock() //used in summon guns and as a convience for admins
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if(pin) qdel(pin)
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if(pin)
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qdel(pin)
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pin = new /obj/item/device/firing_pin
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/////////////
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// ZOOMING //
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/////////////
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@@ -39,7 +39,7 @@
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item_state = "laser"
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desc = "An industrial-grade heavy-duty laser rifle with a modified laser lense to scatter its shot into multiple smaller lasers. The inner-core can self-charge for theorically infinite use."
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origin_tech = "combat=5;materials=4;powerstorage=4"
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ammo_type = list(/obj/item/ammo_casing/energy/laser, /obj/item/ammo_casing/energy/laser/scatter)
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ammo_type = list(/obj/item/ammo_casing/energy/laser/scatter, /obj/item/ammo_casing/energy/laser)
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/obj/item/weapon/gun/energy/laser/cyborg
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can_charge = 0
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@@ -55,7 +55,7 @@
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/obj/item/weapon/gun/energy/laser/scatter
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name = "scatter laser gun"
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desc = "A laser gun equipped with a refraction kit that spreads bolts."
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ammo_type = list(/obj/item/ammo_casing/energy/laser, /obj/item/ammo_casing/energy/laser/scatter)
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ammo_type = list(/obj/item/ammo_casing/energy/laser/scatter, /obj/item/ammo_casing/energy/laser)
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/obj/item/weapon/gun/energy/lasercannon
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name = "laser cannon"
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