mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-08-29 08:08:49 +01:00
[MIRROR] moves gun related icons to guns folder (#3568)
* moves gun related icons to guns folder (#57077) moves ammo icons, projectile icons and hitscan effect icons to guns folder renames projectile.dmi to ballistic.dmi so its less confusing moves rcd ammo from ammo.dmi to tools.dmi with the rcd * moves gun related icons to guns folder Co-authored-by: Fikou <piotrbryla@onet.pl>
This commit is contained in:
@@ -805,7 +805,7 @@
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if(iscultist(user))
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var/static/list/spells = list(
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"Bloody Halberd (150)" = image(icon = 'icons/obj/items_and_weapons.dmi', icon_state = "occultpoleaxe0"),
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"Blood Bolt Barrage (300)" = image(icon = 'icons/obj/guns/projectile.dmi', icon_state = "arcane_barrage"),
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"Blood Bolt Barrage (300)" = image(icon = 'icons/obj/guns/ballistic.dmi', icon_state = "arcane_barrage"),
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"Blood Beam (500)" = image(icon = 'icons/obj/items_and_weapons.dmi', icon_state = "disintegrate")
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)
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var/choice = show_radial_menu(user, src, spells, custom_check = CALLBACK(src, .proc/check_menu, user), require_near = TRUE)
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@@ -162,7 +162,7 @@
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/obj/item/scrying
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name = "scrying orb"
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desc = "An incandescent orb of otherworldly energy, merely holding it gives you vision and hearing beyond mortal means, and staring into it lets you see the entire universe."
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icon = 'icons/obj/projectiles.dmi'
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icon = 'icons/obj/guns/projectiles.dmi'
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icon_state ="bluespace"
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throw_speed = 3
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throw_range = 7
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@@ -221,7 +221,7 @@
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/obj/effect/beam/i_beam
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name = "infrared beam"
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icon = 'icons/obj/projectiles.dmi'
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icon = 'icons/obj/guns/projectiles.dmi'
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icon_state = "ibeam"
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anchored = TRUE
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density = FALSE
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@@ -1183,7 +1183,7 @@ GLOBAL_LIST_INIT(hallucination_list, list(
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halitem.plane = ABOVE_HUD_PLANE
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switch(rand(1,6))
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if(1) //revolver
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halitem.icon = 'icons/obj/guns/projectile.dmi'
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halitem.icon = 'icons/obj/guns/ballistic.dmi'
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halitem.icon_state = "revolver"
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halitem.name = "Revolver"
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if(2) //c4
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@@ -56,7 +56,7 @@
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/obj/effect/temp_visual/leaper_projectile_impact
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name = "leaper bubble"
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icon = 'icons/obj/projectiles.dmi'
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icon = 'icons/obj/guns/projectiles.dmi'
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icon_state = "leaper_bubble_pop"
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layer = ABOVE_ALL_MOB_LAYER
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duration = 3
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@@ -74,7 +74,7 @@
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/obj/structure/leaper_bubble
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name = "leaper bubble"
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desc = "A floating bubble containing leaper venom. The contents are under a surprising amount of pressure."
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icon = 'icons/obj/projectiles.dmi'
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icon = 'icons/obj/guns/projectiles.dmi'
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icon_state = "leaper"
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max_integrity = 10
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density = FALSE
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@@ -67,4 +67,4 @@
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item_flags = DROPDEL
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flags_1 = NONE
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icon_state = "tentacle_end"
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icon = 'icons/obj/projectiles.dmi'
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icon = 'icons/obj/guns/projectiles.dmi'
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@@ -77,14 +77,14 @@
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/datum/action/innate/megafauna_attack/shotgun
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name = "Shotgun Fire"
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icon_icon = 'icons/obj/guns/projectile.dmi'
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icon_icon = 'icons/obj/guns/ballistic.dmi'
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button_icon_state = "shotgun"
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chosen_message = "<span class='colossus'>You are now firing shotgun shots where you aim.</span>"
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chosen_attack_num = 3
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/datum/action/innate/megafauna_attack/alternating_cardinals
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name = "Alternating Shots"
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icon_icon = 'icons/obj/guns/projectile.dmi'
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icon_icon = 'icons/obj/guns/ballistic.dmi'
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button_icon_state = "pistol"
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chosen_message = "<span class='colossus'>You are now firing in alternating cardinal directions.</span>"
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chosen_attack_num = 4
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@@ -75,7 +75,7 @@ Difficulty: Extremely Hard
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/datum/action/innate/megafauna_attack/ice_shotgun
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name = "Fire Ice Shotgun"
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icon_icon = 'icons/obj/guns/projectile.dmi'
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icon_icon = 'icons/obj/guns/ballistic.dmi'
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button_icon_state = "shotgun"
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chosen_message = "<span class='colossus'>You are now firing shotgun ice blasts.</span>"
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chosen_attack_num = 3
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@@ -1,7 +1,7 @@
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/obj/item/ammo_casing
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name = "bullet casing"
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desc = "A bullet casing."
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icon = 'icons/obj/ammo.dmi'
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icon = 'icons/obj/guns/ammo.dmi'
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icon_state = "s-casing"
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worn_icon_state = "bullet"
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flags_1 = CONDUCT_1
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@@ -2,7 +2,7 @@
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/obj/item/ammo_box
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name = "ammo box (null_reference_exception)"
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desc = "A box of ammo."
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icon = 'icons/obj/ammo.dmi'
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icon = 'icons/obj/guns/ammo.dmi'
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flags_1 = CONDUCT_1
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slot_flags = ITEM_SLOT_BELT
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inhand_icon_state = "syringe_kit"
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@@ -5,7 +5,7 @@
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/obj/item/gun
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name = "gun"
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desc = "It's a gun. It's pretty terrible, though."
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icon = 'icons/obj/guns/projectile.dmi'
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icon = 'icons/obj/guns/ballistic.dmi'
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icon_state = "detective"
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inhand_icon_state = "gun"
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worn_icon_state = "gun"
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@@ -638,7 +638,7 @@ GLOBAL_LIST_INIT(gun_saw_types, typecacheof(list(
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/obj/item/suppressor
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name = "suppressor"
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desc = "A syndicate small-arms suppressor for maximum espionage."
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icon = 'icons/obj/guns/projectile.dmi'
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icon = 'icons/obj/guns/ballistic.dmi'
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icon_state = "suppressor"
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w_class = WEIGHT_CLASS_TINY
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@@ -75,7 +75,7 @@
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/obj/item/gun/energy/laser/scatter/shotty
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name = "energy shotgun"
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icon = 'icons/obj/guns/projectile.dmi'
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icon = 'icons/obj/guns/ballistic.dmi'
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icon_state = "cshotgun"
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inhand_icon_state = "shotgun"
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desc = "A combat shotgun gutted and refitted with an internal laser system. Can switch between taser and scattered disabler shots."
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@@ -291,7 +291,7 @@
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name = "cyborg lmg"
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desc = "An LMG that fires 3D-printed flechettes. They are slowly resupplied using the cyborg's internal power source."
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icon_state = "l6_cyborg"
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icon = 'icons/obj/guns/projectile.dmi'
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icon = 'icons/obj/guns/ballistic.dmi'
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cell_type = "/obj/item/stock_parts/cell/secborg"
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ammo_type = list(/obj/item/ammo_casing/energy/c3dbullet)
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can_charge = FALSE
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@@ -2,7 +2,7 @@
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/obj/item/gun/ballistic/bow
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name = "longbow"
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desc = "While pretty finely crafted, surely you can find something better to use in the current year."
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icon = 'icons/obj/guns/projectile.dmi'
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icon = 'icons/obj/guns/ballistic.dmi'
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icon_state = "bow"
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inhand_icon_state = "bow"
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load_sound = null
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@@ -1,7 +1,7 @@
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/obj/item/gun/grenadelauncher
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name = "grenade launcher"
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desc = "A terrible, terrible thing. It's really awful!"
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icon = 'icons/obj/guns/projectile.dmi'
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icon = 'icons/obj/guns/ballistic.dmi'
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icon_state = "riotgun"
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inhand_icon_state = "riotgun"
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w_class = WEIGHT_CLASS_BULKY
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@@ -4,7 +4,7 @@
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/obj/projectile
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name = "projectile"
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icon = 'icons/obj/projectiles.dmi'
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icon = 'icons/obj/guns/projectiles.dmi'
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icon_state = "bullet"
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density = FALSE
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anchored = TRUE
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@@ -716,7 +716,7 @@
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transform = matrix
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if(trajectory)
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trajectory.set_angle(new_angle)
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var/list/coordinates = trajectory.return_coordinates()
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trajectory.set_location(coordinates[1], coordinates[2], coordinates[3]) // Sets the trajectory to the center of the tile it bounced at
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@@ -726,7 +726,7 @@
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point_cache.initialize_location(coordinates[1], coordinates[2], coordinates[3]) // Take the center of the hitscan collision tile
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store_hitscan_collision(point_cache)
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return TRUE
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/obj/projectile/forceMove(atom/target)
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@@ -23,7 +23,7 @@
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/obj/projectile/hallucination/fire()
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..()
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fake_icon = image('icons/obj/projectiles.dmi', src, hal_icon_state, ABOVE_MOB_LAYER)
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fake_icon = image('icons/obj/guns/projectiles.dmi', src, hal_icon_state, ABOVE_MOB_LAYER)
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if(hal_target.client)
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hal_target.client.images += fake_icon
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@@ -90,7 +90,7 @@
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/obj/item/broken_missile
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name = "\improper broken missile"
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desc = "A missile that did not detonate. The tail has snapped and it is in no way fit to be used again."
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icon = 'icons/obj/projectiles.dmi'
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icon = 'icons/obj/guns/projectiles.dmi'
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icon_state = "missile_broken"
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w_class = WEIGHT_CLASS_TINY
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@@ -305,7 +305,7 @@
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/obj/item/reagent_containers/spray/chemsprayer
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name = "chem sprayer"
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desc = "A utility used to spray large amounts of reagents in a given area."
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icon = 'icons/obj/guns/projectile.dmi'
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icon = 'icons/obj/guns/ballistic.dmi'
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icon_state = "chemsprayer"
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inhand_icon_state = "chemsprayer"
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lefthand_file = 'icons/mob/inhands/weapons/guns_lefthand.dmi'
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@@ -75,7 +75,7 @@
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/obj/item/phylactery
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name = "phylactery"
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desc = "Stores souls. Revives liches. Also repels mosquitos."
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icon = 'icons/obj/projectiles.dmi'
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icon = 'icons/obj/guns/projectiles.dmi'
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icon_state = "bluespace"
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color = COLOR_VERY_DARK_LIME_GREEN
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light_system = MOVABLE_LIGHT
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@@ -65,7 +65,7 @@
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var/update_projectile = FALSE //So you want to admin abuse magic bullets ? This is for you
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//Below only apply if update_projectile is true
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var/proj_icon = 'icons/obj/projectiles.dmi'
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var/proj_icon = 'icons/obj/guns/projectiles.dmi'
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var/proj_icon_state = "spell"
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var/proj_name = "a spell projectile"
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var/proj_trail = FALSE //if it leaves a trail
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@@ -259,7 +259,7 @@
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/obj/item/mecha_parts/mecha_equipment/medical/syringe_gun
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name = "exosuit syringe gun"
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desc = "Equipment for medical exosuits. A chem synthesizer with syringe gun. Reagents inside are held in stasis, so no reactions will occur."
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icon = 'icons/obj/guns/projectile.dmi'
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icon = 'icons/obj/guns/ballistic.dmi'
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icon_state = "syringegun"
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range = MECHA_MELEE|MECHA_RANGED
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equip_cooldown = 10
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@@ -34,7 +34,7 @@
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AI.apply_damage(150, BURN) //Give the AI a bit of damage from the "shock" of being suddenly shut down
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INVOKE_ASYNC(AI, /mob/living/silicon.proc/death) //The damage is not enough to kill the AI, but to be 'corrupted files' in need of repair.
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AI.forceMove(src) //Put the dead AI inside the wreckage for recovery
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add_overlay(mutable_appearance('icons/obj/projectiles.dmi', "green_laser")) //Overlay for the recovery beacon
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add_overlay(mutable_appearance('icons/obj/guns/projectiles.dmi', "green_laser")) //Overlay for the recovery beacon
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AI.controlled_mech = null
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AI.remote_control = null
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