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Lopland Security and Armadyne Weaponry rework [Security Medic and Sergeant] [RFT] (#2860)
* REMOVE BATONG * Stage 2 emitters * aaa * aaaa * Climb up and start the rotors * the DOORS MASON * Stage 3 emitters * a * a * Update belt.dm * aaaa * more clothes * update, wintercoat! * Update wardrobes.dm * Update wardrobes.dm * test * Better * STAGE-4 BOIS * No wait, it's stage 5 * aaa * gunsets and tokens! * hot backend stuff * Fixes * aaa * QUICKDRAW! * The smartgun * a * a * a * Map changes * a * Merge branch 'master' into thesecining * Merge branch 'master' into thesecining * PHASE 6 LADS, IT'S DONE! * Merge branch 'master' into thesecining * smartgun delay * New HUD and ID cards + EMP protection system * Create readme.md * flashlight * clof * Update master.dm * 6.5 * armadyne * SECURITY SERGEANT AND MANY TWEAKS * Update security.dm * a * Update jobs.txt * Update security_sergeant.dm * Report to! * Update guns.dm * Merge branch 'master' into thesecining * redesign * Update MetaStation_skyrat.dmm * Update KiloStation_skyrat.dmm * Update decals.dm * It's nearly done lads. * corpo * a * Update ammo.dm * a * Update bullets.dm * fuxes * Update shields.dm * a * Update guns.dm * Bullet drive + fixes * Update gunsets.dm * Update bulletdrive.dmi * Update hud.dmi * fix * fs * a * . * Update bullets.dm * aaa * Update bullets.dm * Update tgstation.dme * bulletbot * Update bulletbot.dm * a * oops * fixes * aaaa * Update vending.dmi * a * seclock * aaa * a * a * a * Update ammoboxes.dmi * fixesa * a * Update guns.dm * a * Update guns.dm * Peacekeeper hardsuit * a * a * aaa * Update peacekeeper_clothing.dm * couple fixes * Merge branch 'master' into thesecining * hitscan laser gun * a * Merge branch 'master' into thesecining * a * a
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@@ -59,7 +59,7 @@
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return
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for(var/i = max(1, stored_ammo.len), i <= max_ammo, i++)
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stored_ammo += new round_check(src)
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stored_ammo += new round_check() //SKYRAT EDTI CHANGE - SEC_HUAL - Moving to nullspace seems to help with lag.
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update_icon()
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///gets a round from the magazine, if keep is TRUE the round will stay in the gun
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@@ -81,7 +81,7 @@
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if (stored_ammo.len < max_ammo)
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stored_ammo += R
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R.forceMove(src)
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R.moveToNullspace() //SKYRAT EDTI CHANGE - SEC_HUAL - Moving to nullspace seems to help with lag.
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return TRUE
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//for accessibles magazines (e.g internal ones) when full, start replacing spent ammo
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@@ -92,7 +92,7 @@
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AC.forceMove(get_turf(src.loc))
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stored_ammo += R
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R.forceMove(src)
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R.moveToNullspace() //SKYRAT EDTI CHANGE - SEC_HUAL - Moving to nullspace seems to help with lag.
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return TRUE
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return FALSE
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@@ -144,6 +144,10 @@
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icon_state = "[initial(icon_state)]-[shells_left]"
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if(AMMO_BOX_FULL_EMPTY)
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icon_state = "[initial(icon_state)]-[shells_left ? "[max_ammo]" : "0"]"
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//SKYRAT EDIT ADDITION BEGIN - SEC_HAUL
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if(AMMO_BOX_FULL_EMPTY_BASIC)
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icon_state = "[initial(icon_state)]-[shells_left ? "full" : "empty"]"
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//SKYRAT EDIT END
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desc = "[initial(desc)] There [(shells_left == 1) ? "is" : "are"] [shells_left] shell\s left!"
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if(length(bullet_cost))
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var/temp_materials = custom_materials.Copy()
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@@ -178,3 +182,10 @@
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/obj/item/ammo_box/magazine/handle_atom_del(atom/A)
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stored_ammo -= A
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update_icon()
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//SKRYAT EDIT ADDITION BEGIN - SEC_HAUL
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/obj/item/ammo_box/Destroy()
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. = ..()
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for(var/i in stored_ammo)
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qdel(i)
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//SKYRAT EDIT END
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