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@@ -443,6 +443,23 @@
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/obj/item/ammo_magazine/m762m/empty
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initial_ammo = 0
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/obj/item/ammo_magazine/m762garand
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name = "garand clip (7.62mm)" // The clip goes into the magazine, hence the name. I'm very sure this is correct.
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icon_state = "gclip"
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mag_type = MAGAZINE
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caliber = "7.62mm"
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matter = list(DEFAULT_WALL_MATERIAL = 1600)
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ammo_type = /obj/item/ammo_casing/a762
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max_ammo = 8
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multiple_sprites = 1
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/obj/item/ammo_magazine/m762garand/ap
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name = "garand clip (7.62mm armor-piercing)"
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ammo_type = /obj/item/ammo_casing/a762/ap
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/obj/item/ammo_magazine/m762/empty
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initial_ammo = 0
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/obj/item/ammo_magazine/clip/c762
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name = "ammo clip (7.62mm)"
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icon_state = "clip_rifle"
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@@ -37,7 +37,7 @@
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list(mode_name="suppressive", projectile_type=/obj/item/projectile/beam/practice, charge_cost = 12),
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)
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obj/item/weapon/gun/energy/retro
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/obj/item/weapon/gun/energy/retro
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name = "retro laser"
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icon_state = "retro"
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item_state = "retro"
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@@ -48,6 +48,10 @@ obj/item/weapon/gun/energy/retro
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projectile_type = /obj/item/projectile/beam
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fire_delay = 10 //old technology
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/obj/item/weapon/gun/energy/retro/mounted
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self_recharge = 1
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use_external_power = 1
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/obj/item/weapon/gun/energy/captain
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name = "antique laser gun"
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icon_state = "caplaser"
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21
code/modules/projectiles/guns/projectile/semiauto.dm
Normal file
21
code/modules/projectiles/guns/projectile/semiauto.dm
Normal file
@@ -0,0 +1,21 @@
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/obj/item/weapon/gun/projectile/garand
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name = "\improper M1 Garand"
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desc = "This is the vintage semi-automatic rifle that famously helped win the second World War. What the hell it's doing aboard a space station in the 26th century, you can only imagine. Uses 7.62mm rounds."
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icon_state = "garand"
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item_state = "boltaction"
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w_class = ITEMSIZE_LARGE
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caliber = "7.62mm"
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origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2)
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slot_flags = SLOT_BACK
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fire_sound = 'sound/weapons/rifleshot.ogg'
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load_method = MAGAZINE // ToDo: Make it so MAGAZINE, SPEEDLOADER and SINGLE_CASING can all be used on the same gun.
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magazine_type = /obj/item/ammo_magazine/m762garand
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allowed_magazines = list(/obj/item/ammo_magazine/m762garand)
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auto_eject = 1
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auto_eject_sound = 'sound/weapons/garand_ping.ogg'
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/obj/item/weapon/gun/projectile/garand/update_icon()
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if(ammo_magazine)
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icon_state = initial(icon_state)
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else
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icon_state = "[initial(icon_state)]-e"
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@@ -202,8 +202,9 @@
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admin_attack_log(firer, target_mob, attacker_message, victim_message, admin_message)
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else
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target_mob.attack_log += "\[[time_stamp()]\] <b>UNKNOWN SUBJECT (No longer exists)</b> shot <b>[target_mob]/[target_mob.ckey]</b> with <b>\a [src]</b>"
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msg_admin_attack("UNKNOWN shot [target_mob] ([target_mob.ckey]) with \a [src] (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[target_mob.x];Y=[target_mob.y];Z=[target_mob.z]'>JMP</a>)")
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if(target_mob) // Sometimes the target_mob gets gibbed or something.
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target_mob.attack_log += "\[[time_stamp()]\] <b>UNKNOWN SUBJECT (No longer exists)</b> shot <b>[target_mob]/[target_mob.ckey]</b> with <b>\a [src]</b>"
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msg_admin_attack("UNKNOWN shot [target_mob] ([target_mob.ckey]) with \a [src] (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[target_mob.x];Y=[target_mob.y];Z=[target_mob.z]'>JMP</a>)")
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//sometimes bullet_act() will want the projectile to continue flying
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if (result == PROJECTILE_CONTINUE)
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