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Sorts vorestation-only rnd recipies
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@@ -108,12 +108,3 @@
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muzzle_type = /obj/effect/projectile/muzzle/laser_omni
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tracer_type = /obj/effect/projectile/tracer/laser_omni
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impact_type = /obj/effect/projectile/impact/laser_omni
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//R&D Design
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/datum/design/item/weapon/protector
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desc = "The 'Protector' is an advanced energy gun that cannot be fired in lethal mode on low security alert levels, but features DNA locking and a powerful stun."
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id = "protector"
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req_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 3, TECH_MAGNET = 2)
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materials = list(DEFAULT_WALL_MATERIAL = 4000, "glass" = 2000, "silver" = 1000)
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build_path = /obj/item/weapon/gun/energy/protector
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sort_string = "TAADA"
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@@ -46,12 +46,3 @@
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L.throw_at(get_edge_target_turf(L, throwdir), rand(3,6), 10)
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return 1
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//R&D Design
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/datum/design/item/weapon/pummeler
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desc = "With the 'Pummeler', punt anyone you don't like out of the room!"
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id = "pummeler"
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req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3, TECH_MAGNET = 5)
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materials = list(DEFAULT_WALL_MATERIAL = 3000, "glass" = 3000, "uranium" = 1000)
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build_path = /obj/item/weapon/gun/energy/pummeler
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sort_string = "TAADC"
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@@ -46,12 +46,3 @@
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H.Confuse(2)
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return 1
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//R&D Design
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/datum/design/item/weapon/sickshot
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desc = "A 'Sickshot' is a 4-shot energy revolver that causes nausea and confusion."
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id = "sickshot"
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req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3, TECH_MAGNET = 2)
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materials = list(DEFAULT_WALL_MATERIAL = 3000, "glass" = 2000)
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build_path = /obj/item/weapon/gun/energy/sickshot
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sort_string = "TAADB"
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