mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 18:53:06 +00:00
Code formatting, EOL at EOF fixes, refactoring
This commit is contained in:
@@ -1,6 +1,5 @@
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//Vox pinning weapon.
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/obj/item/weapon/gun/launcher/spikethrower
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name = "Vox spike thrower"
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desc = "A vicious alien projectile weapon. Parts of it quiver gelatinously, as though the thing is insectile and alive."
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@@ -65,7 +64,6 @@
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//This gun only functions for armalis. The on-sprite is too huge to render properly on other sprites.
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/obj/item/weapon/gun/energy/noisecannon
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name = "alien heavy cannon"
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desc = "It's some kind of enormous alien weapon, as long as a man is tall."
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@@ -119,4 +117,4 @@
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/obj/item/projectile/energy/sonic/proc/split()
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//TODO: create two more projectiles to either side of this one, fire at targets to the side of target turf.
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return
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return
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@@ -1,7 +1,7 @@
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/obj/item/weapon/gun/energy
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icon_state = "energy"
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name = "energy gun"
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desc = "A basic energy-based gun."
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icon_state = "energy"
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fire_sound = 'sound/weapons/Taser.ogg'
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var/obj/item/weapon/cell/power_supply //What type of power cell this uses
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@@ -1,6 +1,6 @@
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/obj/item/weapon/gun/energy/laser
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name = "laser carbine"
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desc = "a basic weapon designed kill with concentrated energy bolts"
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desc = "A basic weapon designed to kill with concentrated energy bolts."
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icon_state = "laser"
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item_state = "laser"
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fire_sound = 'sound/weapons/Laser.ogg'
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@@ -186,4 +186,4 @@ obj/item/weapon/gun/energy/laser/retro
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if(!power_supply) return 0
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power_supply.give(100)
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update_icon()
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return 1
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return 1
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@@ -64,5 +64,4 @@
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icon_state = "m1911-p"
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cell_type = "/obj/item/weapon/cell/infinite"
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isHandgun()
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return 1
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isHandgun()
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@@ -1,4 +1,3 @@
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/obj/item/weapon/gun/energy/taser
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name = "taser gun"
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desc = "A small, low capacity gun used for non-lethal takedowns."
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@@ -10,12 +9,6 @@
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cell_type = "/obj/item/weapon/cell/crap"
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/obj/item/weapon/gun/energy/taser/cyborg
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name = "taser gun"
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desc = "A small, low capacity gun used for non-lethal takedowns."
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icon_state = "taser"
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fire_sound = 'sound/weapons/Taser.ogg'
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charge_cost = 100
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projectile_type = "/obj/item/projectile/beam/stun"
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cell_type = "/obj/item/weapon/cell/secborg"
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var/charge_tick = 0
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var/recharge_time = 10 //Time it takes for shots to recharge (in ticks)
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@@ -107,5 +100,3 @@
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force = 10
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matter = list("metal" = 200000)
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projectile_type = "/obj/item/projectile/energy/bolt/large"
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@@ -3,8 +3,8 @@
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#define MAGAZINE 2
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/obj/item/weapon/gun/projectile
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desc = "A classic revolver. Uses 357 ammo"
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name = "revolver"
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desc = "A classic revolver. Uses 357 ammo"
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icon_state = "revolver"
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caliber = "357"
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origin_tech = "combat=2;materials=2"
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@@ -118,4 +118,3 @@
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if(istype(AC))
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bullets += 1
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return bullets
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@@ -143,4 +143,5 @@
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However, it looks like subsequent guns that use removable magazines don't take that into account and just get
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around simulating a removable magazine by adding the casings into the loaded list and spawning an empty magazine
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when the gun is out of rounds. Which means you can't eject magazines with rounds in them. The below is a very
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rough and poor attempt at making that happen. -Ausops */
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rough and poor attempt at making that happen. -Ausops */
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@@ -1,7 +1,6 @@
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//AMMUNITION
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/obj/item/weapon/arrow
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name = "bolt"
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desc = "It's got a tip for you - get the point?"
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icon = 'icons/obj/weapons.dmi'
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@@ -28,7 +27,6 @@
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item_state = "bolt"
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/obj/item/weapon/arrow/quill
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name = "vox quill"
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desc = "A wickedly barbed quill from some bizarre animal."
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icon = 'icons/obj/weapons.dmi'
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@@ -37,7 +35,6 @@
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throwforce = 5
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/obj/item/weapon/arrow/rod
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name = "metal rod"
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desc = "Don't cry for me, Orithena."
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icon_state = "metal-rod"
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@@ -50,7 +47,6 @@
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src.Del()
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/obj/item/weapon/gun/launcher/crossbow
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name = "powered crossbow"
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desc = "A 2557AD twist on an old classic. Pick up that can."
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icon_state = "crossbow"
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@@ -173,7 +169,6 @@
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..()
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/obj/item/weapon/gun/launcher/crossbow/proc/superheat_rod(var/mob/user)
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if(!user || !cell || !in_chamber) return
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if(cell.charge < 500) return
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if(in_chamber.throwforce >= 15) return
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@@ -262,4 +257,4 @@
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del(src)
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return
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else
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..()
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..()
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@@ -1,5 +1,4 @@
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/obj/item/weapon/gun/launcher
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name = "launcher"
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desc = "A device that launches things."
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icon = 'icons/obj/weapons.dmi'
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@@ -87,4 +86,4 @@
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return 1
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/obj/item/weapon/gun/launcher/attack_self(mob/living/user as mob)
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return
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return
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@@ -149,4 +149,4 @@
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desc = "a silencer"
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icon = 'icons/obj/gun.dmi'
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icon_state = "silencer"
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w_class = 2
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w_class = 2
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@@ -27,7 +27,6 @@
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tank_container.tag = "gas_tank_holder"
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/obj/item/weapon/gun/launcher/pneumatic/verb/set_pressure() //set amount of tank pressure.
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set name = "Set Valve Pressure"
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set category = "Object"
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set src in range(0)
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@@ -37,7 +36,6 @@
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usr << "You dial the pressure valve to [pressure_setting]%."
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/obj/item/weapon/gun/launcher/pneumatic/verb/eject_tank() //Remove the tank.
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set name = "Eject Tank"
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set category = "Object"
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set src in range(0)
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@@ -79,7 +77,6 @@
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user << "That won't fit into the hopper."
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/obj/item/weapon/gun/launcher/pneumatic/attack_self(mob/user as mob)
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if(contents.len > 0)
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var/obj/item/removing = contents[contents.len]
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if(removing == in_chamber)
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@@ -210,4 +207,4 @@
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del(src)
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return
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else
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..()
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..()
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@@ -1,6 +1,6 @@
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/obj/item/weapon/gun/projectile/detective
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desc = "A cheap Martian knock-off of a Smith & Wesson Model 10. Uses .38-Special rounds."
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name = "revolver"
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desc = "A cheap Martian knock-off of a Smith & Wesson Model 10. Uses .38-Special rounds."
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icon_state = "detective"
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max_shells = 6
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caliber = "38"
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@@ -71,8 +71,8 @@
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/obj/item/weapon/gun/projectile/detective/semiauto
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desc = "A cheap Martian knock-off of a Colt M1911. Uses less-than-lethal .45 rounds."
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name = "\improper Colt M1911"
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desc = "A cheap Martian knock-off of a Colt M1911. Uses less-than-lethal .45 rounds."
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icon_state = "colt"
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max_shells = 7
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caliber = ".45"
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@@ -113,7 +113,6 @@
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update_icon()
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/obj/item/weapon/gun/projectile/russian/proc/Spin()
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for(var/obj/item/ammo_casing/AC in loaded)
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del(AC)
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loaded = list()
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@@ -126,7 +125,6 @@
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/obj/item/weapon/gun/projectile/russian/attackby(var/obj/item/A as obj, mob/user as mob)
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if(!A) return
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var/num_loaded = 0
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@@ -155,13 +153,11 @@
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return
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/obj/item/weapon/gun/projectile/russian/attack_self(mob/user as mob)
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user.visible_message("<span class='warning'>[user] spins the chamber of the revolver.</span>", "<span class='warning'>You spin the revolver's chamber.</span>")
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if(getAmmo() > 0)
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Spin()
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/obj/item/weapon/gun/projectile/russian/attack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj)
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if(!loaded.len)
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user.visible_message("\red *click*", "\red *click*")
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playsound(user, 'sound/weapons/empty.ogg', 100, 1)
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@@ -186,4 +182,3 @@
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user.apply_damage(300, BRUTE, affecting, sharp=1) // You are dead, dead, dead.
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return
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..()
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@@ -1,5 +1,4 @@
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/obj/item/weapon/gun/rocketlauncher
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var/projectile
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name = "rocket launcher"
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desc = "MAGGOT."
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icon_state = "rocket"
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@@ -11,7 +10,7 @@
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flags = FPRINT | TABLEPASS | CONDUCT | USEDELAY
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slot_flags = 0
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origin_tech = "combat=8;materials=5"
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projectile = /obj/item/missile
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var/projectile = /obj/item/missile
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var/missile_speed = 2
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var/missile_range = 30
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var/max_rockets = 1
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@@ -49,4 +48,4 @@
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del(I)
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return
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else
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usr << "\red [src] is empty."
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usr << "\red [src] is empty."
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@@ -134,4 +134,4 @@
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slot_flags |= SLOT_BELT //but you can wear it on your belt (poorly concealed under a trenchcoat, ideally)
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name = "sawn-off shotgun"
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desc = "Omar's coming!"
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user << "<span class='warning'>You shorten the barrel of \the [src]!</span>"
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user << "<span class='warning'>You shorten the barrel of \the [src]!</span>"
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@@ -170,4 +170,4 @@ var/list/beam_master = list()
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icon_state = "stun"
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nodamage = 1
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agony = 40
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damage_type = HALLOSS
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damage_type = HALLOSS
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@@ -85,4 +85,3 @@
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del(M)
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return new_mob
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@@ -65,4 +65,3 @@
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damage = 20
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damage_type = TOX
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irradiate = 20
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@@ -25,4 +25,4 @@
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throwdir = get_dir(src,target)
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M.throw_at(get_edge_target_turf(M, throwdir),15,1)
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return ..()
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*/
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*/
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