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Gun changes (#4185)
* Various background gun changes * Forgot to include the sounds, woops * Fixes some more gun stuff * Makes the cham gun work again
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@@ -1,6 +1,7 @@
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/obj/item/projectile/bullet
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name = "bullet"
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icon_state = "bullet"
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fire_sound = 'sound/weapons/gunshot/gunshot_strong.ogg'
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damage = 60
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damage_type = BRUTE
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nodamage = 0
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@@ -124,6 +125,7 @@
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/* short-casing projectiles, like the kind used in pistols or SMGs */
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/obj/item/projectile/bullet/pistol
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fire_sound = 'sound/weapons/gunshot/gunshot_pistol.ogg'
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damage = 20
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/obj/item/projectile/bullet/pistol/ap
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@@ -142,6 +144,7 @@
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armor_penetration = -50
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/obj/item/projectile/bullet/pistol/strong //revolvers and matebas
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fire_sound = 'sound/weapons/gunshot/gunshot_strong.ogg'
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damage = 60
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/obj/item/projectile/bullet/pistol/rubber //"rubber" bullets
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@@ -156,6 +159,7 @@
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/obj/item/projectile/bullet/shotgun
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name = "slug"
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fire_sound = 'sound/weapons/gunshot/shotgun.ogg'
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damage = 50
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armor_penetration = 15
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@@ -171,6 +175,7 @@
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//Overall less damage than slugs in exchange for more damage at very close range and more embedding
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/obj/item/projectile/bullet/pellet/shotgun
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name = "shrapnel"
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fire_sound = 'sound/weapons/gunshot/shotgun.ogg'
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damage = 13
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pellets = 6
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range_step = 1
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@@ -180,6 +185,7 @@
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//EMP shotgun 'slug', it's basically a beanbag that pops a tiny emp when it hits. //Not currently used
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/obj/item/projectile/bullet/shotgun/ion
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name = "ion slug"
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fire_sound = 'sound/weapons/Laser.ogg'
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damage = 15
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embed_chance = 0
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sharp = 0
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@@ -194,10 +200,12 @@
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/* "Rifle" rounds */
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/obj/item/projectile/bullet/rifle
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fire_sound = 'sound/weapons/gunshot/gunshot3.ogg'
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armor_penetration = 15
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penetrating = 1
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/obj/item/projectile/bullet/rifle/a762
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fire_sound = 'sound/weapons/gunshot/gunshot2.ogg'
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damage = 35
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/obj/item/projectile/bullet/rifle/a762/ap
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@@ -232,6 +240,7 @@
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SA_vulnerability = SA_ANIMAL
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/obj/item/projectile/bullet/rifle/a145
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fire_sound = 'sound/weapons/gunshot/sniper.ogg'
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damage = 80
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stun = 3
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weaken = 3
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@@ -253,11 +262,12 @@
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/obj/item/projectile/bullet/burstbullet
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name = "exploding bullet"
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fire_sound = 'sound/effects/Explosion1.ogg'
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damage = 20
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embed_chance = 0
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edge = 1
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/obj/item/projectile/bullet/gyro/on_hit(var/atom/target, var/blocked = 0)
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/obj/item/projectile/bullet/burstbullet/on_hit(var/atom/target, var/blocked = 0)
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if(isturf(target))
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explosion(target, -1, 0, 2)
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..()
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@@ -309,6 +319,7 @@
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/obj/item/projectile/bullet/pistol/cap
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name = "cap"
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damage_type = HALLOSS
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fire_sound = null
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damage = 0
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nodamage = 1
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embed_chance = 0
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