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https://github.com/CHOMPStation2/CHOMPStation2.git
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Merge pull request #4707 from DJSnapshot/tasers
replaced electrodes with insta hit taser beams
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@@ -821,7 +821,7 @@ Auto Patrol: []"},
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if (src.emagged == 2)
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projectile = /obj/item/projectile/beam
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else
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projectile = /obj/item/projectile/energy/electrode
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projectile = /obj/item/projectile/beam/stun
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else if(lasercolor == "b")
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if (src.emagged == 2)
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projectile = /obj/item/projectile/beam/lastertag/omni
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@@ -66,7 +66,7 @@
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spark_system.attach(src)
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sleep(10)
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if(!installation)// if for some reason the turret has no gun (ie, admin spawned) it resorts to basic taser shots
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projectile = /obj/item/projectile/energy/electrode//holder for the projectile, here it is being set
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projectile = /obj/item/projectile/beam/stun//holder for the projectile, here it is being set
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eprojectile = /obj/item/projectile/beam//holder for the projectile when emagged, if it is different
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reqpower = 200
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sound = 1
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@@ -128,7 +128,7 @@
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reqpower = 700
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if(/obj/item/weapon/gun/energy/taser)
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projectile = /obj/item/projectile/energy/electrode
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projectile = /obj/item/projectile/beam/stun
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eprojectile = projectile
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iconholder = 1
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reqpower = 200
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@@ -170,7 +170,7 @@
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reqpower = 500
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else // Energy gun shots
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projectile = /obj/item/projectile/energy/electrode// if it hasn't been emagged, it uses normal taser shots
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projectile = /obj/item/projectile/beam/stun// if it hasn't been emagged, it uses normal taser shots
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eprojectile = /obj/item/projectile/beam//If it has, going to kill mode
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iconholder = 1
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egun = 1
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@@ -117,7 +117,7 @@
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icon_state = "mecha_taser"
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energy_drain = 20
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equip_cooldown = 8
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projectile = /obj/item/projectile/energy/electrode
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projectile = /obj/item/projectile/beam/stun
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fire_sound = 'sound/weapons/Taser.ogg'
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@@ -56,7 +56,7 @@ emp_act
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return 2
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//BEGIN BOOK'S TASER NERF.
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if(istype(P, /obj/item/projectile/energy/electrode))
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if(istype(P, /obj/item/projectile/beam/stun))
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var/datum/organ/external/select_area = get_organ(def_zone) // We're checking the outside, buddy!
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var/list/body_parts = list(head, wear_mask, wear_suit, w_uniform, gloves, shoes) // What all are we checking?
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// var/deflectchance=90 //Is it a CRITICAL HIT with that taser?
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@@ -6,7 +6,7 @@
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fire_sound = 'sound/weapons/Taser.ogg'
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charge_cost = 100 //How much energy is needed to fire.
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projectile_type = "/obj/item/projectile/energy/electrode"
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projectile_type = "/obj/item/projectile/beam/stun"
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origin_tech = "combat=3;magnets=2"
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modifystate = "energystun"
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@@ -27,7 +27,7 @@
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charge_cost = 100
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fire_sound = 'sound/weapons/Taser.ogg'
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user << "\red [src.name] is now set to stun."
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projectile_type = "/obj/item/projectile/energy/electrode"
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projectile_type = "/obj/item/projectile/beam/stun"
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modifystate = "energystun"
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update_icon()
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@@ -18,7 +18,7 @@
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charge_cost = 100
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fire_sound = 'sound/weapons/Taser.ogg'
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user << "\red [src.name] is now set to stun."
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projectile_type = "/obj/item/projectile/energy/electrode"
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projectile_type = "/obj/item/projectile/beam/stun"
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if(0)
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mode = 1
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charge_cost = 100
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@@ -6,7 +6,7 @@
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item_state = null //so the human update icon uses the icon_state instead.
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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/energy/electrode"
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projectile_type = "/obj/item/projectile/beam/stun"
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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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@@ -15,7 +15,7 @@
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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/energy/electrode"
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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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@@ -33,16 +33,16 @@
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charge_tick++
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if(charge_tick < recharge_time) return 0
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charge_tick = 0
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if(!power_supply) return 0 //sanity
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if(power_supply.charge >= power_supply.maxcharge) return 0 // check if we actually need to recharge
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if(isrobot(src.loc))
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var/mob/living/silicon/robot/R = src.loc
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if(R && R.cell)
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R.cell.use(charge_cost) //Take power from the borg...
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power_supply.give(charge_cost) //... to recharge the shot
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update_icon()
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return 1
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@@ -51,10 +51,10 @@
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name = "stun revolver"
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desc = "A high-tech revolver that fires stun cartridges. The stun cartridges can be recharged using a conventional energy weapon recharger."
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icon_state = "stunrevolver"
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fire_sound = 'sound/weapons/Gunshot.ogg'
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fire_sound = 'sound/weapons/Taser.ogg'
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origin_tech = "combat=3;materials=3;powerstorage=2"
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charge_cost = 125
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projectile_type = "/obj/item/projectile/energy/electrode"
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projectile_type = "/obj/item/projectile/beam/stun"
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cell_type = "/obj/item/weapon/cell"
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@@ -168,4 +168,11 @@ var/list/beam_master = list()
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damage = 60
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stun = 5
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weaken = 5
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stutter = 5
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stutter = 5
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/obj/item/projectile/beam/stun
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name = "stun beam"
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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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