mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2026-01-06 07:23:16 +00:00
Merge pull request #8946 from Zuhayr/miningstuff
Wall refactor/mining changes.
This commit is contained in:
@@ -66,7 +66,7 @@
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flags = CONDUCT
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slot_flags = SLOT_BELT
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item_state = "syringe_kit"
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matter = list("metal" = 500)
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matter = list(DEFAULT_WALL_MATERIAL = 500)
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throwforce = 5
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w_class = 2
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throw_speed = 4
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@@ -6,7 +6,7 @@
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icon_state = "T38"
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caliber = "357"
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ammo_type = /obj/item/ammo_casing/a357
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matter = list("metal" = 1260)
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matter = list(DEFAULT_WALL_MATERIAL = 1260)
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max_ammo = 7
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multiple_sprites = 1
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@@ -14,7 +14,7 @@
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name = "speed loader (.38)"
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icon_state = "38"
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caliber = "38"
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matter = list("metal" = 360)
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matter = list(DEFAULT_WALL_MATERIAL = 360)
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ammo_type = /obj/item/ammo_casing/c38
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max_ammo = 6
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multiple_sprites = 1
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@@ -28,7 +28,7 @@
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icon_state = "45"
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mag_type = MAGAZINE
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ammo_type = /obj/item/ammo_casing/c45
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matter = list("metal" = 525) //metal costs are very roughly based around 1 .45 casing = 75 metal
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matter = list(DEFAULT_WALL_MATERIAL = 525) //metal costs are very roughly based around 1 .45 casing = 75 metal
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caliber = ".45"
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max_ammo = 7
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multiple_sprites = 1
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@@ -53,7 +53,7 @@
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icon_state = "9x19p"
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origin_tech = "combat=2"
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mag_type = MAGAZINE
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matter = list("metal" = 600)
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matter = list(DEFAULT_WALL_MATERIAL = 600)
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caliber = "9mm"
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ammo_type = /obj/item/ammo_casing/c9mm
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max_ammo = 10
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@@ -69,7 +69,7 @@
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name = "ammunition Box (9mm)"
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icon_state = "9mm"
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origin_tech = "combat=2"
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matter = list("metal" = 1800)
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matter = list(DEFAULT_WALL_MATERIAL = 1800)
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caliber = "9mm"
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ammo_type = /obj/item/ammo_casing/c9mm
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max_ammo = 30
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@@ -82,7 +82,7 @@
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icon_state = "9mmt"
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mag_type = MAGAZINE
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ammo_type = /obj/item/ammo_casing/c9mm
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matter = list("metal" = 1200)
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matter = list(DEFAULT_WALL_MATERIAL = 1200)
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caliber = "9mm"
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max_ammo = 20
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multiple_sprites = 1
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@@ -103,7 +103,7 @@
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icon_state = "9mm"
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origin_tech = "combat=2"
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caliber = ".45"
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matter = list("metal" = 2250)
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matter = list(DEFAULT_WALL_MATERIAL = 2250)
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ammo_type = /obj/item/ammo_casing/c45
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max_ammo = 30
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@@ -116,7 +116,7 @@
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origin_tech = "combat=2"
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mag_type = MAGAZINE
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caliber = "12mm"
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matter = list("metal" = 1500)
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matter = list(DEFAULT_WALL_MATERIAL = 1500)
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ammo_type = "/obj/item/ammo_casing/a12mm"
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max_ammo = 20
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multiple_sprites = 1
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@@ -130,7 +130,7 @@
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origin_tech = "combat=2"
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mag_type = MAGAZINE
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caliber = "a556"
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matter = list("metal" = 1800)
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matter = list(DEFAULT_WALL_MATERIAL = 1800)
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ammo_type = /obj/item/ammo_casing/a556
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max_ammo = 10
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multiple_sprites = 1
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@@ -148,7 +148,7 @@
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origin_tech = "combat=2"
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mag_type = MAGAZINE
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caliber = ".50"
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matter = list("metal" = 1260)
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matter = list(DEFAULT_WALL_MATERIAL = 1260)
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ammo_type = /obj/item/ammo_casing/a50
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max_ammo = 7
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multiple_sprites = 1
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@@ -174,7 +174,7 @@
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origin_tech = "combat=2"
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mag_type = MAGAZINE
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caliber = "a762"
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matter = list("metal" = 4500)
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matter = list(DEFAULT_WALL_MATERIAL = 4500)
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ammo_type = /obj/item/ammo_casing/a762
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max_ammo = 50
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multiple_sprites = 1
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@@ -187,7 +187,7 @@
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icon_state = "c762"
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mag_type = MAGAZINE
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caliber = "a762"
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matter = list("metal" = 1800)
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matter = list(DEFAULT_WALL_MATERIAL = 1800)
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ammo_type = /obj/item/ammo_casing/a762
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max_ammo = 20
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multiple_sprites = 1
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@@ -76,21 +76,21 @@
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icon_state = "slshell"
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caliber = "shotgun"
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projectile_type = /obj/item/projectile/bullet/shotgun
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matter = list("metal" = 360)
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matter = list(DEFAULT_WALL_MATERIAL = 360)
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/obj/item/ammo_casing/shotgun/pellet
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name = "shotgun shell"
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desc = "A 12 gauge shell."
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icon_state = "gshell"
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projectile_type = /obj/item/projectile/bullet/pellet/shotgun
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matter = list("metal" = 360)
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matter = list(DEFAULT_WALL_MATERIAL = 360)
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/obj/item/ammo_casing/shotgun/blank
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name = "shotgun shell"
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desc = "A blank shell."
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icon_state = "blshell"
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projectile_type = /obj/item/projectile/bullet/blank
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matter = list("metal" = 90)
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matter = list(DEFAULT_WALL_MATERIAL = 90)
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/obj/item/ammo_casing/shotgun/practice
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name = "shotgun shell"
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@@ -104,7 +104,7 @@
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desc = "A beanbag shell."
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icon_state = "bshell"
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projectile_type = /obj/item/projectile/bullet/shotgun/beanbag
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matter = list("metal" = 180)
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matter = list(DEFAULT_WALL_MATERIAL = 180)
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//Can stun in one hit if aimed at the head, but
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//is blocked by clothing that stops tasers and is vulnerable to EMP
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@@ -114,7 +114,7 @@
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icon_state = "stunshell"
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spent_icon = "stunshell-spent"
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projectile_type = /obj/item/projectile/energy/electrode/stunshot
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matter = list("metal" = 360, "glass" = 720)
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matter = list(DEFAULT_WALL_MATERIAL = 360, "glass" = 720)
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/obj/item/ammo_casing/shotgun/stunshell/emp_act(severity)
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if(prob(100/severity)) BB = null
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@@ -126,7 +126,7 @@
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desc = "A chemical shell used to signal distress or provide illumination."
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icon_state = "fshell"
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projectile_type = /obj/item/projectile/energy/flash/flare
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matter = list("metal" = 90, "glass" = 90)
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matter = list(DEFAULT_WALL_MATERIAL = 90, "glass" = 90)
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/obj/item/ammo_casing/a762
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desc = "A 7.62mm bullet casing."
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@@ -140,7 +140,7 @@
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spent_icon = "lcasing-spent"
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caliber = "14.5mm"
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projectile_type = /obj/item/projectile/bullet/rifle/a145
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matter = list("metal" = 1250)
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matter = list(DEFAULT_WALL_MATERIAL = 1250)
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/obj/item/ammo_casing/a556
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desc = "A 5.56mm bullet casing."
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@@ -41,7 +41,7 @@
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item_state = "gun"
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flags = CONDUCT
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slot_flags = SLOT_BELT|SLOT_HOLSTER
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matter = list("metal" = 2000)
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matter = list(DEFAULT_WALL_MATERIAL = 2000)
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w_class = 3
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throwforce = 5
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throw_speed = 4
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@@ -7,7 +7,7 @@
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slot_flags = SLOT_BELT|SLOT_BACK
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w_class = 3
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force = 10
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matter = list("metal" = 2000)
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matter = list(DEFAULT_WALL_MATERIAL = 2000)
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origin_tech = "combat=3;magnets=2"
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projectile_type = /obj/item/projectile/beam
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fire_delay = 1 //rapid fire
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@@ -109,7 +109,7 @@ obj/item/weapon/gun/energy/retro
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desc = "Standard issue weapon of the Imperial Guard"
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origin_tech = "combat=1;magnets=2"
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self_recharge = 1
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matter = list("metal" = 2000)
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matter = list(DEFAULT_WALL_MATERIAL = 2000)
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fire_sound = 'sound/weapons/Laser.ogg'
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projectile_type = /obj/item/projectile/beam/lastertag/blue
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var/required_vest
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@@ -35,7 +35,7 @@
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icon_state = "crossbow"
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w_class = 2.0
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item_state = "crossbow"
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matter = list("metal" = 2000)
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matter = list(DEFAULT_WALL_MATERIAL = 2000)
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origin_tech = "combat=2;magnets=2;syndicate=5"
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slot_flags = SLOT_BELT
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silenced = 1
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@@ -54,5 +54,5 @@
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desc = "A weapon favored by mercenary infiltration teams."
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w_class = 4
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force = 10
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matter = list("metal" = 200000)
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matter = list(DEFAULT_WALL_MATERIAL = 200000)
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projectile_type = /obj/item/projectile/energy/bolt/large
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@@ -15,7 +15,7 @@
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var/obj/item/weapon/grenade/chambered
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var/list/grenades = new/list()
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var/max_grenades = 5 //holds this + one in the chamber
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matter = list("metal" = 2000)
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matter = list(DEFAULT_WALL_MATERIAL = 2000)
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//revolves the magazine, allowing players to choose between multiple grenade types
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/obj/item/weapon/gun/launcher/grenade/proc/pump(mob/M as mob)
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@@ -80,7 +80,7 @@
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chambered.det_time = 10
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chambered.activate(null)
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return chambered
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/obj/item/weapon/gun/launcher/grenade/handle_post_fire(mob/user)
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message_admins("[key_name_admin(user)] fired a grenade ([chambered.name]) from a grenade launcher ([src.name]).")
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log_game("[key_name_admin(user)] used a grenade ([chambered.name]).")
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@@ -4,7 +4,7 @@
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icon = 'icons/obj/ammo.dmi'
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icon_state = "syringe-cartridge"
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var/icon_flight = "syringe-cartridge-flight" //so it doesn't look so weird when shot
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matter = list("metal" = 125, "glass" = 375)
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matter = list(DEFAULT_WALL_MATERIAL = 125, "glass" = 375)
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flags = CONDUCT
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slot_flags = SLOT_BELT
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throwforce = 3
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@@ -53,10 +53,10 @@
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if(L.can_inject())
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if(syringe.reagents)
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syringe.reagents.trans_to(L, 15)
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syringe.break_syringe(iscarbon(hit_atom)? hit_atom : null)
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syringe.update_icon()
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icon_state = initial(icon_state) //reset icon state
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update_icon()
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@@ -67,15 +67,15 @@
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item_state = "syringegun"
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w_class = 3
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force = 7
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matter = list("metal" = 2000)
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matter = list(DEFAULT_WALL_MATERIAL = 2000)
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slot_flags = SLOT_BELT
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fire_sound = 'sound/weapons/empty.ogg'
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fire_sound_text = "a metallic thunk"
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recoil = 0
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release_force = 10
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throw_distance = 10
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var/list/darts = list()
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var/max_darts = 1
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var/obj/item/weapon/syringe_cartridge/next
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@@ -8,9 +8,9 @@
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icon_state = "revolver"
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origin_tech = "combat=2;materials=2"
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w_class = 3
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matter = list("metal" = 1000)
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matter = list(DEFAULT_WALL_MATERIAL = 1000)
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recoil = 1
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var/caliber = "357" //determines which casings will fit
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var/handle_casings = EJECT_CASINGS //determines how spent casings should be handled
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var/load_method = SINGLE_CASING|SPEEDLOADER //1 = Single shells, 2 = box or quick loader, 3 = magazine
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@@ -18,7 +18,7 @@
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//For SINGLE_CASING or SPEEDLOADER guns
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var/max_shells = 0 //the number of casings that will fit inside
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var/ammo_type = null //the type of ammo that the gun comes preloaded with
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var/ammo_type = null //the type of ammo that the gun comes preloaded with
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var/list/loaded = list() //stored ammo
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//For MAGAZINE guns
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@@ -50,7 +50,7 @@
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chambered = ammo_magazine.stored_ammo[1]
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if(handle_casings != HOLD_CASINGS)
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ammo_magazine.stored_ammo -= chambered
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if (chambered)
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return chambered.BB
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return null
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@@ -186,7 +186,7 @@
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)
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if(auto_eject_sound)
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playsound(user, auto_eject_sound, 40, 1)
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ammo_magazine.update_icon()
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ammo_magazine.update_icon()
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ammo_magazine = null
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update_icon() //make sure to do this after unsetting ammo_magazine
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@@ -213,8 +213,8 @@
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set name = "Unload Ammo"
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set category = "Object"
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set src in usr
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if(usr.stat || usr.restrained()) return
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unload_ammo(usr)
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*/
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*/
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@@ -45,12 +45,12 @@
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var/chance = 0
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if(istype(A, /turf/simulated/wall))
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var/turf/simulated/wall/W = A
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chance = round(damage/W.damage_cap*180)
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chance = round(damage/W.material.integrity*180)
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else if(istype(A, /obj/machinery/door))
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var/obj/machinery/door/D = A
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chance = round(damage/D.maxhealth*180)
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if(D.glass) chance *= 2
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else if(istype(A, /obj/structure/girder) || istype(A, /obj/structure/cultgirder))
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else if(istype(A, /obj/structure/girder))
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chance = 100
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else if(istype(A, /obj/machinery) || istype(A, /obj/structure))
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chance = 25
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@@ -196,4 +196,4 @@
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/obj/item/projectile/bullet/shotgun/practice
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name = "practice"
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damage = 5
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damage = 5
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Block a user