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https://github.com/CHOMPStation2/CHOMPStation2.git
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* Adds Laser Tag Turrets * Adds changelog * Reverts Lethal Turrets Shooting to Kill * Small No Longer Means Misc Life * Revert "Merge branch 'master' into Turret" This reverts commit 0300e6723b1aec0c47f8f82f7db770aa29af2483, reversing changes made to 219348783d49b3205c3ed64bdd604f61791e6e72. * Revert "Revert "Merge branch 'master' into Turret"" This reverts commit ca3d13b3372f2c5587d8d2cc449a6da8503494e4. * Github why * Change laser.dm to master? * Revert "Change laser.dm to master?" This reverts commit da562f6bc1ec43fe0cf5fe6ec5af61ada3474dd9.
230 lines
6.5 KiB
Plaintext
230 lines
6.5 KiB
Plaintext
/obj/item/projectile/beam
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name = "laser"
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icon_state = "laser"
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fire_sound = 'sound/weapons/Laser.ogg'
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pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
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damage = 40
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damage_type = BURN
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check_armour = "laser"
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eyeblur = 4
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var/frequency = 1
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hitscan = 1
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embed_chance = 0
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invisibility = 99 //beam projectiles are invisible as they are rendered by the effect engine
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light_range = 2
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light_power = 0.5
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light_color = "#FF0D00"
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muzzle_type = /obj/effect/projectile/muzzle/laser
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tracer_type = /obj/effect/projectile/tracer/laser
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impact_type = /obj/effect/projectile/impact/laser
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/obj/item/projectile/beam/practice
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name = "laser"
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icon_state = "laser"
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damage = 0
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damage_type = BURN
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check_armour = "laser"
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eyeblur = 2
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/obj/item/projectile/beam/weaklaser
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name = "weak laser"
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icon_state = "laser"
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damage = 15
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/obj/item/projectile/beam/smalllaser
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damage = 25
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/obj/item/projectile/beam/burstlaser
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damage = 30
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armor_penetration = 10
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/obj/item/projectile/beam/midlaser
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damage = 40
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armor_penetration = 10
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/obj/item/projectile/beam/heavylaser
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name = "heavy laser"
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icon_state = "heavylaser"
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fire_sound = 'sound/weapons/lasercannonfire.ogg'
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damage = 60
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armor_penetration = 30
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light_range = 3
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light_power = 1
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light_color = "#FF0D00"
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muzzle_type = /obj/effect/projectile/muzzle/laser_heavy
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tracer_type = /obj/effect/projectile/tracer/laser_heavy
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impact_type = /obj/effect/projectile/impact/laser_heavy
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/obj/item/projectile/beam/heavylaser/fakeemitter
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name = "emitter beam"
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icon_state = "emitter"
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fire_sound = 'sound/weapons/emitter.ogg'
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light_color = "#00CC33"
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excavation_amount = 140 // 2 shots to dig a standard rock turf. Superior due to being a mounted tool beam, to make it actually viable.
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muzzle_type = /obj/effect/projectile/muzzle/emitter
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tracer_type = /obj/effect/projectile/tracer/emitter
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impact_type = /obj/effect/projectile/impact/emitter
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/obj/item/projectile/beam/heavylaser/cannon
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damage = 80
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armor_penetration = 50
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light_color = "#FF0D00"
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/obj/item/projectile/beam/xray
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name = "xray beam"
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icon_state = "xray"
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fire_sound = 'sound/weapons/eluger.ogg'
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damage = 25
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armor_penetration = 50
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light_color = "#00CC33"
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muzzle_type = /obj/effect/projectile/muzzle/xray
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tracer_type = /obj/effect/projectile/tracer/xray
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impact_type = /obj/effect/projectile/impact/xray
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/obj/item/projectile/beam/cyan
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name = "cyan beam"
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icon_state = "cyan"
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fire_sound = 'sound/weapons/eluger.ogg'
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damage = 40
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light_color = "#00C6FF"
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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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/obj/item/projectile/beam/pulse
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name = "pulse"
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icon_state = "u_laser"
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fire_sound='sound/weapons/gauss_shoot.ogg' // Needs a more meaty sound than what pulse.ogg currently is; this will be a placeholder for now.
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damage = 100 //Badmin toy, don't care
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armor_penetration = 100
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light_color = "#0066FF"
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muzzle_type = /obj/effect/projectile/muzzle/laser_pulse
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tracer_type = /obj/effect/projectile/tracer/laser_pulse
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impact_type = /obj/effect/projectile/impact/laser_pulse
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/obj/item/projectile/beam/pulse/on_hit(var/atom/target, var/blocked = 0)
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if(isturf(target))
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target.ex_act(2)
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..()
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/obj/item/projectile/beam/emitter
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name = "emitter beam"
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icon_state = "emitter"
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fire_sound = 'sound/weapons/emitter.ogg'
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damage = 0 // The actual damage is computed in /code/modules/power/singularity/emitter.dm
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light_color = "#00CC33"
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excavation_amount = 70 // 3 shots to mine a turf
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muzzle_type = /obj/effect/projectile/muzzle/emitter
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tracer_type = /obj/effect/projectile/tracer/emitter
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impact_type = /obj/effect/projectile/impact/emitter
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/obj/item/projectile/beam/lasertag
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name = "lasertag beam"
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damage = 0
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eyeblur = 0
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no_attack_log = 1
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damage_type = BURN
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check_armour = "laser"
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combustion = FALSE
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/obj/item/projectile/beam/lasertag/blue
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icon_state = "bluelaser"
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light_color = "#0066FF"
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muzzle_type = /obj/effect/projectile/muzzle/laser_blue
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tracer_type = /obj/effect/projectile/tracer/laser_blue
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impact_type = /obj/effect/projectile/impact/laser_blue
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/obj/item/projectile/beam/lasertag/blue/on_hit(var/atom/target, var/blocked = 0)
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if(ishuman(target))
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var/mob/living/carbon/human/M = target
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if(istype(M.wear_suit, /obj/item/clothing/suit/redtag))
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M.Weaken(5)
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return 1
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/obj/item/projectile/beam/lasertag/red
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icon_state = "laser"
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light_color = "#FF0D00"
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/obj/item/projectile/beam/lasertag/red/on_hit(var/atom/target, var/blocked = 0)
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if(ishuman(target))
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var/mob/living/carbon/human/M = target
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if(istype(M.wear_suit, /obj/item/clothing/suit/bluetag))
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M.Weaken(5)
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return 1
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/obj/item/projectile/beam/lasertag/omni//A laser tag bolt that stuns EVERYONE
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icon_state = "omnilaser"
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light_color = "#00C6FF"
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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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/obj/item/projectile/beam/lasertag/omni/on_hit(var/atom/target, var/blocked = 0)
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if(ishuman(target))
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var/mob/living/carbon/human/M = target
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if((istype(M.wear_suit, /obj/item/clothing/suit/bluetag))||(istype(M.wear_suit, /obj/item/clothing/suit/redtag)))
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M.Weaken(5)
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return 1
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/obj/item/projectile/beam/sniper
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name = "sniper beam"
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icon_state = "xray"
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fire_sound = 'sound/weapons/gauss_shoot.ogg'
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damage = 50
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armor_penetration = 10
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light_color = "#00CC33"
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muzzle_type = /obj/effect/projectile/muzzle/xray
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tracer_type = /obj/effect/projectile/tracer/xray
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impact_type = /obj/effect/projectile/impact/xray
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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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fire_sound = 'sound/weapons/Taser.ogg'
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nodamage = 1
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taser_effect = 1
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agony = 40
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damage_type = HALLOSS
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light_color = "#FFFFFF"
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combustion = FALSE
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muzzle_type = /obj/effect/projectile/muzzle/stun
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tracer_type = /obj/effect/projectile/tracer/stun
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impact_type = /obj/effect/projectile/impact/stun
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/obj/item/projectile/beam/stun/weak
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name = "weak stun beam"
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icon_state = "stun"
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agony = 25
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/obj/item/projectile/beam/stun/med
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name = "stun beam"
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icon_state = "stun"
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agony = 30
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/obj/item/projectile/beam/shock
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name = "shock beam"
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icon_state = "lightning"
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damage_type = ELECTROCUTE
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muzzle_type = /obj/effect/projectile/muzzle/lightning
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tracer_type = /obj/effect/projectile/tracer/lightning
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impact_type = /obj/effect/projectile/impact/lightning
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damage = 30
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agony = 15
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eyeblur = 2
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