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https://github.com/CHOMPstation/CHOMPstation.git
synced 2026-08-28 22:46:22 +01:00
Finishes fixing ammo inconsistencies
This commit is contained in:
@@ -8,7 +8,7 @@
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caliber = "9mm"
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origin_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 2)
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slot_flags = SLOT_BELT
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ammo_type = /obj/item/ammo_casing/c9mm
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ammo_type = /obj/item/ammo_casing/a9mm
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multi_aim = 1
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burst_delay = 2
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@@ -88,11 +88,11 @@
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caliber = "9mm"
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origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 2)
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slot_flags = SLOT_BELT
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ammo_type = "/obj/item/ammo_casing/c9mmr"
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ammo_type = "/obj/item/ammo_casing/a9mmr"
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fire_sound = 'sound/weapons/Gunshot_light.ogg'
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load_method = MAGAZINE
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magazine_type = /obj/item/ammo_magazine/mc9mmt/rubber
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allowed_magazines = list(/obj/item/ammo_magazine/mc9mmt)
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magazine_type = /obj/item/ammo_magazine/m9mmt/rubber
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allowed_magazines = list(/obj/item/ammo_magazine/m9mmt)
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/obj/item/weapon/gun/projectile/automatic/wt550/update_icon()
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..()
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@@ -257,8 +257,8 @@
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origin_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 1, TECH_ILLEGAL = 4)
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slot_flags = SLOT_BACK
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load_method = MAGAZINE
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magazine_type = /obj/item/ammo_magazine/g12
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allowed_magazines = list(/obj/item/ammo_magazine/g12)
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magazine_type = /obj/item/ammo_magazine/m12gdrum
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allowed_magazines = list(/obj/item/ammo_magazine/m12gdrum)
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one_handed_penalty = 4
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@@ -310,8 +310,8 @@
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slot_flags = SLOT_BELT // ToDo: Belt sprite.
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fire_sound = 'sound/weapons/Gunshot_light.ogg'
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load_method = MAGAZINE
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magazine_type = /obj/item/ammo_magazine/p90
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allowed_magazines = list(/obj/item/ammo_magazine/p90, /obj/item/ammo_magazine/mc9mmt) // ToDo: New sprite for the different mag.
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magazine_type = /obj/item/ammo_magazine/m9mmp90
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allowed_magazines = list(/obj/item/ammo_magazine/m9mmp90, /obj/item/ammo_magazine/m9mmt) // ToDo: New sprite for the different mag.
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firemodes = list(
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list(mode_name="semiauto", burst=1, fire_delay=0),
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@@ -196,12 +196,12 @@
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origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2, TECH_ILLEGAL = 2)
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fire_sound = 'sound/weapons/semiauto.ogg'
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load_method = MAGAZINE
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magazine_type = /obj/item/ammo_magazine/mc9mm
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allowed_magazines = list(/obj/item/ammo_magazine/mc9mm)
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magazine_type = /obj/item/ammo_magazine/m9mm
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allowed_magazines = list(/obj/item/ammo_magazine/m9mm)
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/obj/item/weapon/gun/projectile/pistol/flash
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name = "holdout signal pistol"
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magazine_type = /obj/item/ammo_magazine/mc9mm/flash
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magazine_type = /obj/item/ammo_magazine/m9mm/flash
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/obj/item/weapon/gun/projectile/pistol/attack_hand(mob/living/user as mob)
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if(user.get_inactive_hand() == src)
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@@ -256,17 +256,17 @@
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var/global/list/ammo_types = list(
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/obj/item/ammo_casing/a357 = ".357",
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/obj/item/ammo_casing/c9mmf = "9mm",
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/obj/item/ammo_casing/c45f = ".45",
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/obj/item/ammo_casing/a9mmf = "9mm",
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/obj/item/ammo_casing/a45f = ".45",
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/obj/item/ammo_casing/a10mm = "10mm",
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/obj/item/ammo_casing/shotgun = "12 gauge",
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/obj/item/ammo_casing/shotgun = "12 gauge",
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/obj/item/ammo_casing/shotgun/pellet = "12 gauge",
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/obj/item/ammo_casing/shotgun/pellet = "12 gauge",
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/obj/item/ammo_casing/shotgun/pellet = "12 gauge",
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/obj/item/ammo_casing/shotgun/beanbag = "12 gauge",
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/obj/item/ammo_casing/shotgun/stunshell = "12 gauge",
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/obj/item/ammo_casing/shotgun/flash = "12 gauge",
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/obj/item/ammo_casing/a12g = "12 gauge",
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/obj/item/ammo_casing/a12g = "12 gauge",
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/obj/item/ammo_casing/a12g/pellet = "12 gauge",
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/obj/item/ammo_casing/a12g/pellet = "12 gauge",
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/obj/item/ammo_casing/a12g/pellet = "12 gauge",
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/obj/item/ammo_casing/a12g/beanbag = "12 gauge",
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/obj/item/ammo_casing/a12g/stunshell = "12 gauge",
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/obj/item/ammo_casing/a12g/flash = "12 gauge",
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/obj/item/ammo_casing/a762 = "7.62mm",
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/obj/item/ammo_casing/a556 = "5.56mm"
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)
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@@ -299,8 +299,8 @@
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caliber = "9mm"
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load_method = MAGAZINE
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fire_sound = 'sound/weapons/semiauto.ogg'
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magazine_type = /obj/item/ammo_magazine/mc9mm
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allowed_magazines = list(/obj/item/ammo_magazine/mc9mm)
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magazine_type = /obj/item/ammo_magazine/m9mm
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allowed_magazines = list(/obj/item/ammo_magazine/m9mm)
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/obj/item/weapon/gun/projectile/luger/update_icon()
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..()
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@@ -46,7 +46,7 @@
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caliber = "38"
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origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2)
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fire_sound = 'sound/weapons/Gunshot_light.ogg'
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ammo_type = /obj/item/ammo_casing/c38
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ammo_type = /obj/item/ammo_casing/a38
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/obj/item/weapon/gun/projectile/revolver/detective/verb/rename_gun()
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set name = "Name Gun"
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@@ -74,10 +74,10 @@
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caliber = "38"
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origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2)
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fire_sound = 'sound/weapons/Gunshot_light.ogg'
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ammo_type = /obj/item/ammo_casing/c38
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ammo_type = /obj/item/ammo_casing/a38
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/obj/item/weapon/gun/projectile/revolver/deckard/emp
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ammo_type = /obj/item/ammo_casing/c38/emp
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ammo_type = /obj/item/ammo_casing/a38/emp
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/obj/item/weapon/gun/projectile/revolver/deckard/update_icon()
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@@ -113,7 +113,7 @@
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fire_sound = 'sound/weapons/shotgun.ogg'
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recoil = 2 // ow my fucking hand
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accuracy = -1 // smooth bore + short barrel = shit accuracy
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ammo_type = /obj/item/ammo_casing/shotgun
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ammo_type = /obj/item/ammo_casing/a12g
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// ToDo: Remove accuracy debuf in exchange for slightly injuring your hand every time you fire it.
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/obj/item/weapon/gun/projectile/revolver/lemat
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@@ -125,10 +125,10 @@
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handle_casings = CYCLE_CASINGS
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max_shells = 9
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caliber = "38"
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ammo_type = /obj/item/ammo_casing/c38
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ammo_type = /obj/item/ammo_casing/a38
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var/secondary_max_shells = 1
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var/secondary_caliber = "shotgun"
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var/secondary_ammo_type = /obj/item/ammo_casing/shotgun
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var/secondary_ammo_type = /obj/item/ammo_casing/a12g
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var/flipped_firing = 0
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var/list/secondary_loaded = list()
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var/list/tertiary_loaded = list()
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@@ -11,7 +11,7 @@
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caliber = "shotgun"
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origin_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 2)
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load_method = SINGLE_CASING
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ammo_type = /obj/item/ammo_casing/shotgun/beanbag
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ammo_type = /obj/item/ammo_casing/a12g/beanbag
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handle_casings = HOLD_CASINGS
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fire_sound = 'sound/weapons/shotgun.ogg'
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var/recentpump = 0 // to prevent spammage
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@@ -48,7 +48,7 @@
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item_state = "cshotgun"
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origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 2)
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max_shells = 7 //match the ammo box capacity, also it can hold a round in the chamber anyways, for a total of 8.
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ammo_type = /obj/item/ammo_casing/shotgun
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ammo_type = /obj/item/ammo_casing/a12g
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/obj/item/weapon/gun/projectile/shotgun/doublebarrel
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name = "double-barreled shotgun"
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@@ -66,7 +66,7 @@
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slot_flags = SLOT_BACK
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caliber = "shotgun"
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origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 1)
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ammo_type = /obj/item/ammo_casing/shotgun/beanbag
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ammo_type = /obj/item/ammo_casing/a12g/beanbag
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burst_delay = 0
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firemodes = list(
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@@ -75,12 +75,12 @@
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)
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/obj/item/weapon/gun/projectile/shotgun/doublebarrel/pellet
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ammo_type = /obj/item/ammo_casing/shotgun/pellet
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ammo_type = /obj/item/ammo_casing/a12g/pellet
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/obj/item/weapon/gun/projectile/shotgun/doublebarrel/flare
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name = "signal shotgun"
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desc = "A double-barreled shotgun meant to fire signal flash shells."
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ammo_type = /obj/item/ammo_casing/shotgun/flash
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ammo_type = /obj/item/ammo_casing/a12g/flash
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/obj/item/weapon/gun/projectile/shotgun/doublebarrel/unload_ammo(user, allow_dump)
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..(user, allow_dump=1)
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@@ -115,6 +115,6 @@
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icon_state = "sawnshotgun"
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item_state = "sawnshotgun"
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slot_flags = SLOT_BELT|SLOT_HOLSTER
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ammo_type = /obj/item/ammo_casing/shotgun/pellet
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ammo_type = /obj/item/ammo_casing/a12g/pellet
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w_class = ITEMSIZE_NORMAL
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force = 5
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