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Fixes Unlimited Bullets
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@@ -197,7 +197,7 @@
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return 0
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if(targloc == curloc) //Fire the projectile
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user.bullet_act(in_chamber)
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qdel(in_chamber)
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del(in_chamber)
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update_icon()
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return 1
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@@ -285,7 +285,7 @@
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else
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user << "<span class = 'notice'>Ow...</span>"
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user.apply_effect(110,AGONY,0)
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qdel(in_chamber)
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del(in_chamber)
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mouthshoot = 0
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return
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else
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@@ -80,7 +80,7 @@
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proc/on_range() //if we want there to be effects when they reach the end of their range
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proj_hit = 1
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qdel(src)
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del(src)
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proc/on_hit(var/atom/target, var/blocked = 0, var/hit_zone)
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if(!isliving(target)) return 0
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@@ -97,7 +97,7 @@
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in_chamber.pass_flags = pass_flags //And the pass flags to that of the real projectile...
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in_chamber.firer = user
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var/output = in_chamber.process() //Test it!
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qdel(in_chamber) //No need for it anymore
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del(in_chamber) //No need for it anymore
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return output //Send it back to the gun!
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Bump(atom/A as mob|obj|turf|area)
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@@ -168,7 +168,7 @@
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if(!istype(src, /obj/item/projectile/beam/lightning))
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density = 0
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invisibility = 101
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qdel(src)
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del(src)
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return 1
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@@ -187,7 +187,7 @@
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spawn() //New projectile system
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while(loc)
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if(kill_count < 1)
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qdel(src)
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del(src)
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return
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kill_count--
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if((!( current ) || loc == current))
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@@ -262,7 +262,7 @@
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spawn() //Old projectile system
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while(loc)
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if(kill_count < 1)
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qdel(src)
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del(src)
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return
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kill_count--
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if((!( current ) || loc == current))
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