mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-23 12:07:27 +01:00
Beginnings of Combat Changes: Ranged Weaponry (#17075)
This commit is contained in:
@@ -33,16 +33,16 @@
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desc = "A .38 bullet casing."
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caliber = "38"
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icon_state = "r-casing"
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projectile_type = /obj/item/projectile/bullet/weakbullet2
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projectile_type = /obj/item/projectile/bullet/c38
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muzzle_flash_strength = MUZZLE_FLASH_STRENGTH_NORMAL
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muzzle_flash_range = MUZZLE_FLASH_RANGE_NORMAL
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/obj/item/ammo_casing/c38/invisible
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projectile_type = /obj/item/projectile/bullet/weakbullet2/invisible
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projectile_type = /obj/item/projectile/bullet/mime
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muzzle_flash_effect = null // invisible eh
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/obj/item/ammo_casing/c38/invisible/fake
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projectile_type = /obj/item/projectile/bullet/weakbullet2/invisible/fake
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projectile_type = /obj/item/projectile/bullet/mime/fake
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/obj/item/ammo_casing/c10mm
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desc = "A 10mm bullet casing."
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@@ -206,18 +206,12 @@
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muzzle_flash_color = "#FFFF00"
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/obj/item/ammo_casing/shotgun/meteorshot
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name = "meteorshot shell"
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/obj/item/ammo_casing/shotgun/meteorslug
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name = "meteorslug shell"
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desc = "A shotgun shell rigged with CMC technology, which launches a massive slug when fired."
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icon_state = "mshell"
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projectile_type = /obj/item/projectile/bullet/meteorshot
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/obj/item/ammo_casing/shotgun/breaching
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name = "breaching shell"
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desc = "An economic version of the meteorshot, utilizing similar technologies. Great for busting down doors."
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icon_state = "mshell"
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projectile_type = /obj/item/projectile/bullet/meteorshot/weak
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/obj/item/ammo_casing/shotgun/pulseslug
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name = "pulse slug"
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desc = "A delicate device which can be loaded into a shotgun. The primer acts as a button which triggers the gain medium and fires a powerful \
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@@ -22,8 +22,8 @@
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e_cost = 83
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select_name = "kill"
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/obj/item/ammo_casing/energy/laser/hos //allows balancing of HoS and blueshit guns seperately from other energy weapons
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e_cost = 100
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/obj/item/ammo_casing/energy/laser/hos
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e_cost = 120
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/obj/item/ammo_casing/energy/laser/practice
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projectile_type = /obj/item/projectile/beam/practice
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@@ -102,22 +102,18 @@
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select_name = "stun"
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fire_sound = 'sound/weapons/taser.ogg'
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e_cost = 200
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delay = 15
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harmful = FALSE
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/obj/item/ammo_casing/energy/electrode/gun
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fire_sound = 'sound/weapons/gunshots/gunshot.ogg'
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e_cost = 100
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/obj/item/ammo_casing/energy/electrode/hos //allows balancing of HoS and blueshit guns seperately from other energy weapons
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e_cost = 200
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/obj/item/ammo_casing/energy/ion
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projectile_type = /obj/item/projectile/ion
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muzzle_flash_color = LIGHT_COLOR_LIGHTBLUE
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select_name = "ion"
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fire_sound = 'sound/weapons/ionrifle.ogg'
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/obj/item/ammo_casing/energy/ion/hos
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projectile_type = /obj/item/projectile/ion/weak
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e_cost = 300
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/obj/item/ammo_casing/energy/declone
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projectile_type = /obj/item/projectile/energy/declone
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muzzle_flash_color = LIGHT_COLOR_GREEN
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@@ -172,6 +168,9 @@
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/obj/item/ammo_casing/energy/disabler/cyborg //seperate balancing for cyborg, again
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e_cost = 250
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/obj/item/ammo_casing/energy/disabler/hos
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e_cost = 60
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/obj/item/ammo_casing/energy/plasma
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projectile_type = /obj/item/projectile/plasma
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muzzle_flash_color = LIGHT_COLOR_PURPLE
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@@ -216,12 +215,6 @@
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projectile_type = /obj/item/projectile/energy/bolt/large
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select_name = "heavy bolt"
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/obj/item/ammo_casing/energy/dart
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projectile_type = /obj/item/projectile/energy/dart
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fire_sound = 'sound/weapons/genhit.ogg'
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e_cost = 500
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select_name = "toxic dart"
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/obj/item/ammo_casing/energy/instakill
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projectile_type = /obj/item/projectile/beam/instakill
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muzzle_flash_color = LIGHT_COLOR_PURPLE
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@@ -264,13 +257,6 @@
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fire_sound = 'sound/weapons/gunshots/gunshot_smg.ogg'
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select_name = "clown"
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/obj/item/ammo_casing/energy/sniper
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projectile_type = /obj/item/projectile/beam/sniper
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muzzle_flash_color = LIGHT_COLOR_PINK
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fire_sound = 'sound/weapons/marauder.ogg'
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delay = 50
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select_name = "snipe"
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/obj/item/ammo_casing/energy/emitter
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projectile_type = /obj/item/projectile/beam/emitter
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muzzle_flash_color = LIGHT_COLOR_GREEN
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@@ -64,6 +64,7 @@
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/obj/item/ammo_box/magazine/internal/cylinder/rev38/invisible
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name = "finger gun cylinder"
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desc = "Wait, what?"
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max_ammo = 3
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ammo_type = /obj/item/ammo_casing/c38/invisible
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/obj/item/ammo_box/magazine/internal/cylinder/rev38/invisible/fake
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@@ -407,10 +408,10 @@
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icon_state = "m12gt"
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ammo_type = /obj/item/ammo_casing/shotgun/dart/bioterror
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/obj/item/ammo_box/magazine/m12g/breach
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name = "shotgun magazine (12g breacher slugs)"
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/obj/item/ammo_box/magazine/m12g/meteor
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name = "shotgun magazine (12g meteor slugs)"
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icon_state = "m12gbc"
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ammo_type = /obj/item/ammo_casing/shotgun/breaching
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ammo_type = /obj/item/ammo_casing/shotgun/meteorslug
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/obj/item/ammo_box/magazine/m12g/XtrLrg
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name = "\improper XL shotgun magazine (12g slugs)"
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@@ -51,22 +51,24 @@
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/obj/item/gun/energy/gun/hos
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name = "\improper X-01 MultiPhase Energy Gun"
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desc = "This is an expensive, modern recreation of an antique laser gun. This gun has several unique firemodes, but lacks the ability to recharge over time."
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cell_type = /obj/item/stock_parts/cell/hos_gun
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icon_state = "hoslaser"
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origin_tech = null
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force = 10
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ammo_type = list(/obj/item/ammo_casing/energy/electrode/hos, /obj/item/ammo_casing/energy/laser/hos, /obj/item/ammo_casing/energy/disabler)
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ammo_type = list(/obj/item/ammo_casing/energy/disabler/hos, /obj/item/ammo_casing/energy/laser/hos, /obj/item/ammo_casing/energy/ion/hos)
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ammo_x_offset = 4
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
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shaded_charge = FALSE
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can_holster = TRUE
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/obj/item/gun/energy/gun/blueshield
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name = "advanced stun revolver"
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desc = "An advanced stun revolver with the capacity to shoot both electrodes and lasers."
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name = "advanced energy revolver"
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desc = "An advanced energy revolver with the capacity to shoot both disablers and lasers."
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cell_type = /obj/item/stock_parts/cell/hos_gun
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icon_state = "bsgun"
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item_state = "gun"
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force = 7
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ammo_type = list(/obj/item/ammo_casing/energy/electrode/hos, /obj/item/ammo_casing/energy/laser/hos)
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ammo_type = list(/obj/item/ammo_casing/energy/disabler/hos, /obj/item/ammo_casing/energy/laser/hos)
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ammo_x_offset = 1
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shaded_charge = TRUE
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can_holster = TRUE
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@@ -100,7 +102,7 @@
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charge_delay = 5
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can_charge = 0
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ammo_x_offset = 1
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ammo_type = list(/obj/item/ammo_casing/energy/electrode, /obj/item/ammo_casing/energy/laser, /obj/item/ammo_casing/energy/disabler)
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ammo_type = list(/obj/item/ammo_casing/energy/laser, /obj/item/ammo_casing/energy/disabler)
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selfcharge = 1
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shaded_charge = FALSE
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@@ -315,26 +315,6 @@
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shaded_charge = 1
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can_holster = TRUE
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// Energy Sniper //
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/obj/item/gun/energy/sniperrifle
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name = "\improper L.W.A.P. sniper rifle"
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desc = "A rifle constructed of lightweight materials, fitted with a SMART aiming-system scope."
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icon_state = "esniper"
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origin_tech = "combat=6;materials=5;powerstorage=4"
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ammo_type = list(/obj/item/ammo_casing/energy/sniper)
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item_state = null
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weapon_weight = WEAPON_HEAVY
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slot_flags = SLOT_BACK
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w_class = WEIGHT_CLASS_BULKY
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can_holster = FALSE
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zoomable = TRUE
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zoom_amt = 7 //Long range, enough to see in front of you, but no tiles behind you.
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shaded_charge = 1
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/obj/item/gun/energy/sniperrifle/detailed_examine()
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return "This is an energy weapon. Most energy weapons can fire through windows harmlessly. To recharge this weapon, use a weapon recharger. \
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To use the scope, use the appropriate verb in the object tab."
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/obj/item/gun/energy/bsg
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name = "\improper B.S.G"
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desc = "The Blue Space Gun. Uses a flux anomaly core and a bluespace crystal to produce destructive bluespace energy blasts, inspired by Nanotrasen's BSA division."
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@@ -52,7 +52,10 @@
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item_state = null
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origin_tech = "combat=3"
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ammo_type = list(/obj/item/ammo_casing/energy/disabler)
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ammo_x_offset = 3
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ammo_x_offset = 2
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can_flashlight = TRUE
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flight_x_offset = 15
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flight_y_offset = 10
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can_holster = TRUE
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/obj/item/gun/energy/disabler/cyborg
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@@ -117,16 +117,6 @@
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suit_types = list(/obj/item/clothing/suit/redtag)
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light_color = LIGHT_COLOR_BLUE
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/obj/item/projectile/beam/sniper
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name = "sniper beam"
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icon_state = "sniperlaser"
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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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impact_effect_type = /obj/effect/temp_visual/impact_effect/purple_laser
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light_color = LIGHT_COLOR_PINK
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/obj/item/projectile/beam/immolator
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name = "immolation beam"
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@@ -12,6 +12,10 @@
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damage = 5
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stamina = 80
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/obj/item/projectile/bullet/c38
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name = ".38 bullet"
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damage = 25
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/obj/item/projectile/bullet/weakbullet/booze
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/obj/item/projectile/bullet/weakbullet/booze/on_hit(atom/target, blocked = 0)
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@@ -31,26 +35,12 @@
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M.AdjustDrowsy(10)
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A.volume += 5 //Because we can
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/obj/item/projectile/bullet/weakbullet2 //detective revolver
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/obj/item/projectile/bullet/weakbullet2
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name = "rubber bullet"
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damage = 5
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stamina = 35
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icon_state = "bullet-r"
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/obj/item/projectile/bullet/weakbullet2/invisible //finger gun bullets
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name = "invisible bullet"
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damage = 0
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weaken = 3
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stamina = 60
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icon_state = null
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hitsound_wall = null
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/obj/item/projectile/bullet/weakbullet2/invisible/fake
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weaken = 0
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stamina = 0
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nodamage = 1
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log_override = TRUE
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/obj/item/projectile/bullet/weakbullet3
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damage = 20
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@@ -165,7 +155,7 @@
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/obj/item/projectile/bullet/heavybullet
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damage = 35
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/obj/item/projectile/bullet/stunshot//taser slugs for shotguns, nothing special
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/obj/item/projectile/bullet/stunshot //taser slugs for shotguns, nothing special
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name = "stunshot"
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damage = 5
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stun = 5
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@@ -196,13 +186,13 @@
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icon = 'icons/obj/meteor.dmi'
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icon_state = "dust"
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damage = 30
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weaken = 8
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stun = 8
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stun = 1
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weaken = 4
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hitsound = 'sound/effects/meteorimpact.ogg'
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/obj/item/projectile/bullet/meteorshot/on_hit(atom/target, blocked = 0)
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..()
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if(istype(target, /atom/movable))
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if(ismovable(target))
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var/atom/movable/M = target
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var/atom/throw_target = get_edge_target_turf(M, get_dir(src, get_step_away(M, src)))
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M.throw_at(throw_target, 3, 2)
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@@ -211,29 +201,28 @@
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..()
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SpinAnimation()
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/obj/item/projectile/bullet/meteorshot/weak
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damage = 10
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weaken = 4
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stun = 4
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/obj/item/projectile/bullet/mime
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damage = 0
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stun = 5
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weaken = 5
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slur = 20
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stutter = 20
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damage = 40
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var/special_effects = TRUE
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/obj/item/projectile/bullet/mime/on_hit(atom/target, blocked = 0)
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..(target, blocked)
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if(iscarbon(target))
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var/mob/living/carbon/M = target
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M.Silence(10)
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else if(istype(target, /obj/mecha/combat/honker))
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var/obj/mecha/chassis = target
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chassis.occupant_message("A mimetech anti-honk bullet has hit \the [chassis]!")
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chassis.use_power(chassis.get_charge() / 2)
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for(var/obj/item/mecha_parts/mecha_equipment/weapon/honker in chassis.equipment)
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honker.set_ready_state(0)
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if(special_effects)
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if(iscarbon(target))
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var/mob/living/carbon/M = target
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M.Silence(10)
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else if(istype(target, /obj/mecha/combat/honker))
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var/obj/mecha/chassis = target
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chassis.occupant_message("A mimetech anti-honk bullet has hit \the [chassis]!")
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chassis.use_power(chassis.get_charge() / 2)
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for(var/obj/item/mecha_parts/mecha_equipment/weapon/honker in chassis.equipment)
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honker.set_ready_state(0)
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/obj/item/projectile/bullet/mime/fake
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damage = 0
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nodamage = TRUE
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special_effects = FALSE
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log_override = TRUE
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/obj/item/projectile/bullet/dart
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name = "dart"
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@@ -44,30 +44,16 @@
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irradiate = 10
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impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser
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/obj/item/projectile/energy/dart
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name = "dart"
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icon_state = "toxin"
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damage = 5
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damage_type = TOX
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weaken = 5
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range = 7
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/obj/item/projectile/energy/shuriken
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name = "shuriken"
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icon_state = "toxin"
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damage = 10
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damage_type = TOX
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weaken = 5
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stutter = 5
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/obj/item/projectile/energy/bolt
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name = "bolt"
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icon_state = "cbbolt"
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damage = 15
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damage_type = TOX
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nodamage = 0
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weaken = 5
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stutter = 5
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nodamage = FALSE
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stamina = 60
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eyeblur = 10
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weaken = 1
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slur = 5
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/obj/item/projectile/energy/bolt/large
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damage = 20
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@@ -193,14 +193,14 @@
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/obj/item/projectile/bullet/frag12
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name ="explosive slug"
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damage = 25
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weaken = 5
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damage = 15
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weaken = 1
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alwayslog = TRUE
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/obj/item/projectile/bullet/frag12/on_hit(atom/target, blocked = 0)
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..()
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explosion(target, -1, 0, 1)
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return 1
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return TRUE
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/obj/item/projectile/plasma
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name = "plasma blast"
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