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Projectile update
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@@ -1,10 +1,17 @@
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/obj/item/weapon/gun/projectile/shotgun
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name = "shotgun"
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desc = "This almost certainly shouldn't be here."
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desc = "Useful for sweeping alleys."
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icon_state = "shotgun"
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item_state = "shotgun"
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ammo_type = "/obj/item/ammo_casing/shotgun"
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mag_type = "/obj/item/ammo_box/magazine/internal/shot"
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w_class = 4.0
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force = 10
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flags = FPRINT | TABLEPASS | CONDUCT
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slot_flags = SLOT_BACK
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origin_tech = "combat=4;materials=2"
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ammo_type = /obj/item/ammo_casing/shotgun/beanbag
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var/recentpump = 0 // to prevent spammage
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var/pumped = 0
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/obj/item/weapon/gun/projectile/shotgun/attackby(var/obj/item/A as obj, mob/user as mob)
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var/num_loaded = 0
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@@ -27,22 +34,8 @@
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A.update_icon()
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update_icon()
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/obj/item/weapon/gun/projectile/shotgun/pump
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name = "shotgun"
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desc = "Useful for sweeping alleys."
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icon_state = "shotgun"
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item_state = "shotgun"
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w_class = 4.0
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force = 10
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flags = FPRINT | TABLEPASS | CONDUCT
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slot_flags = SLOT_BACK
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origin_tech = "combat=4;materials=2"
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ammo_type = "/obj/item/ammo_casing/shotgun/beanbag"
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var/recentpump = 0 // to prevent spammage
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var/pumped = 0
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/obj/item/weapon/gun/projectile/shotgun/pump/process_chambered()
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/obj/item/weapon/gun/projectile/shotgun/process_chambered()
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var/obj/item/ammo_casing/AC = chambered //Find chambered round
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if(isnull(AC) || !istype(AC))
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return 0
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@@ -59,7 +52,7 @@
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return 0
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/obj/item/weapon/gun/projectile/shotgun/pump/attack_self(mob/living/user as mob)
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/obj/item/weapon/gun/projectile/shotgun/attack_self(mob/living/user as mob)
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if(recentpump) return
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pump()
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recentpump = 1
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@@ -68,7 +61,7 @@
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return
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/obj/item/weapon/gun/projectile/shotgun/pump/proc/pump(mob/M as mob)
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/obj/item/weapon/gun/projectile/shotgun/proc/pump(mob/M as mob)
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playsound(M, 'sound/weapons/shotgunpump.ogg', 60, 1)
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pumped = 0
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if(chambered)//We have a shell in the chamber
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@@ -82,12 +75,12 @@
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update_icon() //I.E. fix the desc
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return 1
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/obj/item/weapon/gun/projectile/shotgun/pump/examine()
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/obj/item/weapon/gun/projectile/shotgun/examine()
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..()
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if (chambered)
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usr << "A [chambered.BB ? "live" : "spent"] one is in the chamber."
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/obj/item/weapon/gun/projectile/shotgun/pump/combat
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/obj/item/weapon/gun/projectile/shotgun/combat
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name = "combat shotgun"
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icon_state = "cshotgun"
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origin_tech = "combat=5;materials=2"
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