mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-22 11:37:40 +01:00
Refactor a few small things to make my research level parser work and make the code less odd
This commit is contained in:
@@ -1290,12 +1290,12 @@ var/list/all_supply_groups = list(supply_emergency,supply_security,supply_engine
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/datum/supply_packs/misc/lasertag
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name = "Laser Tag Crate"
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contains = list(/obj/item/gun/energy/laser/redtag,
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/obj/item/gun/energy/laser/redtag,
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/obj/item/gun/energy/laser/redtag,
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/obj/item/gun/energy/laser/bluetag,
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/obj/item/gun/energy/laser/bluetag,
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/obj/item/gun/energy/laser/bluetag,
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contains = list(/obj/item/gun/energy/laser/tag/red,
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/obj/item/gun/energy/laser/tag/red,
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/obj/item/gun/energy/laser/tag/red,
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/obj/item/gun/energy/laser/tag/blue,
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/obj/item/gun/energy/laser/tag/blue,
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/obj/item/gun/energy/laser/tag/blue,
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/obj/item/clothing/suit/redtag,
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/obj/item/clothing/suit/redtag,
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/obj/item/clothing/suit/redtag,
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@@ -5,13 +5,13 @@
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/obj/machinery/porta_turret/tag
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// Reasonable defaults, in case someone manually spawns us
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var/lasercolor = "r" //Something to do with lasertag turrets, blame Sieve for not adding a comment.
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installation = /obj/item/gun/energy/laser/redtag
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installation = /obj/item/gun/energy/laser/tag/red
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/obj/machinery/porta_turret/tag/red
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/obj/machinery/porta_turret/tag/blue
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lasercolor = "b"
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installation = /obj/item/gun/energy/laser/bluetag
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installation = /obj/item/gun/energy/laser/tag/blue
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/obj/machinery/porta_turret/tag/New()
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..()
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@@ -19,8 +19,8 @@
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/obj/machinery/porta_turret/tag/weapon_setup(var/obj/item/gun/energy/E)
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switch(E.type)
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if(/obj/item/gun/energy/laser/bluetag)
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eprojectile = /obj/item/gun/energy/laser/bluetag
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if(/obj/item/gun/energy/laser/tag/blue)
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eprojectile = /obj/item/gun/energy/laser/tag/blue
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lasercolor = "b"
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req_access = list(access_maint_tunnels, access_theatre)
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check_arrest = 0
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@@ -30,8 +30,8 @@
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check_anomalies = 0
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shot_delay = 30
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if(/obj/item/gun/energy/laser/redtag)
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eprojectile = /obj/item/gun/energy/laser/redtag
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if(/obj/item/gun/energy/laser/tag/red)
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eprojectile = /obj/item/gun/energy/laser/tag/red
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lasercolor = "r"
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req_access = list(access_maint_tunnels, access_theatre)
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check_arrest = 0
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@@ -81,13 +81,13 @@
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..()
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if(lasercolor == "b" && disabled == 0)
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if(istype(Proj, /obj/item/gun/energy/laser/redtag))
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if(istype(Proj, /obj/item/gun/energy/laser/tag/red))
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disabled = 1
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qdel(Proj) // qdel
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sleep(100)
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disabled = 0
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if(lasercolor == "r" && disabled == 0)
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if(istype(Proj, /obj/item/gun/energy/laser/bluetag))
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if(istype(Proj, /obj/item/gun/energy/laser/tag/blue))
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disabled = 1
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qdel(Proj) // qdel
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sleep(100)
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@@ -105,10 +105,10 @@
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switch(lasercolor)
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if("b")
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target_suit = /obj/item/clothing/suit/redtag
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target_weapon = /obj/item/gun/energy/laser/redtag
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target_weapon = /obj/item/gun/energy/laser/tag/red
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if("r")
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target_suit = /obj/item/clothing/suit/bluetag
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target_weapon = /obj/item/gun/energy/laser/bluetag
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target_weapon = /obj/item/gun/energy/laser/tag/blue
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if(target_suit)//Lasertag turrets target the opposing team, how great is that? -Sieve
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@@ -857,7 +857,7 @@ var/list/turret_icons
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gun_charge = E.power_supply.charge //the gun's charge is stored in gun_charge
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to_chat(user, "<span class='notice'>You add [I] to the turret.</span>")
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if(istype(installation, /obj/item/gun/energy/laser/bluetag) || istype(installation, /obj/item/gun/energy/laser/redtag))
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if(istype(installation, /obj/item/gun/energy/laser/tag/blue) || istype(installation, /obj/item/gun/energy/laser/tag/red))
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target_type = /obj/machinery/porta_turret/tag
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else
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target_type = /obj/machinery/porta_turret
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@@ -1,5 +1,5 @@
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/obj/item/encryptionkey/
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/obj/item/encryptionkey
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name = "Standard Encryption Key"
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desc = "An encyption key for a radio headset. Contains cypherkeys."
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icon = 'icons/obj/radio.dmi'
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@@ -49,9 +49,9 @@
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/obj/structure/closet/lasertag/red/New()
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..()
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new /obj/item/gun/energy/laser/redtag(src)
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new /obj/item/gun/energy/laser/redtag(src)
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new /obj/item/gun/energy/laser/redtag(src)
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new /obj/item/gun/energy/laser/tag/red(src)
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new /obj/item/gun/energy/laser/tag/red(src)
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new /obj/item/gun/energy/laser/tag/red(src)
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new /obj/item/clothing/suit/redtag(src)
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new /obj/item/clothing/suit/redtag(src)
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new /obj/item/clothing/suit/redtag(src)
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@@ -65,9 +65,9 @@
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/obj/structure/closet/lasertag/blue/New()
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..()
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new /obj/item/gun/energy/laser/bluetag(src)
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new /obj/item/gun/energy/laser/bluetag(src)
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new /obj/item/gun/energy/laser/bluetag(src)
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new /obj/item/gun/energy/laser/tag/blue(src)
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new /obj/item/gun/energy/laser/tag/blue(src)
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new /obj/item/gun/energy/laser/tag/blue(src)
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new /obj/item/clothing/suit/bluetag(src)
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new /obj/item/clothing/suit/bluetag(src)
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new /obj/item/clothing/suit/bluetag(src)
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@@ -16,7 +16,7 @@
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item_state = "bluetag"
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blood_overlay_type = "armor"
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body_parts_covered = UPPER_TORSO|LOWER_TORSO
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allowed = list (/obj/item/gun/energy/laser/bluetag)
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allowed = list (/obj/item/gun/energy/laser/tag/blue)
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burn_state = FIRE_PROOF
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species_fit = list("Vox")
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sprite_sheets = list(
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@@ -30,7 +30,7 @@
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item_state = "redtag"
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blood_overlay_type = "armor"
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body_parts_covered = UPPER_TORSO|LOWER_TORSO
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allowed = list (/obj/item/gun/energy/laser/redtag)
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allowed = list (/obj/item/gun/energy/laser/tag/red)
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burn_state = FIRE_PROOF
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species_fit = list("Vox")
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sprite_sheets = list(
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@@ -171,11 +171,11 @@
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//Lasertag bullshit
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if(lasercolor)
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if(lasercolor == "b")//Lasertag turrets target the opposing team, how great is that? -Sieve
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if((istype(r_hand,/obj/item/gun/energy/laser/redtag)) || (istype(l_hand,/obj/item/gun/energy/laser/redtag)))
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if((istype(r_hand,/obj/item/gun/energy/laser/tag/red)) || (istype(l_hand,/obj/item/gun/energy/laser/tag/red)))
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threatcount += 4
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if(lasercolor == "r")
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if((istype(r_hand,/obj/item/gun/energy/laser/bluetag)) || (istype(l_hand,/obj/item/gun/energy/laser/bluetag)))
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if((istype(r_hand,/obj/item/gun/energy/laser/tag/blue)) || (istype(l_hand,/obj/item/gun/energy/laser/tag/blue)))
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threatcount += 4
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return threatcount
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@@ -1567,17 +1567,17 @@ Eyes need to have significantly high darksight to shine unless the mob has the X
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if(lasercolor == "b")//Lasertag turrets target the opposing team, how great is that? -Sieve
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if(istype(wear_suit, /obj/item/clothing/suit/redtag))
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threatcount += 4
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if((istype(r_hand,/obj/item/gun/energy/laser/redtag)) || (istype(l_hand,/obj/item/gun/energy/laser/redtag)))
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if((istype(r_hand,/obj/item/gun/energy/laser/tag/red)) || (istype(l_hand,/obj/item/gun/energy/laser/tag/red)))
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threatcount += 4
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if(istype(belt, /obj/item/gun/energy/laser/redtag))
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if(istype(belt, /obj/item/gun/energy/laser/tag/red))
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threatcount += 2
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if(lasercolor == "r")
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if(istype(wear_suit, /obj/item/clothing/suit/bluetag))
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threatcount += 4
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if((istype(r_hand,/obj/item/gun/energy/laser/bluetag)) || (istype(l_hand,/obj/item/gun/energy/laser/bluetag)))
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if((istype(r_hand,/obj/item/gun/energy/laser/tag/blue)) || (istype(l_hand,/obj/item/gun/energy/laser/tag/blue)))
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threatcount += 4
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if(istype(belt, /obj/item/gun/energy/laser/bluetag))
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if(istype(belt, /obj/item/gun/energy/laser/tag/blue))
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threatcount += 2
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return threatcount
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@@ -153,11 +153,11 @@
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var/newname = ""
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switch(lasercolor)
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if("b")
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if(!istype(W, /obj/item/gun/energy/laser/bluetag))
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if(!istype(W, /obj/item/gun/energy/laser/tag/blue))
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return
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newname = "bluetag ED-209 assembly"
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if("r")
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if(!istype(W, /obj/item/gun/energy/laser/redtag))
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if(!istype(W, /obj/item/gun/energy/laser/tag/red))
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return
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newname = "redtag ED-209 assembly"
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if("")
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@@ -387,11 +387,11 @@
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G.power_supply.charge = 0
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G.update_icon()
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else if(lasercolor == "b")
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var/obj/item/gun/energy/laser/bluetag/G = new /obj/item/gun/energy/laser/bluetag(Tsec)
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var/obj/item/gun/energy/laser/tag/blue/G = new /obj/item/gun/energy/laser/tag/blue(Tsec)
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G.power_supply.charge = 0
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G.update_icon()
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else if(lasercolor == "r")
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var/obj/item/gun/energy/laser/redtag/G = new /obj/item/gun/energy/laser/redtag(Tsec)
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var/obj/item/gun/energy/laser/tag/red/G = new /obj/item/gun/energy/laser/tag/red(Tsec)
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G.power_supply.charge = 0
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G.update_icon()
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@@ -140,24 +140,19 @@
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////////Laser Tag////////////////////
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/obj/item/gun/energy/laser/bluetag
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/obj/item/gun/energy/laser/tag
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name = "laser tag gun"
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icon_state = "bluetag"
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desc = "Standard issue weapon of the Imperial Guard"
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ammo_type = list(/obj/item/ammo_casing/energy/laser/bluetag)
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origin_tech = "combat=2;magnets=2"
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clumsy_check = 0
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needs_permit = 0
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ammo_x_offset = 2
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selfcharge = 1
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/obj/item/gun/energy/laser/redtag
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name = "laser tag gun"
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/obj/item/gun/energy/laser/tag/blue
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icon_state = "bluetag"
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ammo_type = list(/obj/item/ammo_casing/energy/laser/bluetag)
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/obj/item/gun/energy/laser/tag/red
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icon_state = "redtag"
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desc = "Standard issue weapon of the Imperial Guard"
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ammo_type = list(/obj/item/ammo_casing/energy/laser/redtag)
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origin_tech = "combat=2;magnets=2"
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clumsy_check = 0
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needs_permit = 0
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ammo_x_offset = 2
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selfcharge = 1
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