mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-19 02:54:41 +01:00
Merge with upstream
This commit is contained in:
@@ -187,6 +187,9 @@
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var/cooldown = 0
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var/aggressiveness = 2
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species_fit = list()
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action_button_name = "HALT!"
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icon_action_button = "action_officermask"
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/obj/item/clothing/mask/gas/sechailer/warden
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icon_state = "wardenmask"
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@@ -46,20 +46,27 @@
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heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
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siemens_coefficient = 0.6
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/obj/item/clothing/suit/armor/hos/alt
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name = "armored trenchoat"
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desc = "A trenchcoat enchanced with a special lightweight kevlar. The epitome of tactical plainclothes."
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icon_state = "hostrench"
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item_state = "hostrench"
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flags_inv = 0
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verb/toggle()
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set name = "Toggle Trenchcoat Buttons"
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set category = "Object"
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if(!usr.canmove || usr.stat || usr.restrained())
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return 0
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if(icon_state == "hos")
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if(icon_state == "hostrench")
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icon_state = "hostrench_button"
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item_state = "hostrench_button"
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usr<< "You button the [src]."
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else
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icon_state = "hostrench"
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item_state = "hostrench"
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usr<< "You unbutton the [src]."
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else
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icon_state = "hos"
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item_state = "hos"
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usr<< "You button the [src]."
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usr.update_inv_wear_suit()
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@@ -13,6 +13,16 @@
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"Vox" = 'icons/mob/species/vox/suit.dmi'
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)
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//Brig Physician
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/obj/item/clothing/suit/storage/brigdoc
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name = "brig physician vest"
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desc = "A vest often worn by doctors caring for inmates."
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icon_state = "brigphysician-vest"
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item_state = "brigphysician-vest"
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allowed = list(/obj/item/stack/medical, /obj/item/weapon/reagent_containers/dropper, /obj/item/weapon/reagent_containers/hypospray, /obj/item/weapon/reagent_containers/syringe, \
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/obj/item/device/healthanalyzer, /obj/item/device/flashlight, /obj/item/device/radio, /obj/item/weapon/tank/emergency_oxygen)
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armor = list(melee = 10, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 10, rad = 0)
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//Botonist
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/obj/item/clothing/suit/apron
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name = "apron"
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@@ -322,15 +322,16 @@
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on_fire = 0
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suiciding = 0
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buckled = initial(src.buckled)
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if(iscarbon(src))
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var/mob/living/carbon/C = src
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C.handcuffed = initial(C.handcuffed)
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// restore all of the human's blood
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// restore all of the human's blood and reset their shock stage
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if(ishuman(src))
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var/mob/living/carbon/human/human_mob = src
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human_mob.restore_blood()
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human_mob.shock_stage = 0
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restore_all_organs()
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if(stat == 2)
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@@ -757,6 +758,6 @@
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else if(!on && floating)
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animate(src, pixel_y = initial(pixel_y), time = 10)
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floating = 0
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/mob/living/proc/can_use_vents()
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return "You can't fit into that vent."
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@@ -338,9 +338,9 @@
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src.modules += new /obj/item/device/flash/cyborg(src)
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src.modules += new /obj/item/device/flashlight(src)
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src.modules += new /obj/item/weapon/melee/energy/sword/cyborg(src)
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src.modules += new /obj/item/weapon/gun/energy/crossbow/cyborg(src)
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src.modules += new /obj/item/weapon/gun/energy/printer(src)
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src.modules += new /obj/item/weapon/gun/projectile/revolver/grenadelauncher/multi/cyborg(src)
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src.modules += new /obj/item/weapon/card/emag(src)
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src.modules += new /obj/item/weapon/gun/energy/laser/cyborg(src)
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src.modules += new /obj/item/weapon/tank/jetpack/carbondioxide(src)
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src.modules += new /obj/item/weapon/crowbar(src)
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src.emag = null
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@@ -516,7 +516,12 @@
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else if(M_TK in user.mutations)
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user << "You telekinetically remove the light [fitting]."
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else
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user << "You try to remove the light [fitting], but it's too hot and you don't want to burn your hand."
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user << "You try to remove the light [fitting], but you burn your hand on it!"
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var/datum/organ/external/affecting = H.get_organ("[user.hand ? "l" : "r" ]_hand")
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if(affecting.take_damage( 0, 5 )) // 5 burn damage
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H.UpdateDamageIcon()
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H.updatehealth()
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return // if burned, don't remove the light
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else
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user << "You remove the light [fitting]."
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@@ -256,4 +256,44 @@ modules/mob/living/carbon/human/life.dm if you die, you will be zoomed out.
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item_state = null
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projectile_type = "/obj/item/projectile/beam/disabler"
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cell_type = "/obj/item/weapon/cell"
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charge_cost = 500
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charge_cost = 500
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/* 3d printer 'pseudo guns' for borgs */
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/obj/item/weapon/gun/energy/printer
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name = "cyborg lmg"
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desc = "A machinegun that fires 3d-printed flachettes slowly regenerated using a cyborg's internal power source."
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icon_state = "l6closed0"
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icon = 'icons/obj/gun.dmi'
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fire_sound = 'sound/weapons/Gunshot_smg.ogg'
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cell_type = "/obj/item/weapon/cell/secborg"
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projectile_type = "/obj/item/projectile/bullet/midbullet3"
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charge_cost = 300 //Yeah, let's NOT give them a 300 round clip that recharges, 20 is more reasonable and will actually hurt the borg's battery for overuse.
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var/charge_tick = 0
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var/recharge_time = 5
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/obj/item/weapon/gun/energy/printer/update_icon()
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return
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/obj/item/weapon/gun/energy/printer/New()
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..()
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processing_objects.Add(src)
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/obj/item/weapon/gun/energy/printer/Destroy()
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processing_objects.Remove(src)
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..()
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/obj/item/weapon/gun/energy/printer/process()
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charge_tick++
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if(charge_tick < recharge_time) return 0
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charge_tick = 0
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if(!power_supply) return 0 //sanity
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if(isrobot(src.loc))
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var/mob/living/silicon/robot/R = src.loc
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if(R && R.cell)
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if(R.cell.use(charge_cost)) //Take power from the borg...
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power_supply.give(charge_cost) //...to recharge the shot
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return 1
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@@ -28,19 +28,19 @@
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..()
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/obj/item/weapon/gun/energy/taser/cyborg/process() //Every [recharge_time] ticks, recharge a shot for the cyborg
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return 1
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charge_tick++
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if(charge_tick < recharge_time) return 0
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charge_tick = 0
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/obj/item/weapon/gun/energy/taser/cyborg/process_chambered()
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if(in_chamber)
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return 1
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if(!power_supply) return 0 //sanity
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if(isrobot(src.loc))
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var/mob/living/silicon/robot/R = src.loc
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if(R && R.cell && R.cell.charge >= 250)
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R.cell.use(250)
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in_chamber = new /obj/item/projectile/energy/electrode(src)
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return 1
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return 0
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if(R && R.cell)
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if(R.cell.use(charge_cost)) //Take power from the borg...
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power_supply.give(charge_cost) //... to recharge the shot
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update_icon()
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return 1
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/obj/item/weapon/gun/energy/stunrevolver
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name = "stun revolver"
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@@ -87,24 +87,6 @@
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/obj/item/weapon/gun/energy/crossbow/update_icon()
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return
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/obj/item/weapon/gun/energy/crossbow/cyborg
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desc = "An energy-based crossbow that draws power from the cyborg's internal energy cell directly."
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/obj/item/weapon/gun/energy/crossbow/cyborg/process()
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return 1
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/obj/item/weapon/gun/energy/crossbow/cyborg/process_chambered()
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if(in_chamber)
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return 1
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if(isrobot(src.loc))
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var/mob/living/silicon/robot/R = src.loc
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if(R && R.cell && R.cell.charge >= 250)
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R.cell.use(250)
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in_chamber = new /obj/item/projectile/energy/bolt(src)
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return 1
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return 0
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/obj/item/weapon/gun/energy/crossbow/largecrossbow
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name = "Energy Crossbow"
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desc = "A weapon favored by syndicate carp hunters."
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@@ -47,4 +47,12 @@
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icon_state = "bulldog"
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item_state = "bulldog"
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icon_override = 'icons/mob/in-hand/guns.dmi'
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mag_type = "/obj/item/ammo_box/magazine/internal/cylinder/grenadelauncher/multi"
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mag_type = "/obj/item/ammo_box/magazine/internal/cylinder/grenadelauncher/multi"
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/obj/item/weapon/gun/projectile/revolver/grenadelauncher/multi/cyborg
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desc = "A 6-shot grenade launcher."
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icon = 'icons/mecha/mecha_equipment.dmi'
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icon_state = "mecha_grenadelnchr"
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/obj/item/weapon/gun/projectile/revolver/grenadelauncher/multi/cyborg/attack_self()
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return
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