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https://github.com/ParadiseSS13/Paradise.git
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Merge pull request #626 from Fox-McCloud/Guns-Fixes
Teleporter Gun, Fixes, and Tweaks
This commit is contained in:
@@ -67,6 +67,19 @@
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buck = 5
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deviation = 0.8
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/obj/item/ammo_casing/shotgun/improvised/overload
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name = "overloaded improvised shell"
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desc = "An extremely weak shotgun shell with multiple small pellets made out of metal shards. This one has been packed with even more \
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propellant. It's like playing russian roulette, with a shotgun."
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icon_state = "improvshell"
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projectile_type = /obj/item/projectile/bullet/pellet/random
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m_amt = 250
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buck = 5
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deviation = 1.0
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/obj/item/ammo_casing/shotgun/improvised/overload/New()
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..()
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buck = rand(3, 8)
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/obj/item/ammo_casing/shotgun/stunslug
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name = "taser slug"
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@@ -110,6 +123,21 @@
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buck = 4
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deviation = 0.9
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/obj/item/ammo_casing/shotgun/ion
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name = "ion shell"
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desc = "An advanced shotgun shell which uses a subspace ansible crystal to produce an effect similar to a standard ion rifle. \
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The unique properties of the crystal splot the pulse into a spread of individually weaker bolts."
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icon_state = "ionshell"
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projectile_type = /obj/item/projectile/ion/weak
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buck = 4
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deviation = 0.9
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/obj/item/ammo_casing/shotgun/laserslug
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name = "laser slug"
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desc = "An advanced shotgun shell that uses a micro laser to replicate the effects of a laser weapon in a ballistic package."
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icon_state = "lshell"
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projectile_type = /obj/item/projectile/beam
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/obj/item/ammo_casing/shotgun/techshell
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name = "unloaded technological shell"
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desc = "A high-tech shotgun shell which can be loaded with materials to produce unique effects."
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@@ -11,7 +11,7 @@
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charge_cost = 2000
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modifystate = "advtaserstun"
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can_flashlight = 1
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fire_delay = 20
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fire_delay = 15
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var/mode = 0 //0 = stun, 1 = disable
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@@ -33,7 +33,7 @@
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user << "\red [src.name] is now set to stun."
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projectile_type = "/obj/item/projectile/energy/electrode"
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modifystate = "advtaserstun"
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fire_delay = 20
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fire_delay = 15
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update_icon()
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if(user.l_hand == src)
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user.update_inv_l_hand()
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@@ -37,7 +37,7 @@
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user << "\red [src.name] is now set to stun."
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projectile_type = "/obj/item/projectile/energy/electrode"
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modifystate = "hoslaserstun"
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fire_delay = 20
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fire_delay = 15
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update_icon()
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if(user.l_hand == src)
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user.update_inv_l_hand()
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@@ -130,7 +130,7 @@
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update_charge()
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update_reactor()
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update_mode()
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/obj/item/weapon/gun/energy/gun/turret
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name = "hybrid turret gun"
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@@ -142,8 +142,8 @@
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can_flashlight = 0
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projectile_type = /obj/item/projectile/energy/electrode
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charge_cost = 1000
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fire_delay = 20
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fire_delay = 15
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/obj/item/weapon/gun/energy/gun/turret/update_icon()
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icon_state = initial(icon_state)
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@@ -164,9 +164,9 @@
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user << "\red [src.name] is now set to stun."
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projectile_type = /obj/item/projectile/energy/electrode
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modifystate = "energystun"
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fire_delay = 20
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fire_delay = 15
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update_icon()
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if(user.l_hand == src)
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user.update_inv_l_hand()
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else
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user.update_inv_r_hand()
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user.update_inv_r_hand()
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@@ -12,6 +12,9 @@
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slot_flags = SLOT_BACK
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w_class = 4.0
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emp_act()
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return
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attack_self(mob/living/user as mob)
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switch(mode)
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if(2)
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@@ -20,21 +23,18 @@
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fire_sound = 'sound/weapons/Taser.ogg'
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user << "\red [src.name] is now set to stun."
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projectile_type = "/obj/item/projectile/energy/electrode"
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fire_delay = 20
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if(0)
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mode = 1
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charge_cost = 100
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fire_sound = 'sound/weapons/Laser.ogg'
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user << "\red [src.name] is now set to kill."
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projectile_type = "/obj/item/projectile/beam"
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fire_delay = 0
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if(1)
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mode = 2
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charge_cost = 200
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fire_sound = 'sound/weapons/pulse.ogg'
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user << "\red [src.name] is now set to DESTROY."
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projectile_type = "/obj/item/projectile/beam/pulse"
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fire_delay = 0
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return
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isHandgun()
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@@ -331,6 +331,19 @@ modules/mob/living/carbon/human/life.dm if you die, you will be zoomed out.
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update_icon()
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return 1
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// Telegun for Tator RDs
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/obj/item/weapon/gun/energy/telegun
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name = "Teleporter Gun"
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desc = "An extremely high-tech bluespace energy gun capable of teleporting targets to far off locations."
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icon_state = "telegun"
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item_state = "ionrifle"
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icon_override = 'icons/mob/in-hand/guns.dmi'
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fire_sound = 'sound/weapons/wave.ogg'
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origin_tech = "combat=6;materials=7;powerstorage=5;bluespace=5;syndicate=4"
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cell_type = "/obj/item/weapon/stock_parts/cell/crap"
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projectile_type = "/obj/item/projectile/energy/teleport"
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charge_cost = 1250
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/* 3d printer 'pseudo guns' for borgs */
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@@ -7,7 +7,7 @@
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fire_sound = 'sound/weapons/Taser.ogg'
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projectile_type = "/obj/item/projectile/energy/electrode"
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cell_type = "/obj/item/weapon/stock_parts/cell/crap"
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fire_delay = 20
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fire_delay = 15
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/obj/item/weapon/gun/energy/taser/cyborg
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name = "taser gun"
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@@ -53,7 +53,7 @@
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fire_sound = "sound/weapons/gunshot.ogg"
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projectile_type = "/obj/item/projectile/energy/electrode"
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cell_type = "/obj/item/weapon/stock_parts/cell"
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fire_delay = 20
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fire_delay = 15
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@@ -39,6 +39,9 @@
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/obj/item/projectile/bullet/pellet/weak
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damage = 3
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/obj/item/projectile/bullet/pellet/random/New()
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damage = rand(10)
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/obj/item/projectile/bullet/midbullet
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damage = 20
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stamina = 65 //two rounds from the c20r knocks people down
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@@ -41,18 +41,6 @@
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proj_hit = 1
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..()
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/obj/item/projectile/energy/electrode/revolver
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name = "electrode"
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icon_state = "spark"
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nodamage = 1
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/* stun = 2
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weaken = 2
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stutter = 10 */
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agony = 50
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damage_type = HALLOSS
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hitsound = 'sound/weapons/tase.ogg'
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//Damage will be handled on the MOB side, to prevent window shattering.
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/obj/item/projectile/energy/declone
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name = "declone"
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icon_state = "declone"
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@@ -12,6 +12,12 @@
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return 1
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/obj/item/projectile/ion/weak
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/obj/item/projectile/ion/weak/on_hit(atom/target, blocked = 0)
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empulse(target, 0, 0)
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return 1
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/obj/item/projectile/bullet/gyro
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name ="explosive bolt"
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icon_state= "bolter"
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@@ -206,8 +212,30 @@ obj/item/projectile/kinetic/New()
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/obj/item/effect/kinetic_blast/New()
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spawn(4)
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del(src)
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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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/obj/item/projectile/bullet/frag12/on_hit(atom/target, blocked = 0)
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explosion(target, -1, 0, 1)
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return 1
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/obj/item/projectile/energy/teleport
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name = "teleportation burst"
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icon_state = "bluespace"
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damage = 0
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nodamage = 1
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/obj/item/projectile/energy/teleport/on_hit(var/atom/target, var/blocked = 0)
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if(isliving(target))
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var/obj/item/device/radio/beacon/teletarget = null
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for(var/obj/machinery/computer/teleporter/com in machines)
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if(com.target)
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teletarget = com.target
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if(teletarget)
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do_teleport(target, teletarget, 0)//teleport what's in the tile to the beacon
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else
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do_teleport(target, target, 15) //Otherwise it just warps you off somewhere.
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