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Gun Code Overhaul Phase 1: (Now with 50% less wasted code!)
- Gun code condensed to make future modifications easier. Functionality should (mostly) remain the same. - Taser guns shoot ONE WHOLE SHOT more then they do now. Yippy! - Energy Crossbow has a slightly higher shot capacity (still automatically recharges). - Guns that shoot projectiles (such as revolvers) now eject the ammo casings when they fire (this will be adjusted somewhat in phase 2). - Revolvers can either be loaded one shell at a time or all at once with an ammo box. - All guns now have a badmin var. Have fun (think shotguns). - A few admin-only guns have been removed (for now). They'll get re-added in a future update. - Shotguns no longer need to be pumped before firing (will change back in phase 2). - All gunshots fired by players are now logged in both the firer's and the target's attack_log. So if someone gets shot and it doesn't show up, it's because a turret or something shot them. Hopefully I didn't miss anything. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1659 316c924e-a436-60f5-8080-3fe189b3f50e
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@@ -151,7 +151,7 @@ var/global/list/space_surprises = list(/obj/alien/facehugger,
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/obj/item/weapon/rcd_ammo,
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/obj/item/weapon/spacecash,
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/obj/item/weapon/cloaking_device,
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/obj/item/weapon/gun/energy/teleport_gun,
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// /obj/item/weapon/gun/energy/teleport_gun,
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/obj/item/weapon/rubber_chicken,
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/obj/item/weapon/sword/pirate
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)
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