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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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@@ -85,7 +85,7 @@
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src.fire_delay = rand(20,100)
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src.shot_number = 0
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use_power(1000)
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var/obj/beam/a_laser/A = new /obj/beam/a_laser( src.loc )
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var/obj/item/projectile/beam/A = new /obj/item/projectile/beam( src.loc )
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A.icon_state = "u_laser"
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playsound(src.loc, 'emitter.ogg', 25, 1)
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if(prob(35))
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