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Projectile Laser Update
Lasers are now projectiles instead of instant beams. Fire delay removed, damages adjusted accordingly.
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@@ -114,7 +114,7 @@
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bmark.pixel_x--
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bmark.pixel_y--
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if(Proj.damage >= 20 || istype(Proj, /obj/item/projectile/beam/practice))
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if(Proj.damage >= 20 || istype(Proj, /obj/item/projectile/practice))
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bmark.icon_state = "scorch"
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bmark.dir = pick(NORTH,SOUTH,EAST,WEST) // random scorch design
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@@ -235,7 +235,7 @@
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return
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else
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return ..()
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/*
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*Energy Blade
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*/
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@@ -301,7 +301,7 @@
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active = !active
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if (active)
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force = 10
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reflect_chance = 80
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reflect_chance = 100
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icon_state = "eshield[active]"
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w_class = 4
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playsound(user, 'sound/weapons/saberon.ogg', 50, 1)
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@@ -219,7 +219,7 @@ obj/item/weapon/twohanded/
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/obj/item/weapon/twohanded/dualsaber/update_icon()
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if(wielded)
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icon_state = "dualsaber[blade_color][wielded]"
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reflect_chance = 80
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reflect_chance = 100
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else
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icon_state = "dualsaber0"
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reflect_chance = 0
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@@ -224,7 +224,7 @@
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if(istype(Proj, /obj/item/projectile/energy))
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unbuckle()
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return
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if(istype(Proj, /obj/item/projectile/energy/electrode) || istype(Proj, /obj/item/projectile/beam/stun))
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if(istype(Proj, /obj/item/projectile/energy/electrode))
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if(prob(25))
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unbuckle()
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visible_message("<span class='warning'>The [src.name] absorbs the [Proj]")
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