mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-22 19:47:22 +01:00
In hand sprite overhaul
This commit is contained in:
@@ -2,16 +2,14 @@
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set name = "Broken Sprite List"
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set category = "Debug"
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var/icon/IL = new('icons/mob/items_lefthand.dmi')
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var/list/Lstates = IL.IconStates()
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var/icon/IR = new('icons/mob/items_righthand.dmi')
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var/list/Rstates = IR.IconStates()
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var/text
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for(var/A in typesof(/obj/item))
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var/obj/item/O = new A( locate(1,1,1) )
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if(!O) continue
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var/icon/IL = new(O.lefthand_file)
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var/list/Lstates = IL.IconStates()
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var/icon/IR = new(O.righthand_file)
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var/list/Rstates = IR.IconStates()
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var/icon/J = new(O.icon)
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var/list/istates = J.IconStates()
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if(!Lstates.Find(O.icon_state) && !Lstates.Find(O.item_state))
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@@ -10,6 +10,8 @@
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while sprite_sheets should be used for "flexible" clothing items that do not need to be refitted (e.g. vox wearing jumpsuits).
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*/
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var/list/sprite_sheets_refit = null
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lefthand_file = 'icons/mob/inhands/clothing_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/clothing_righthand.dmi'
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//BS12: Species-restricted clothing check.
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/obj/item/clothing/mob_can_equip(M as mob, slot)
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@@ -734,7 +734,6 @@
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icon = 'icons/obj/syringe.dmi'
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icon_state = "lazarus_hypo"
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item_state = "hypo"
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icon_override = 'icons/mob/in-hand/tools.dmi'
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throwforce = 0
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w_class = 2.0
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throw_speed = 3
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@@ -110,7 +110,6 @@
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icon = 'icons/obj/mining.dmi'
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icon_state = "Gibtonite ore"
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item_state = "Gibtonite ore"
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icon_override = 'icons/mob/in-hand/tools.dmi'
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w_class = 4
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throw_range = 0
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anchored = 1 //Forces people to carry it by hand, no pulling!
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@@ -143,7 +143,7 @@
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var/t_state = r_hand.item_state
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if(!t_state) t_state = r_hand.icon_state
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r_hand.screen_loc = ui_rhand
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overlays_standing[X_R_HAND_LAYER] = image("icon" = 'icons/mob/items_righthand.dmi', "icon_state" = t_state)
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overlays_standing[X_R_HAND_LAYER] = image("icon" = r_hand.righthand_file, "icon_state" = t_state)
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else
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overlays_standing[X_R_HAND_LAYER] = null
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if(update_icons) update_icons()
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@@ -153,7 +153,7 @@
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var/t_state = l_hand.item_state
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if(!t_state) t_state = l_hand.icon_state
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l_hand.screen_loc = ui_lhand
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overlays_standing[X_L_HAND_LAYER] = image("icon" = 'icons/mob/items_lefthand.dmi', "icon_state" = t_state)
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overlays_standing[X_L_HAND_LAYER] = image("icon" = l_hand.lefthand_file, "icon_state" = t_state)
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else
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overlays_standing[X_L_HAND_LAYER] = null
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if(update_icons) update_icons()
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@@ -875,7 +875,7 @@ var/global/list/damage_icon_parts = list()
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t_state = "[t_state]_r"
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overlays_standing[R_HAND_LAYER] = image("icon" = r_hand.sprite_sheets[species.name], "icon_state" = "[t_state]")
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else
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overlays_standing[R_HAND_LAYER] = image("icon" = 'icons/mob/items_righthand.dmi', "icon_state" = "[t_state]")
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overlays_standing[R_HAND_LAYER] = image("icon" = r_hand.righthand_file, "icon_state" = "[t_state]")
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if (handcuffed) drop_r_hand()
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else
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@@ -896,7 +896,7 @@ var/global/list/damage_icon_parts = list()
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t_state = "[t_state]_l"
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overlays_standing[L_HAND_LAYER] = image("icon" = l_hand.sprite_sheets[species.name], "icon_state" = "[t_state]")
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else
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overlays_standing[L_HAND_LAYER] = image("icon" = 'icons/mob/items_lefthand.dmi', "icon_state" = "[t_state]")
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overlays_standing[L_HAND_LAYER] = image("icon" = l_hand.lefthand_file, "icon_state" = "[t_state]")
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if (handcuffed) drop_l_hand()
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else
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@@ -544,7 +544,6 @@
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return
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H.icon_state = "pai-[icon_state]"
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H.item_state = "pai-[icon_state]"
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H.icon_override = 'icons/mob/in-hand/paiheld.dmi'//I have these in diffrent DMI so i am overriding
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grabber.put_in_active_hand(H)//for some reason unless i call this it dosen't work
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grabber.update_inv_l_hand()
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grabber.update_inv_r_hand()
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@@ -402,7 +402,7 @@ datum/preferences
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if(LAWYER)
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clothes_s = new /icon(uniform_dmi, "internalaffairs_s")
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clothes_s.Blend(new /icon('icons/mob/feet.dmi', "brown"), ICON_UNDERLAY)
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clothes_s.Blend(new /icon('icons/mob/items_righthand.dmi', "briefcase"), ICON_UNDERLAY)
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clothes_s.Blend(new /icon('icons/mob/inhands/items_righthand.dmi', "briefcase"), ICON_UNDERLAY)
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if(prob(1))
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clothes_s.Blend(new /icon('icons/mob/suit.dmi', "suitjacket_blue"), ICON_OVERLAY)
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switch(backbag)
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@@ -569,7 +569,7 @@ datum/preferences
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clothes_s.Blend(new /icon('icons/mob/hands.dmi', "bgloves"), ICON_UNDERLAY)
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clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labcoat_open"), ICON_OVERLAY)
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if(prob(1))
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clothes_s.Blend(new /icon('icons/mob/items_righthand.dmi', "toolbox_blue"), ICON_OVERLAY)
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clothes_s.Blend(new /icon('icons/mob/inhands/items_righthand.dmi', "toolbox_blue"), ICON_OVERLAY)
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switch(backbag)
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if(2)
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clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY)
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@@ -655,7 +655,7 @@ datum/preferences
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clothes_s.Blend(new /icon('icons/mob/belt.dmi', "utility"), ICON_OVERLAY)
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clothes_s.Blend(new /icon('icons/mob/head.dmi', "hardhat0_white"), ICON_OVERLAY)
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if(prob(1))
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clothes_s.Blend(new /icon('icons/mob/items_righthand.dmi', "blueprints"), ICON_OVERLAY)
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clothes_s.Blend(new /icon('icons/mob/inhands/items_righthand.dmi', "blueprints"), ICON_OVERLAY)
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switch(backbag)
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if(2)
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clothes_s.Blend(new /icon('icons/mob/back.dmi', "engiepack"), ICON_OVERLAY)
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@@ -3,7 +3,6 @@
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desc = "A katana infused with a strong energy"
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icon_state = "energy_katana"
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item_state = "energy_katana"
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icon_override = 'icons/mob/in-hand/swords.dmi'
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force = 40
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throwforce = 20
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var/cooldown = 0 // Because spam aint cool, yo.
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@@ -15,7 +15,6 @@
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icon = 'icons/obj/bureaucracy.dmi'
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icon_state = "pen"
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item_state = "pen"
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icon_override = 'icons/mob/in-hand/tools.dmi'
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slot_flags = SLOT_BELT | SLOT_EARS
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throwforce = 0
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w_class = 1.0
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@@ -8,6 +8,8 @@
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icon = 'icons/obj/gun.dmi'
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icon_state = "detective"
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item_state = "gun"
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lefthand_file = 'icons/mob/inhands/guns_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/guns_righthand.dmi'
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flags = CONDUCT
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slot_flags = SLOT_BELT
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materials = list(MAT_METAL=2000)
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@@ -70,7 +70,6 @@
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desc = "It's some kind of enormous alien weapon, as long as a man is tall."
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icon = 'icons/obj/gun.dmi' //Actual on-sprite is handled by icon_override.
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icon_override = 'icons/mob/vox.dmi'
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icon_state = "noisecannon"
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item_state = "noisecannon"
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recoil = 1
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@@ -3,7 +3,6 @@
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desc = "A hybrid taser designed to fire both short-range high-power electrodes and long-range disabler beams."
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icon_state = "advtaser"
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item_state = null //so the human update icon uses the icon_state instead.
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icon_override = 'icons/mob/in-hand/guns.dmi'
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cell_type = "/obj/item/weapon/stock_parts/cell"
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origin_tech = null
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fire_sound = 'sound/weapons/Taser.ogg'
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@@ -3,7 +3,6 @@
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desc = "This is a modern recreation of the captain's antique laser gun. This gun has several unique fire modes, but lacks the ability to recharge over time."
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icon_state = "hoslaser"
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item_state = null //so the human update icon uses the icon_state instead.
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icon_override = 'icons/mob/in-hand/guns.dmi'
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force = 10
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fire_sound = 'sound/weapons/Taser.ogg'
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origin_tech = "combat=3;magnets=2"
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@@ -25,7 +25,6 @@ obj/item/weapon/gun/energy/laser/retro
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/obj/item/weapon/gun/energy/laser/captain
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icon_state = "caplaser"
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item_state = "caplaser"
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icon_override = 'icons/mob/in-hand/guns.dmi'
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desc = "This is an antique laser gun. All craftsmanship is of the highest quality. It is decorated with assistant leather and chrome. The object menaces with spikes of energy. On the item is an image of Space Station 13. The station is exploding."
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force = 10
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origin_tech = null
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@@ -3,7 +3,6 @@
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desc = "A man portable anti-armor weapon designed to disable mechanical threats"
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icon_state = "ionrifle"
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item_state = null //so the human update icon uses the icon_state instead.
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icon_override = 'icons/mob/in-hand/guns.dmi'
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fire_sound = 'sound/weapons/IonRifle.ogg'
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origin_tech = "combat=2;magnets=4"
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w_class = 5.0
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@@ -36,7 +35,7 @@
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name = "floral somatoray"
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desc = "A tool that discharges controlled radiation which induces mutation in plant cells."
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icon_state = "floramut100"
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item_state = "obj/item/gun.dmi"
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item_state = "gun"
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fire_sound = 'sound/effects/stealthoff.ogg'
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projectile_type = "/obj/item/projectile/energy/floramut"
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origin_tech = "materials=2;biotech=3;powerstorage=3"
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@@ -128,6 +127,8 @@
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icon = 'icons/obj/bureaucracy.dmi'
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icon_state = "pen"
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item_state = "pen"
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lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/items_righthand.dmi'
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w_class = 1
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@@ -231,7 +232,6 @@ modules/mob/living/carbon/human/life.dm if you die, you will be zoomed out.
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desc = "According to Nanotrasen accounting, this is mining equipment. It's been modified for extreme power output to crush rocks, but often serves as a miner's first defense against hostile alien life; it's not very powerful unless used in a low pressure environment."
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icon_state = "kineticgun"
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item_state = "kineticgun"
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icon_override = 'icons/mob/in-hand/guns.dmi'
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projectile_type = "/obj/item/projectile/kinetic"
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fire_sound = 'sound/weapons/Kenetic_accel.ogg'
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charge_cost = 5000
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@@ -309,7 +309,6 @@ modules/mob/living/carbon/human/life.dm if you die, you will be zoomed out.
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attack_verb = list("attacked", "slashed", "cut", "sliced")
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charge_cost = 250
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fire_delay = 15
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icon_override = 'icons/mob/in-hand/guns.dmi'
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can_charge = 0
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/obj/item/weapon/gun/energy/plasmacutter/examine(mob/user)
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@@ -389,7 +388,6 @@ modules/mob/living/carbon/human/life.dm if you die, you will be zoomed out.
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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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@@ -4,10 +4,12 @@
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icon = 'icons/obj/gun.dmi'
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icon_state = "staffofnothing"
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item_state = "staff"
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lefthand_file = 'icons/mob/inhands/items_lefthand.dmi' //not really a gun and some toys use these inhands
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righthand_file = 'icons/mob/inhands/items_righthand.dmi'
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fire_sound = 'sound/weapons/emitter.ogg'
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flags = CONDUCT
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w_class = 5
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var/projectile_type = "/obj/item/projectile/magic"
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var/projectile_type = /obj/item/projectile/magic
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var/max_charges = 6
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var/charges = 0
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var/recharge_rate = 4
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@@ -14,7 +14,6 @@ obj/item/weapon/gun/magic/staff/animate
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projectile_type = "/obj/item/projectile/magic/animate"
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icon_state = "staffofanimation"
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item_state = "staffofanimation"
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icon_override = 'icons/mob/in-hand/staff.dmi'
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obj/item/weapon/gun/magic/staff/healing
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name = "staff of healing"
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@@ -22,7 +21,6 @@ obj/item/weapon/gun/magic/staff/healing
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projectile_type = "/obj/item/projectile/magic/resurrection"
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icon_state = "staffofhealing"
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item_state = "staffofhealing"
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icon_override = 'icons/mob/in-hand/staff.dmi'
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obj/item/weapon/gun/magic/staff/chaos
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name = "staff of chaos"
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@@ -30,7 +28,6 @@ obj/item/weapon/gun/magic/staff/chaos
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projectile_type = "/obj/item/projectile/magic"
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icon_state = "staffofchaos"
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item_state = "staffofchaos"
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icon_override = 'icons/mob/in-hand/staff.dmi'
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max_charges = 10
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recharge_rate = 2
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@@ -49,7 +46,6 @@ obj/item/weapon/gun/magic/staff/door
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projectile_type = "/obj/item/projectile/magic/door"
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icon_state = "staffofdoor"
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item_state = "staffofdoor"
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icon_override = 'icons/mob/in-hand/staff.dmi'
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max_charges = 10
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recharge_rate = 2
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@@ -115,7 +115,6 @@
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desc = "A compact, mag-fed semi-automatic shotgun for combat in narrow corridors, nicknamed 'Bulldog' by boarding parties. Compatible only with specialized 8-round drum magazines."
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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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w_class = 3.0
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origin_tech = "combat=5;materials=4;syndicate=6"
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mag_type = "/obj/item/ammo_box/magazine/m12g"
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@@ -150,7 +149,6 @@
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desc = "A bullpup and compact 5.45x39 assault rifle with a unique toploading design, designated 'C-90gl'. Has an attached underbarrel grenade launcher which can be toggled on and off."
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icon_state = "c90gl"
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item_state = "c90gl"
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icon_override = 'icons/mob/in-hand/guns.dmi'
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origin_tech = "combat=5;materials=2;syndicate=8"
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mag_type = "/obj/item/ammo_box/magazine/m545"
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fire_sound = 'sound/weapons/Gunshot_smg.ogg'
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@@ -108,7 +108,6 @@
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desc = "This piece of junk looks like something that could have been used 700 years ago."
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icon_state = "moistnugget"
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item_state = "moistnugget"
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icon_override = 'icons/mob/in-hand/guns.dmi'
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slot_flags = 0 //no SLOT_BACK sprite, alas
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mag_type = "/obj/item/ammo_box/magazine/internal/boltaction"
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var/bolt_open = 0
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@@ -72,7 +72,6 @@
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/obj/item/weapon/gun/grenadelauncher/piecannon
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name = "pie cannon"
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icon = 'icons/obj/gun.dmi'
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icon_override = 'icons/mob/in-hand/guns.dmi'
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icon_state = "piecannon1"
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item_state = "piecannon1"
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w_class = 4.0
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@@ -8,7 +8,6 @@
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icon = 'icons/obj/syringe.dmi'
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item_state = "hypo"
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icon_state = "hypo"
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icon_override = 'icons/mob/in-hand/tools.dmi'
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amount_per_transfer_from_this = 5
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volume = 30
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possible_transfer_amounts = list(1,2,3,4,5,10,15,20,25,30)
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