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https://github.com/ParadiseSS13/Paradise.git
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Nuke Ops Rework Phase 2
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@@ -101,7 +101,6 @@
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projectile_type = "/obj/item/projectile/bullet/stunslug"
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m_amt = 2500
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/obj/item/ammo_casing/shotgun/incendiary
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name = "incendiary shell"
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desc = "An incendiary shell"
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@@ -109,6 +108,13 @@
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projectile_type = "/obj/item/projectile/bullet/incendiary/shell"
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m_amt = 12500
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/obj/item/ammo_casing/shotgun/incendiary/dragonsbreath
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name = "dragonsbreath shell"
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desc = "A shotgun shell which fires a spread of incendiary pellets."
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icon_state = "ishell2"
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projectile_type = "/obj/item/projectile/bullet/incendiary/shell/dragonsbreath"
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buck = 4
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deviation = 0.9
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/obj/item/ammo_casing/shotgun/dart
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name = "shotgun dart"
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@@ -144,4 +144,30 @@
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/obj/item/ammo_box/magazine/m762/update_icon()
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..()
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icon_state = "[initial(icon_state)]-[round(ammo_count(),10)]"
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icon_state = "[initial(icon_state)]-[round(ammo_count(),10)]"
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//TG Bulldog Automatic Shotty
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/obj/item/ammo_box/magazine/m12g
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name = "shotgun magazine (12g taser slugs)"
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icon_state = "m12gs"
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origin_tech = "combat=3;syndicate=1"
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ammo_type = "/obj/item/ammo_casing/shotgun/stunshell"
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caliber = "shotgun"
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max_ammo = 8
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/obj/item/ammo_box/magazine/m12g/update_icon()
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..()
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icon_state = "[initial(icon_state)]-[Ceiling(ammo_count(0)/8)*8]"
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/obj/item/ammo_box/magazine/m12g/buckshot
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name = "shotgun magazine (12g buckshot)"
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icon_state = "m12gb"
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ammo_type = "/obj/item/ammo_casing/shotgun/buck"
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/obj/item/ammo_box/magazine/m12g/dragon
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name = "shotgun magazine (12g dragon's breath)"
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icon_state = "m12gf"
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ammo_type = "/obj/item/ammo_casing/shotgun/incendiary/dragonsbreath"
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@@ -9,7 +9,7 @@
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origin_tech = "combat=2;materials=2"
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w_class = 3.0
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m_amt = 1000
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recoil = 1
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// recoil = 1
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var/mag_type = "/obj/item/ammo_box/magazine/m10mm" //Removes the need for max_ammo and caliber info
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var/obj/item/ammo_box/magazine/magazine
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// var/obj/item/ammo_casing/chambered = null // The round (not bullet) that is in the chamber.
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@@ -114,6 +114,42 @@
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..()
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/obj/item/weapon/gun/projectile/automatic/bulldog
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name = "\improper Bulldog shotgun"
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desc = "A compact, mag-fed semi-automatic shotgun for combat in narrow corridors. Compatible only with specialized magazines."
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icon_state = "bulldog"
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item_state = "bulldog"
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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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fire_sound = 'sound/weapons/Gunshot.ogg'
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/obj/item/weapon/gun/projectile/automatic/bulldog/New()
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..()
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update_icon()
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return
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/obj/item/weapon/gun/projectile/automatic/bulldog/proc/update_magazine()
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if(magazine)
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src.overlays = 0
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overlays += "[magazine.icon_state]"
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return
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/obj/item/weapon/gun/projectile/automatic/bulldog/update_icon()
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src.overlays = 0
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update_magazine()
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icon_state = "bulldog[chambered ? "" : "-e"]"
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return
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/obj/item/weapon/gun/projectile/automatic/bulldog/afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, flag)
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..()
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if(!chambered && !get_ammo() && !alarmed)
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playsound(user, 'sound/weapons/smg_empty_alarm.ogg', 40, 1)
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update_icon()
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alarmed = 1
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return
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/* The thing I found with guns in ss13 is that they don't seem to simulate the rounds in the magazine in the gun.
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Afaik, since projectile.dm features a revolver, this would make sense since the magazine is part of the gun.
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However, it looks like subsequent guns that use removable magazines don't take that into account and just get
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@@ -8,12 +8,12 @@
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embed = 1
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sharp = 1
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on_hit(var/atom/target, var/blocked = 0)
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/* on_hit(var/atom/target, var/blocked = 0)
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if (..(target, blocked))
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var/mob/living/L = target
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shake_camera(L, 3, 2)
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return 1
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return 0
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return 0 */
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/obj/item/projectile/bullet/weakbullet
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damage = 5
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