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Nuke Ops Rework Phase 2
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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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