mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-22 03:27:05 +01:00
Rebalance Stamina
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@@ -75,7 +75,7 @@ var/global/list/possibleEvents = list()
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possibleEvents[/datum/event/communications_blackout] = 50 + 30 * active_with_role["AI"] + active_with_role["Scientist"] * 25
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possibleEvents[/datum/event/ionstorm] = active_with_role["AI"] * 75 + active_with_role["Cyborg"] * 25 + active_with_role["Engineer"] * 10 + active_with_role["Scientist"] * 5
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possibleEvents[/datum/event/grid_check] = 25 + 20 * active_with_role["Engineer"]
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// possibleEvents[/datum/event/grid_check] = 25 + 20 * active_with_role["Engineer"]
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possibleEvents[/datum/event/electrical_storm] = 150 + 10 * active_with_role["Janitor"] + 5 * active_with_role["Engineer"]
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possibleEvents[/datum/event/wallrot] = 30 * active_with_role["Engineer"] + 50 * active_with_role["Botanist"]
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possibleEvents[/datum/event/spacevine] = 25 + 5 * active_with_role["Engineer"]
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@@ -34,6 +34,8 @@
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//1 for keep shooting until aim is lowered
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var/fire_delay = 0
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var/last_fired = 0
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var/obj/item/device/flashlight/F = null
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var/can_flashlight = 0
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proc/ready_to_fire()
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if(world.time >= last_fired + fire_delay)
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@@ -272,3 +274,81 @@
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return
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else
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return ..() //Pistolwhippin'
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/obj/item/weapon/gun/attackby(var/obj/item/A as obj, mob/user as mob)
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if(istype(A, /obj/item/device/flashlight/seclite))
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var/obj/item/device/flashlight/seclite/S = A
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if(can_flashlight)
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if(!F)
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if(user.l_hand != src && user.r_hand != src)
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user << "<span class='notice'>You'll need [src] in your hands to do that.</span>"
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return
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user.drop_item()
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user << "<span class='notice'>You click [S] into place on [src].</span>"
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if(S.on)
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SetLuminosity(0)
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F = S
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A.loc = src
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update_icon()
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update_gunlight(user)
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if(istype(A, /obj/item/weapon/screwdriver))
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if(F)
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if(user.l_hand != src && user.r_hand != src)
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user << "<span class='notice'>You'll need [src] in your hands to do that.</span>"
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return
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for(var/obj/item/device/flashlight/seclite/S in src)
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user << "<span class='notice'>You unscrew the seclite from [src].</span>"
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F = null
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S.loc = get_turf(user)
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update_gunlight(user)
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S.update_brightness(user)
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update_icon()
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..()
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return
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/obj/item/weapon/gun/verb/toggle_gunlight()
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set name = "Toggle Gunlight"
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set category = "Object"
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set desc = "Click to toggle your weapon's attached flashlight."
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var/mob/living/carbon/human/user = usr
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if(!isturf(user.loc))
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user << "You cannot turn the light on while in this [user.loc]."
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F.on = !F.on
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user << "<span class='notice'>You toggle the gunlight [F.on ? "on":"off"].</span>"
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playsound(user, 'sound/weapons/empty.ogg', 100, 1)
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update_gunlight(user)
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return
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/obj/item/weapon/gun/proc/update_gunlight(var/mob/user = null)
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if(F)
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if(F.on)
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if(loc == user)
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user.AddLuminosity(F.brightness_on)
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else if(isturf(loc))
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SetLuminosity(F.brightness_on)
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else
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if(loc == user)
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user.AddLuminosity(-F.brightness_on)
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else if(isturf(loc))
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SetLuminosity(0)
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update_icon()
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else
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if(loc == user)
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user.AddLuminosity(-5)
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else if(isturf(loc))
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SetLuminosity(0)
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return
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/obj/item/weapon/gun/pickup(mob/user)
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if(F)
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if(F.on)
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user.AddLuminosity(F.brightness_on)
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SetLuminosity(0)
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/obj/item/weapon/gun/dropped(mob/user)
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if(F)
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if(F.on)
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user.AddLuminosity(-F.brightness_on)
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SetLuminosity(F.brightness_on)
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@@ -45,6 +45,13 @@
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icon_state = "[initial(icon_state)][ratio]"
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else
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icon_state = "energy0"
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overlays.Cut()
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if(F)
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if(F.on)
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overlays += "flight-on"
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else
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overlays += "flight"
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return
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/*
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attackby(obj/item/weapon/W, mob/user)
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@@ -1,15 +1,16 @@
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/obj/item/weapon/gun/energy/advtaser
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name = "advanced taser"
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name = "hybrid taser"
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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/cell/crap"
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cell_type = "/obj/item/weapon/cell"
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origin_tech = null
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fire_sound = 'sound/weapons/Taser.ogg'
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projectile_type = "/obj/item/projectile/energy/electrode"
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charge_cost = 1000
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charge_cost = 2000
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modifystate = "advtaserstun"
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can_flashlight = 1
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var/mode = 0 //0 = stun, 1 = disable
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@@ -25,7 +26,7 @@
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modifystate = "advtaserdisable"
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if(1)
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mode = 0
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charge_cost = 1000
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charge_cost = 2000
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fire_sound = 'sound/weapons/Taser.ogg'
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user << "\red [src.name] is now set to stun."
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projectile_type = "/obj/item/projectile/energy/electrode"
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@@ -8,6 +8,7 @@
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projectile_type = "/obj/item/projectile/beam/disabler"
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origin_tech = "combat=3;magnets=2"
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modifystate = "energystun"
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can_flashlight = 1
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var/mode = 0 //0 = disable, 1 = kill
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@@ -47,6 +48,7 @@
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projectile_type = "/obj/item/projectile/energy/electrode"
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var/lightfail = 0
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var/charge_tick = 0
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can_flashlight = 0
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New()
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..()
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@@ -44,7 +44,7 @@
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/obj/item/weapon/gun/energy/stunrevolver
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name = "stun revolver"
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desc = "A high-tech revolver that fires internal, reusable stun cartidges in a revolving cylinder."
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desc = "A high-tech revolver that fires internal, reusable stun cartidges in a revolving cylinder. Holds twice as much ammo as a standard taser."
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icon_state = "stunrevolver"
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fire_sound = "sound/weapons/gunshot.ogg"
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origin_tech = "combat=3;materials=3;powerstorage=2"
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@@ -49,6 +49,7 @@
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icon_state = "omnilaser"
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damage = 36
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damage_type = STAMINA
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flag = "energy"
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hitsound = 'sound/weapons/tap.ogg'
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eyeblur = 0
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@@ -8,19 +8,20 @@
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embed = 1
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sharp = 1
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/obj/item/projectile/bullet/weakbullet
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/obj/item/projectile/bullet/weakbullet //beanbag, heavy stamina damage
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damage = 5
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stamina = 33
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stamina = 80
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/obj/item/projectile/bullet/weakbullet/rubber //beanbag shotgun shells
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/obj/item/projectile/bullet/weakbullet/rubber //beanbag that shells that don't embed
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embed = 0
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sharp = 0
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/obj/item/projectile/bullet/weakbullet2
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/obj/item/projectile/bullet/weakbullet2 //detective revolver instastuns, but multiple shots are better for keeping punks down
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damage = 15
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stamina = 75 //the detective can't shoot in bursts and will get yelled at if he sinks 50 rounds into perps to stun 'em
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weaken = 3
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stamina = 50
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/obj/item/projectile/bullet/weakbullet2/rubber //detective's c38 bullets
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/obj/item/projectile/bullet/weakbullet2/rubber //detective's bullets that don't embed
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embed = 0
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sharp = 0
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@@ -40,7 +41,7 @@
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/obj/item/projectile/bullet/midbullet
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damage = 20
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stamina = 50
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stamina = 65 //two rounds from the c20r knocks people down
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/obj/item/projectile/bullet/midbullet2
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damage = 25
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@@ -52,11 +53,15 @@
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damage = 35
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/obj/item/projectile/bullet/stunshot
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/obj/item/projectile/bullet/stunshot//taser slugs for shotguns, nothing special
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name = "stunshot"
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damage = 5
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stamina = 95
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stun = 5
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weaken = 5
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stutter = 5
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jitter = 20
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icon_state = "spark"
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range = 7
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embed = 0
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sharp = 0
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@@ -30,7 +30,6 @@
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icon_state= "bolter"
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damage = 60
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flag = "bullet"
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range = 7
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/obj/item/projectile/bullet/a40mm/on_hit(atom/target, blocked = 0)
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explosion(target, -1, 0, 2, 1, 0)
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