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https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-20 19:44:09 +01:00
Dart and Syringegun
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@@ -24,18 +24,24 @@
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return
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/obj/item/weapon/gun/projectile/process_chambered()
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/obj/item/weapon/gun/projectile/process_chambered(var/eject_casing = 1, var/empty_chamber = 1)
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// if(in_chamber)
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// return 1
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var/obj/item/ammo_casing/AC = chambered //Find chambered round
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if(isnull(AC) || !istype(AC))
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return 0
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AC.loc = get_turf(src) //Eject casing onto ground.
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AC.SpinAnimation(10, 1) //next gen special effects
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chambered = null
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if(eject_casing)
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AC.loc = get_turf(src) //Eject casing onto ground.
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AC.SpinAnimation(10, 1) //next gen special effects
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if(empty_chamber)
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chambered = null
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chamber_round()
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if(AC.BB)
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if(AC.reagents && AC.BB.reagents)
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var/datum/reagents/casting_reagents = AC.reagents
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casting_reagents.trans_to(AC.BB, casting_reagents.total_volume) //For chemical darts/bullets
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casting_reagents.delete()
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in_chamber = AC.BB //Load projectile into chamber.
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AC.BB.loc = src //Set projectile loc to gun.
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AC.update_icon()
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@@ -12,18 +12,7 @@
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return
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/obj/item/weapon/gun/projectile/revolver/process_chambered()
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var/obj/item/ammo_casing/AC = chambered //Find chambered round
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if(isnull(AC) || !istype(AC))
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return 0
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chambered = null
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chamber_round()
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if(AC.BB)
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in_chamber = AC.BB //Load projectile into chamber.
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AC.BB.loc = src //Set projectile loc to gun.
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AC.BB = null
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AC.update_icon()
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return 1
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return 0
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return ..(0, 1)
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/obj/item/weapon/gun/projectile/revolver/attackby(var/obj/item/A as obj, mob/user as mob)
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var/num_loaded = 0
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@@ -36,21 +36,10 @@
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/obj/item/weapon/gun/projectile/shotgun/process_chambered()
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var/obj/item/ammo_casing/AC = chambered //Find chambered round
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if(isnull(AC) || !istype(AC))
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return 0
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if(AC.BB)
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if(AC.reagents && AC.BB.reagents)
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var/datum/reagents/casting_reagents = AC.reagents
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casting_reagents.trans_to(AC.BB, casting_reagents.total_volume) //For chemical darts
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casting_reagents.delete()
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in_chamber = AC.BB //Load projectile into chamber.
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AC.BB.loc = src //Set projectile loc to gun.
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AC.BB = null
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AC.update_icon()
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return 1
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return 0
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return ..(0, 0)
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/obj/item/weapon/gun/projectile/shotgun/chamber_round()
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return
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/obj/item/weapon/gun/projectile/shotgun/attack_self(mob/living/user as mob)
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if(recentpump) return
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