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Ports TG Pickup, Equip, and Drop Sounds (#15572)
* Ports TG Pickup, Equip, and Drop Sounds * really
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@@ -8,7 +8,7 @@
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throwforce = 1
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w_class = WEIGHT_CLASS_TINY
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var/fire_sound = null //What sound should play when this ammo is fired
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var/drop_sound = "casingdrop" //What sound should play when this ammo hits the ground
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var/casing_drop_sound = "casingdrop" //What sound should play when this ammo hits the ground
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var/caliber = null //Which kind of guns it can be loaded into
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var/projectile_type = null //The bullet type to create when New() is called
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var/obj/item/projectile/BB = null //The loaded bullet
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@@ -135,7 +135,7 @@
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desc = "A 12 gauge lead slug."
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icon_state = "blshell"
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caliber = "shotgun"
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drop_sound = 'sound/weapons/gun_interactions/shotgun_fall.ogg'
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casing_drop_sound = 'sound/weapons/gun_interactions/shotgun_fall.ogg'
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projectile_type = /obj/item/projectile/bullet
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materials = list(MAT_METAL=4000)
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muzzle_flash_strength = MUZZLE_FLASH_STRENGTH_STRONG
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@@ -35,7 +35,7 @@
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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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playsound(src, chambered.drop_sound, 100, 1)
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playsound(src, chambered.casing_drop_sound, 100, 1)
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if(empty_chamber)
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chambered = null
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chamber_round()
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@@ -57,7 +57,7 @@
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if(chambered)//We have a shell in the chamber
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chambered.loc = get_turf(src)//Eject casing
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chambered.SpinAnimation(5, 1)
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playsound(src, chambered.drop_sound, 60, 1)
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playsound(src, chambered.casing_drop_sound, 60, 1)
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chambered = null
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/obj/item/gun/projectile/shotgun/proc/pump_reload(mob/M)
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