mirror of
https://github.com/ParadiseSS13/Paradise.git
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234 lines
8.2 KiB
Plaintext
234 lines
8.2 KiB
Plaintext
/obj/item/weapon/gun/projectile/revolver
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desc = "A suspicious revolver. Uses .357 ammo."
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name = "revolver"
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icon_state = "revolver"
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mag_type = "/obj/item/ammo_box/magazine/internal/cylinder"
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/obj/item/weapon/gun/projectile/revolver/chamber_round()
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if (chambered || !magazine)
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return
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else if (magazine.ammo_count())
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chambered = magazine.get_round(1)
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return
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/obj/item/weapon/gun/projectile/revolver/process_chambered()
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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, params)
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var/num_loaded = 0
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if(istype(A, /obj/item/ammo_box))
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var/obj/item/ammo_box/AM = A
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for(var/obj/item/ammo_casing/AC in AM.stored_ammo)
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var/didload = magazine.give_round(AC)
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if(didload)
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AM.stored_ammo -= AC
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num_loaded++
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if(!didload || !magazine.multiload)
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break
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if(istype(A, /obj/item/ammo_casing))
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var/obj/item/ammo_casing/AC = A
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if(magazine.give_round(AC))
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user.drop_item()
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AC.loc = src
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num_loaded++
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if(num_loaded)
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user << "<span class='notice'>You load [num_loaded] shell\s into \the [src]!</span>"
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A.update_icon()
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update_icon()
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chamber_round()
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/obj/item/weapon/gun/projectile/revolver/attack_self(mob/living/user as mob)
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var/num_unloaded = 0
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while (get_ammo() > 0)
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var/obj/item/ammo_casing/CB
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CB = magazine.get_round(0)
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chambered = null
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CB.loc = get_turf(src.loc)
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CB.SpinAnimation(10, 1)
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CB.update_icon()
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num_unloaded++
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if (num_unloaded)
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user << "<span class = 'notice'>You unload [num_unloaded] shell\s from [src]!</span>"
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else
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user << "<span class='notice'>[src] is empty.</span>"
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/obj/item/weapon/gun/projectile/revolver/get_ammo(var/countchambered = 0, var/countempties = 1)
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var/boolets = 0 //mature var names for mature people
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if (chambered && countchambered)
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boolets++
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if (magazine)
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boolets += magazine.ammo_count(countempties)
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return boolets
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/obj/item/weapon/gun/projectile/revolver/examine()
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..()
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usr << "[get_ammo(0,0)] of those are live rounds."
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/obj/item/weapon/gun/projectile/revolver/detective
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desc = "A cheap Martian knock-off of a classic law enforcement firearm. Uses .38-special rounds."
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name = "revolver"
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icon_state = "detective"
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origin_tech = "combat=2;materials=2"
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mag_type = "/obj/item/ammo_box/magazine/internal/cylinder/rev38"
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/obj/item/weapon/gun/projectile/revolver/detective/special_check(var/mob/living/carbon/human/M)
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if(!ghettomodded)
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return 1
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if(prob(70 - (magazine.ammo_count() * 10))) //minimum probability of 10, maximum of 60
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M << "<span class='danger'>[src] blows up in your face!</span>"
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M.take_organ_damage(0,20)
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M.drop_item()
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qdel(src)
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return 0
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return 1
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/obj/item/weapon/gun/projectile/revolver/detective/verb/rename_gun()
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set name = "Name Gun"
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set category = "Object"
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set desc = "Click to rename your gun."
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var/mob/M = usr
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var/input = stripped_input(M,"What do you want to name the gun?", ,"", MAX_NAME_LEN)
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if(src && input && !M.stat && in_range(M,src))
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name = input
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M << "You name the gun [input]. Say hello to your new friend."
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return 1
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/obj/item/weapon/gun/projectile/revolver/detective/verb/reskin_gun()
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set name = "Reskin gun"
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set category = "Object"
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set desc = "Click to reskin your gun."
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var/mob/M = usr
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var/list/options = list()
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options["The Original"] = "detective"
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options["Leopard Spots"] = "detective_leopard"
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options["Black Panther"] = "detective_panther"
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options["Gold Trim"] = "detective_gold"
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options["The Peacemaker"] = "detective_peacemaker"
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var/choice = input(M,"What do you want to skin the gun to?","Reskin Gun") in options
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if(src && choice && !M.stat && in_range(M,src))
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icon_state = options[choice]
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M << "Your gun is now skinned as [choice]. Say hello to your new friend."
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return 1
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/obj/item/weapon/gun/projectile/revolver/detective/attackby(var/obj/item/A as obj, mob/user as mob, params)
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..()
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if(istype(A, /obj/item/weapon/screwdriver) || istype(A, /obj/item/weapon/conversion_kit))
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if(magazine.caliber == "38")
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user << "<span class='notice'>You begin to reinforce the barrel of [src].</span>"
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if(magazine.ammo_count())
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afterattack(user, user) //you know the drill
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user.visible_message("<span class='danger'>[src] goes off!</span>", "<span class='danger'>[src] goes off in your face!</span>")
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return
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if(do_after(user, 30))
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if(magazine.ammo_count())
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user << "<span class='notice'>You can't modify it!</span>"
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return
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if (istype(A, /obj/item/weapon/conversion_kit))
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ghettomodded = 0
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else
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ghettomodded = 1
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magazine.caliber = "357"
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desc = "[initial(desc)] The barrel and chamber assembly seems to have been modified."
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user << "<span class='warning'>You reinforce the barrel of [src]! Now it will fire .357 rounds.</span>"
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else
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user << "<span class='notice'>You begin to revert the modifications to [src].</span>"
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if(magazine.ammo_count())
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afterattack(user, user) //and again
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user.visible_message("<span class='danger'>[src] goes off!</span>", "<span class='danger'>[src] goes off in your face!</span>")
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return
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if(do_after(user, 30))
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if(magazine.ammo_count())
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user << "<span class='notice'>You can't modify it!</span>"
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return
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ghettomodded = 0
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magazine.caliber = "38"
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desc = initial(desc)
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user << "<span class='warning'>You remove the modifications on [src]! Now it will fire .38 rounds.</span>"
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/obj/item/weapon/gun/projectile/revolver/mateba
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name = "autorevolver"
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desc = "A retro high-powered mateba autorevolver typically used by officers of the New Russia military. Uses .357 ammo." //>10mm hole >.357
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icon_state = "mateba"
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origin_tech = "combat=2;materials=2"
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// A gun to play Russian Roulette!
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// You can spin the chamber to randomize the position of the bullet.
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/obj/item/weapon/gun/projectile/revolver/russian
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name = "Russian Revolver"
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desc = "A Russian-made revolver for drinking games. Uses .357 ammo, and has a mechanism that spins the chamber before each trigger pull."
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origin_tech = "combat=2;materials=2"
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mag_type = "/obj/item/ammo_box/magazine/internal/cylinder/rus357"
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var/spun = 0
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/obj/item/weapon/gun/projectile/revolver/russian/New()
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..()
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Spin()
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update_icon()
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/obj/item/weapon/gun/projectile/revolver/russian/proc/Spin()
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chambered = null
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var/random = rand(1, magazine.max_ammo)
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if(random <= get_ammo(0,0))
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chamber_round()
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spun = 1
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/obj/item/weapon/gun/projectile/revolver/russian/attackby(var/obj/item/A as obj, mob/user as mob, params)
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..()
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user.visible_message("<span class='warning'>[user] spins the chamber of the revolver.</span>", "<span class='warning'>You spin the revolver's chamber.</span>")
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if(get_ammo() > 0)
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Spin()
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update_icon()
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A.update_icon()
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return
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/obj/item/weapon/gun/projectile/revolver/russian/attack_self(mob/user as mob)
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if(!spun && get_ammo(0,0))
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user.visible_message("<span class='warning'>[user] spins the chamber of the revolver.</span>", "<span class='warning'>You spin the revolver's chamber.</span>")
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Spin()
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else
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..()
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/obj/item/weapon/gun/projectile/revolver/russian/afterattack(atom/target as mob|obj|turf, mob/living/user as mob|obj, flag, params)
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if (!spun)
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Spin()
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return
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..()
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spun = 0
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/obj/item/weapon/gun/projectile/revolver/russian/attack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj)
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if(!chambered && target == user)
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user.visible_message("\red *click*", "\red *click*")
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return
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if(isliving(target) && isliving(user))
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if(target == user)
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var/obj/item/organ/external/affecting = user.zone_sel.selecting
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if(affecting == "head")
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var/obj/item/ammo_casing/AC = chambered
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if(!process_chambered())
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user.visible_message("\red *click*", "\red *click*")
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return
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if(!in_chamber)
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return
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var/obj/item/projectile/P = new AC.projectile_type
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playsound(user, fire_sound, 50, 1)
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user.visible_message("<span class='danger'>[user.name] fires [src] at \his head!</span>", "<span class='danger'>You fire [src] at your head!</span>", "You hear a [istype(in_chamber, /obj/item/projectile/beam) ? "laser blast" : "gunshot"]!")
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if(!P.nodamage)
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user.apply_damage(300, BRUTE, affecting, sharp=1) // You are dead, dead, dead.
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return
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spun = 0
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..()
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