mirror of
https://github.com/ParadiseSS13/Paradise.git
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364 lines
12 KiB
Plaintext
364 lines
12 KiB
Plaintext
/obj/item/ammo_casing/energy
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name = "energy weapon lens"
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desc = "The part of the gun that makes the laser go pew"
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caliber = "energy"
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projectile_type = /obj/item/projectile/energy
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var/e_cost = 100 //The amount of energy a cell needs to expend to create this shot.
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var/select_name = "energy"
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fire_sound = 'sound/weapons/laser.ogg'
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muzzle_flash_effect = /obj/effect/temp_visual/target_angled/muzzle_flash/energy
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/obj/item/ammo_casing/energy/laser
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projectile_type = /obj/item/projectile/beam/laser
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muzzle_flash_color = LIGHT_COLOR_DARKRED
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select_name = "kill"
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/obj/item/ammo_casing/energy/laser/cyborg //to balance cyborg energy cost seperately
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e_cost = 250
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/obj/item/ammo_casing/energy/lasergun
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projectile_type = /obj/item/projectile/beam/laser
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muzzle_flash_color = LIGHT_COLOR_DARKRED
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e_cost = 83
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select_name = "kill"
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/obj/item/ammo_casing/energy/laser/hos
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e_cost = 120
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/obj/item/ammo_casing/energy/laser/practice
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projectile_type = /obj/item/projectile/beam/practice
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select_name = "practice"
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harmful = FALSE
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/obj/item/ammo_casing/energy/laser/scatter
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projectile_type = /obj/item/projectile/beam/scatter
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pellets = 5
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variance = 25
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select_name = "scatter"
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/obj/item/ammo_casing/energy/laser/heavy
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projectile_type = /obj/item/projectile/beam/laser/heavylaser
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select_name = "anti-vehicle"
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fire_sound = 'sound/weapons/lasercannonfire.ogg'
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/obj/item/ammo_casing/energy/laser/pulse
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projectile_type = /obj/item/projectile/beam/pulse
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muzzle_flash_color = LIGHT_COLOR_DARKBLUE
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e_cost = 200
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select_name = "DESTROY"
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fire_sound = 'sound/weapons/pulse.ogg'
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/obj/item/ammo_casing/energy/laser/scatter/pulse
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projectile_type = /obj/item/projectile/beam/pulse
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e_cost = 200
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select_name = "ANNIHILATE"
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fire_sound = 'sound/weapons/pulse.ogg'
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/obj/item/ammo_casing/energy/laser/bluetag
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projectile_type = /obj/item/projectile/beam/lasertag/bluetag
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muzzle_flash_color = LIGHT_COLOR_BLUE
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select_name = "bluetag"
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harmful = FALSE
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/obj/item/ammo_casing/energy/laser/redtag
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projectile_type = /obj/item/projectile/beam/lasertag/redtag
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select_name = "redtag"
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harmful = FALSE
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/obj/item/ammo_casing/energy/xray
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projectile_type = /obj/item/projectile/beam/xray
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muzzle_flash_color = LIGHT_COLOR_GREEN
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e_cost = 100
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fire_sound = 'sound/weapons/laser3.ogg'
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/obj/item/ammo_casing/energy/immolator
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projectile_type = /obj/item/projectile/beam/immolator
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fire_sound = 'sound/weapons/laser3.ogg'
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e_cost = 125
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/obj/item/ammo_casing/energy/immolator/strong
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projectile_type = /obj/item/projectile/beam/immolator/strong
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e_cost = 125
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select_name = "precise"
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/obj/item/ammo_casing/energy/immolator/strong/cyborg
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// Used by gamma ERT borgs
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e_cost = 1000 // 5x that of the standard laser, for 2.25x the damage (if 1/1 shots hit) plus ignite. Not energy-efficient, but can be used for sniping.
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/obj/item/ammo_casing/energy/immolator/scatter
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projectile_type = /obj/item/projectile/beam/immolator/weak
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e_cost = 125
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pellets = 6
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variance = 25
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select_name = "scatter"
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/obj/item/ammo_casing/energy/immolator/scatter/cyborg
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// Used by gamma ERT borgs
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e_cost = 1000 // 5x that of the standard laser, for 7.5x the damage (if 6/6 shots hit) plus ignite. Efficient only if you hit with at least 4/6 of the shots.
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/obj/item/ammo_casing/energy/electrode
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projectile_type = /obj/item/projectile/energy/electrode
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muzzle_flash_color = "#FFFF00"
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select_name = "stun"
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fire_sound = 'sound/weapons/taser.ogg'
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e_cost = 200
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harmful = FALSE
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/obj/item/ammo_casing/energy/ion
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projectile_type = /obj/item/projectile/ion
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muzzle_flash_color = LIGHT_COLOR_LIGHTBLUE
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select_name = "ion"
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fire_sound = 'sound/weapons/ionrifle.ogg'
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/obj/item/ammo_casing/energy/ion/hos
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projectile_type = /obj/item/projectile/ion/weak
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e_cost = 300
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/obj/item/ammo_casing/energy/declone
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projectile_type = /obj/item/projectile/energy/declone
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muzzle_flash_color = LIGHT_COLOR_GREEN
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select_name = "declone"
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fire_sound = 'sound/weapons/pulse3.ogg'
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/obj/item/ammo_casing/energy/mindflayer
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projectile_type = /obj/item/projectile/energy/mindflayer
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muzzle_flash_color = LIGHT_COLOR_PURPLE
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select_name = "mindflayer"
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fire_sound = 'sound/weapons/pulse3.ogg'
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/obj/item/ammo_casing/energy/flora
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fire_sound = 'sound/effects/stealthoff.ogg'
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muzzle_flash_color = LIGHT_COLOR_GREEN
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harmful = FALSE
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/obj/item/ammo_casing/energy/flora/yield
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projectile_type = /obj/item/projectile/energy/florayield
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select_name = "yield"
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/obj/item/ammo_casing/energy/flora/mut
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projectile_type = /obj/item/projectile/energy/floramut
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select_name = "mutation"
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/obj/item/ammo_casing/energy/temp
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projectile_type = /obj/item/projectile/temp
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fire_sound = 'sound/weapons/pulse3.ogg'
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var/temp = 300
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/obj/item/ammo_casing/energy/temp/New()
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..()
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BB = null
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/obj/item/ammo_casing/energy/temp/newshot()
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..(temp)
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/obj/item/ammo_casing/energy/meteor
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projectile_type = /obj/item/projectile/meteor
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muzzle_flash_effect = /obj/effect/temp_visual/target_angled/muzzle_flash
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muzzle_flash_color = null
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select_name = "goddamn meteor"
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/obj/item/ammo_casing/energy/disabler
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projectile_type = /obj/item/projectile/beam/disabler
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muzzle_flash_color = LIGHT_COLOR_LIGHTBLUE
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select_name = "disable"
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e_cost = 50
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fire_sound = 'sound/weapons/taser2.ogg'
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harmful = FALSE
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delay = 0.6 SECONDS
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/obj/item/ammo_casing/energy/disabler/cyborg //seperate balancing for cyborg, again
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e_cost = 250
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/obj/item/ammo_casing/energy/disabler/hos
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e_cost = 60
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/obj/item/ammo_casing/energy/plasma
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projectile_type = /obj/item/projectile/plasma
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muzzle_flash_color = LIGHT_COLOR_PURPLE
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select_name = "plasma burst"
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fire_sound = 'sound/weapons/plasma_cutter.ogg'
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delay = 15
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e_cost = 25
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/obj/item/ammo_casing/energy/plasma/adv
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projectile_type = /obj/item/projectile/plasma/adv
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delay = 10
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e_cost = 10
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/obj/item/ammo_casing/energy/wormhole
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projectile_type = /obj/item/projectile/beam/wormhole
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muzzle_flash_color = "#33CCFF"
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delay = 10
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e_cost = 100
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fire_sound = 'sound/weapons/pulse3.ogg'
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var/obj/item/gun/energy/wormhole_projector/gun = null
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select_name = "blue"
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harmful = FALSE
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/obj/item/ammo_casing/energy/wormhole/New(obj/item/gun/energy/wormhole_projector/wh)
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gun = wh
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return ..()
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/obj/item/ammo_casing/energy/wormhole/orange
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projectile_type = /obj/item/projectile/beam/wormhole/orange
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muzzle_flash_color = "#FF6600"
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select_name = "orange"
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/obj/item/ammo_casing/energy/bolt
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projectile_type = /obj/item/projectile/energy/bolt
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muzzle_flash_color = null
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muzzle_flash_effect = /obj/effect/temp_visual/target_angled/muzzle_flash
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select_name = "bolt"
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e_cost = 500
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fire_sound = 'sound/weapons/genhit.ogg'
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/obj/item/ammo_casing/energy/bolt/large
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projectile_type = /obj/item/projectile/energy/bolt/large
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select_name = "heavy bolt"
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/obj/item/ammo_casing/energy/instakill
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projectile_type = /obj/item/projectile/beam/instakill
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muzzle_flash_color = LIGHT_COLOR_PURPLE
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e_cost = 0
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select_name = "DESTROY"
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/obj/item/ammo_casing/energy/instakill/blue
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projectile_type = /obj/item/projectile/beam/instakill/blue
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muzzle_flash_color = LIGHT_COLOR_DARKBLUE
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/obj/item/ammo_casing/energy/instakill/red
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projectile_type = /obj/item/projectile/beam/instakill/red
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muzzle_flash_color = LIGHT_COLOR_DARKRED
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/obj/item/ammo_casing/energy/plasma
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projectile_type = /obj/item/projectile/plasma
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muzzle_flash_color = LIGHT_COLOR_PURPLE
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select_name = "plasma burst"
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fire_sound = 'sound/weapons/pulse.ogg'
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/obj/item/ammo_casing/energy/plasma/adv
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projectile_type = /obj/item/projectile/plasma/adv
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/obj/item/ammo_casing/energy/tesla_bolt
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fire_sound = 'sound/magic/lightningbolt.ogg'
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e_cost = 200
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select_name = "lightning beam"
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muzzle_flash_color = LIGHT_COLOR_FADEDPURPLE
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projectile_type = /obj/item/projectile/energy/tesla_bolt
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/obj/item/ammo_casing/energy/arc_revolver
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fire_sound = 'sound/magic/lightningbolt.ogg' //New sound
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e_cost = 125 //8 shots?
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select_name = "lightning beam" //I guess
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muzzle_flash_color = LIGHT_COLOR_FADEDPURPLE // Depends on sprite
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projectile_type = /obj/item/projectile/energy/arc_revolver
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///This number is randomly generated when the arc revolver is made. This ensures the beams only link to beams from the gun, one lower or higher than the number on the boosted object.
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var/random_link_number
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/obj/item/ammo_casing/energy/arc_revolver/Initialize()
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. = ..()
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random_link_number = rand(1, 9999999)
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/obj/item/ammo_casing/energy/arc_revolver/ready_proj(atom/target, mob/living/user, quiet, zone_override = "")
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..()
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var/obj/item/projectile/energy/arc_revolver/P = BB
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P.charge_number = random_link_number
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random_link_number++
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/obj/item/ammo_casing/energy/weak_plasma
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projectile_type = /obj/item/projectile/energy/weak_plasma
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e_cost = 75 // With no charging, 162.5 damage from 13 shots.
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muzzle_flash_color = LIGHT_COLOR_FADEDPURPLE
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fire_sound = 'sound/weapons/taser2.ogg'
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select_name = null //If the select name is null, it does not send a message of switching modes to the user, important on the pistol.
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/obj/item/ammo_casing/energy/charged_plasma
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projectile_type = /obj/item/projectile/energy/charged_plasma
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e_cost = 0 //Charge is used when you charge the gun. Prevents issues.
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muzzle_flash_color = LIGHT_COLOR_FADEDPURPLE
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fire_sound = 'sound/weapons/marauder.ogg' //Should be different enough to get attention
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select_name = null
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/obj/item/ammo_casing/energy/clown
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projectile_type = /obj/item/projectile/clown
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muzzle_flash_effect = null
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fire_sound = 'sound/weapons/gunshots/gunshot_smg.ogg'
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select_name = "clown"
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/obj/item/ammo_casing/energy/emitter
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projectile_type = /obj/item/projectile/beam/emitter
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muzzle_flash_color = LIGHT_COLOR_GREEN
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fire_sound = 'sound/weapons/emitter.ogg'
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e_cost = 100
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delay = 2 SECONDS // Lasers fire twice every second for 40 dps, this fires every 2 seconds for 15 dps. Seems fair, since every cyborg will have this with more shots?
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select_name = "emitter"
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/obj/item/ammo_casing/energy/emitter/cyborg
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e_cost = 350 // about 42 shots on an engineering borg from a borging machine, Reads a lot better than it actually is because people miss shots and often your better abilities require charge as well
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delay = 1 SECONDS
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/obj/item/ammo_casing/energy/emitter/cyborg/proto // needed a slightly weaker ranged option to give to Safety Overriden borgs. The fire rate is about the same as an emitter if you put it on the ground.
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e_cost = 500
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delay = 2 SECONDS
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/obj/item/ammo_casing/energy/bsg
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projectile_type = /obj/item/projectile/energy/bsg
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muzzle_flash_color = LIGHT_COLOR_DARKBLUE
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muzzle_flash_range = MUZZLE_FLASH_RANGE_STRONG
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muzzle_flash_strength = MUZZLE_FLASH_STRENGTH_STRONG
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fire_sound = 'sound/weapons/wave.ogg'
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e_cost = 10000
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select_name = null //No one is sticking this into another gun / so I don't have to rename 20 icon states
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delay = 4 SECONDS //Looooooong cooldown // Used to be 10 seconds, has been rebalanced to be normal firing rate now
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/obj/item/ammo_casing/energy/teleport
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projectile_type = /obj/item/projectile/energy/teleport
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muzzle_flash_color = LIGHT_COLOR_LIGHTBLUE
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fire_sound = 'sound/weapons/wave.ogg'
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e_cost = 250
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select_name = "teleport beam"
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var/teleport_target
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/obj/item/ammo_casing/energy/teleport/New()
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..()
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BB = null
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/obj/item/ammo_casing/energy/teleport/newshot()
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..(teleport_target)
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/obj/item/ammo_casing/energy/mimic
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projectile_type = /obj/item/projectile/mimic
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muzzle_flash_effect = null
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fire_sound = 'sound/weapons/bite.ogg'
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select_name = "gun mimic"
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var/mimic_type
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/obj/item/ammo_casing/energy/mimic/New()
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..()
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BB = null
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/obj/item/ammo_casing/energy/mimic/newshot()
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..(mimic_type)
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/obj/item/ammo_casing/energy/detective
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projectile_type = /obj/item/projectile/beam/laser/detective
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fire_sound = 'sound/weapons/gunshots/gunshot_det_energy.ogg'
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select_name = "disabler"
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/obj/item/ammo_casing/energy/detective/tracker_warrant
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projectile_type = /obj/item/projectile/beam/laser/detective/tracker_warrant_shot
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e_cost = 50
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select_name = "tracker and warrant generator"
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/obj/item/ammo_casing/energy/detective/overcharge
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projectile_type = /obj/item/projectile/beam/laser/detective/overcharged
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e_cost = 200
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select_name = "overcharged"
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/obj/item/ammo_casing/energy/silencer_ammo
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projectile_type = /obj/item/projectile/beam/silencer
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muzzle_flash_effect = null
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select_name = "silencing dissidents"
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e_cost = 50 // 16 shots
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fire_sound = 'sound/weapons/silencer_laser.ogg'
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