mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2025-12-20 07:12:55 +00:00
* Adds the check components * Adds in trailing newlines * Converts all CRLF to LF * Post merge EOF * Post merge line endings * Final commit
301 lines
7.4 KiB
Plaintext
301 lines
7.4 KiB
Plaintext
/obj/item/projectile/bullet
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name = "bullet"
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icon_state = "bullet"
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damage = 60
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damage_type = BRUTE
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flag = "bullet"
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hitsound_wall = "ricochet"
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impact_effect_type = /obj/effect/temp_visual/impact_effect
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/obj/item/projectile/bullet/weakbullet //beanbag, heavy stamina damage
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name = "beanbag slug"
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damage = 5
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stamina = 80
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/obj/item/projectile/bullet/weakbullet/booze
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/obj/item/projectile/bullet/weakbullet/booze/on_hit(atom/target, blocked = 0)
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if(..(target, blocked))
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var/mob/living/M = target
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M.AdjustDizzy(20)
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M.AdjustSlur(20)
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M.AdjustConfused(20)
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M.AdjustEyeBlurry(20)
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M.AdjustDrowsy(20)
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for(var/datum/reagent/consumable/ethanol/A in M.reagents.reagent_list)
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M.AdjustParalysis(2)
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M.AdjustDizzy(10)
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M.AdjustSlur(10)
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M.AdjustConfused(10)
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M.AdjustEyeBlurry(10)
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M.AdjustDrowsy(10)
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A.volume += 5 //Because we can
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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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name = "rubber bullet"
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damage = 5
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weaken = 3
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stamina = 60
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icon_state = "bullet-r"
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/obj/item/projectile/bullet/weakbullet2/invisible //finger gun bullets
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name = "invisible bullet"
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damage = 0
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icon_state = null
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hitsound_wall = null
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/obj/item/projectile/bullet/weakbullet2/invisible/fake
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weaken = 0
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stamina = 0
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nodamage = 1
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log_override = TRUE
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/obj/item/projectile/bullet/weakbullet3
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damage = 20
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/obj/item/projectile/bullet/weakbullet4
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name = "rubber bullet"
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damage = 5
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stamina = 30
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icon_state = "bullet-r"
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/obj/item/projectile/bullet/toxinbullet
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damage = 15
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damage_type = TOX
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/obj/item/projectile/bullet/incendiary
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/obj/item/projectile/bullet/incendiary/on_hit(var/atom/target, var/blocked = 0)
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. = ..()
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if(iscarbon(target))
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var/mob/living/carbon/M = target
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M.adjust_fire_stacks(4)
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M.IgniteMob()
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/obj/item/projectile/bullet/incendiary/firebullet
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damage = 10
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/obj/item/projectile/bullet/armourpiercing
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damage = 17
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armour_penetration = 10
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/obj/item/projectile/bullet/pellet
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name = "pellet"
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damage = 12.5
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tile_dropoff = 0.75
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tile_dropoff_s = 1.25
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/obj/item/projectile/bullet/pellet/rubber
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name = "rubber pellet"
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damage = 3
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stamina = 25
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icon_state = "bullet-r"
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/obj/item/projectile/bullet/pellet/weak
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tile_dropoff = 0.55 //Come on it does 6 damage don't be like that.
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damage = 6
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/obj/item/projectile/bullet/pellet/weak/New()
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range = rand(1, 8)
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..()
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/obj/item/projectile/bullet/pellet/weak/on_range()
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do_sparks(1, 1, src)
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..()
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/obj/item/projectile/bullet/pellet/overload
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damage = 3
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/obj/item/projectile/bullet/pellet/overload/New()
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range = rand(1, 10)
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..()
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/obj/item/projectile/bullet/pellet/assassination
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damage = 12
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tile_dropoff = 1 // slightly less damage and greater damage falloff compared to normal buckshot
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/obj/item/projectile/bullet/pellet/assassination/on_hit(atom/target, blocked = 0)
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if(..(target, blocked))
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var/mob/living/M = target
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M.AdjustSilence(2) // HELP MIME KILLING ME IN MAINT
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/obj/item/projectile/bullet/pellet/overload/on_hit(atom/target, blocked = 0)
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..()
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explosion(target, 0, 0, 2)
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/obj/item/projectile/bullet/pellet/overload/on_range()
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explosion(src, 0, 0, 2)
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do_sparks(3, 3, src)
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..()
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/obj/item/projectile/bullet/midbullet
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damage = 20
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stamina = 65 //two rounds from the c20r knocks people down
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/obj/item/projectile/bullet/midbullet_r
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damage = 5
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stamina = 75 //Still two rounds to knock people down
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/obj/item/projectile/bullet/midbullet2
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damage = 25
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/obj/item/projectile/bullet/midbullet3
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damage = 30
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/obj/item/projectile/bullet/midbullet3/hp
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damage = 40
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armour_penetration = -50
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/obj/item/projectile/bullet/midbullet3/ap
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damage = 27
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armour_penetration = 40
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/obj/item/projectile/bullet/midbullet3/fire/on_hit(atom/target, blocked = 0)
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if(..(target, blocked))
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var/mob/living/M = target
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M.adjust_fire_stacks(1)
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M.IgniteMob()
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/obj/item/projectile/bullet/heavybullet
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damage = 35
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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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stun = 5
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weaken = 5
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stutter = 5
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jitter = 20
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range = 7
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icon_state = "spark"
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color = "#FFFF00"
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/obj/item/projectile/bullet/incendiary/shell
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name = "incendiary slug"
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damage = 20
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/obj/item/projectile/bullet/incendiary/shell/Move()
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..()
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var/turf/location = get_turf(src)
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if(location)
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new /obj/effect/hotspot(location)
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location.hotspot_expose(700, 50, 1)
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/obj/item/projectile/bullet/incendiary/shell/dragonsbreath
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name = "dragonsbreath round"
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damage = 5
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/obj/item/projectile/bullet/meteorshot
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name = "meteor"
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icon = 'icons/obj/meteor.dmi'
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icon_state = "dust"
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damage = 30
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weaken = 8
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stun = 8
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hitsound = 'sound/effects/meteorimpact.ogg'
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/obj/item/projectile/bullet/meteorshot/on_hit(var/atom/target, var/blocked = 0)
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..()
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if(istype(target, /atom/movable))
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var/atom/movable/M = target
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var/atom/throw_target = get_edge_target_turf(M, get_dir(src, get_step_away(M, src)))
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M.throw_at(throw_target, 3, 2)
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/obj/item/projectile/bullet/meteorshot/New()
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..()
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SpinAnimation()
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/obj/item/projectile/bullet/meteorshot/weak
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damage = 10
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weaken = 4
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stun = 4
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/obj/item/projectile/bullet/mime
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damage = 0
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stun = 5
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weaken = 5
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slur = 20
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stutter = 20
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/obj/item/projectile/bullet/mime/on_hit(var/atom/target, var/blocked = 0)
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..(target, blocked)
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if(iscarbon(target))
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var/mob/living/carbon/M = target
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M.Silence(10)
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else if(istype(target, /obj/mecha/combat/honker))
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var/obj/mecha/chassis = target
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chassis.occupant_message("A mimetech anti-honk bullet has hit \the [chassis]!")
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chassis.use_power(chassis.get_charge() / 2)
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for(var/obj/item/mecha_parts/mecha_equipment/weapon/honker in chassis.equipment)
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honker.set_ready_state(0)
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/obj/item/projectile/bullet/dart
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name = "dart"
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icon_state = "cbbolt"
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damage = 6
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var/piercing = FALSE
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/obj/item/projectile/bullet/dart/New()
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..()
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create_reagents(50)
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reagents.set_reacting(FALSE)
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/obj/item/projectile/bullet/dart/on_hit(var/atom/target, var/blocked = 0, var/hit_zone)
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if(iscarbon(target))
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var/mob/living/carbon/M = target
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if(blocked != 100)
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if(M.can_inject(null, FALSE, hit_zone, piercing)) // Pass the hit zone to see if it can inject by whether it hit the head or the body.
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..()
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reagents.trans_to(M, reagents.total_volume)
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return 1
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else
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blocked = 100
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target.visible_message("<span class='danger'>The [name] was deflected!</span>", \
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"<span class='userdanger'>You were protected against the [name]!</span>")
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..(target, blocked, hit_zone)
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reagents.set_reacting(TRUE)
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reagents.handle_reactions()
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return 1
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/obj/item/projectile/bullet/dart/metalfoam
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/obj/item/projectile/bullet/dart/metalfoam/New()
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..()
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reagents.add_reagent("aluminum", 15)
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reagents.add_reagent("fluorosurfactant", 5)
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reagents.add_reagent("sacid", 5)
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//This one is for future syringe guns update
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/obj/item/projectile/bullet/dart/syringe
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name = "syringe"
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icon = 'icons/obj/chemical.dmi'
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icon_state = "syringeproj"
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/obj/item/projectile/bullet/dart/syringe/tranquilizer
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/obj/item/projectile/bullet/dart/syringe/tranquilizer/New()
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..()
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reagents.add_reagent("haloperidol", 15)
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/obj/item/projectile/bullet/neurotoxin
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name = "neurotoxin spit"
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icon_state = "neurotoxin"
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damage = 5
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damage_type = TOX
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weaken = 5
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/obj/item/projectile/bullet/neurotoxin/on_hit(var/atom/target, var/blocked = 0)
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if(isalien(target))
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weaken = 0
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nodamage = 1
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. = ..() // Execute the rest of the code.
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/obj/item/projectile/bullet/cap
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name = "cap"
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damage = 0
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nodamage = 1
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/obj/item/projectile/bullet/cap/fire()
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loc = null
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qdel(src)
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