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Security / PseudoCargo Expansion (#6482)
* Security Expansion work. * Weaponized Racism, Stowaways, Meteors * Fix Fix. Prep modular armor for addition. * Fix the boots. * More modular armor work. Now in cargo! * Fixfix * Fixfix * Thank you anxiety very cool. * Make a Stowaway Antag * FixFix
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@@ -86,6 +86,19 @@
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tracer_type = /obj/effect/projectile/tracer/xray
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impact_type = /obj/effect/projectile/impact/xray
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/obj/item/projectile/beam/gamma
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name = "gamma beam"
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icon_state = "xray"
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fire_sound = 'sound/weapons/eluger.ogg'
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damage = 10
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armor_penetration = 90
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irradiate = 20
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light_color = "#00CC33"
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muzzle_type = /obj/effect/projectile/muzzle/xray
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tracer_type = /obj/effect/projectile/tracer/xray
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impact_type = /obj/effect/projectile/impact/xray
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/obj/item/projectile/beam/cyan
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name = "cyan beam"
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icon_state = "cyan"
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@@ -215,6 +228,23 @@
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icon_state = "stun"
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agony = 30
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/obj/item/projectile/beam/stun/disabler
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muzzle_type = /obj/effect/projectile/muzzle/laser_omni
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tracer_type = /obj/effect/projectile/tracer/laser_omni
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impact_type = /obj/effect/projectile/impact/laser_omni
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/obj/item/projectile/beam/stun/disabler/on_hit(atom/target, blocked = 0, def_zone)
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. = ..(target, blocked, def_zone)
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if(. && istype(target, /mob/living/silicon/robot) && prob(agony))
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var/mob/living/silicon/robot/R = target
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var/drainamt = agony * (rand(5, 15) / 10)
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R.drain_power(0, 0, drainamt)
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if(istype(firer, /mob/living/silicon/robot)) // Mischevious sappers, the swarm drones are.
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var/mob/living/silicon/robot/A = firer
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if(A.cell)
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A.cell.give(drainamt * 2)
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/obj/item/projectile/beam/shock
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name = "shock beam"
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icon_state = "lightning"
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@@ -22,6 +22,28 @@
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damage = 20
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armor_penetration = 100
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/obj/item/projectile/bullet/magnetic/flechette/hunting
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name = "shredder slug"
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armor_penetration = 30
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SA_bonus_damage = 40
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SA_vulnerability = SA_ANIMAL
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/obj/item/projectile/bullet/magnetic/heated
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name = "slug"
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icon_state = "gauss"
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weaken = 0
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stun = 0
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damage = 30
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damage_type = SEARING
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embed_chance = 0
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/obj/item/projectile/bullet/magnetic/heated/weak
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icon_state = "gauss_silenced"
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damage = 15
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agony = 5
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embed_chance = 0
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armor_penetration = 50
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/obj/item/projectile/bullet/magnetic/fuelrod
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name = "fuel rod"
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icon_state = "fuel-deuterium"
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