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Adds Point Defense turrets.
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@@ -57,6 +57,28 @@
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item_state = "lrifle"
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origin_tech = list(TECH_COMBAT = 4, TECH_MAGNET = 3)
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/obj/item/weapon/gun/energy/mininglaser
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name = "mining-laser rifle"
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desc = "A Hephaestus Industries G22T rifle, now only produced for its impeccable ability to break stone with its pulsating blasts."
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description_fluff = "The leading arms producer in the SCG, Hephaestus typically only uses its 'top level' branding for its military-grade equipment used by armed forces across human space."
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icon = 'icons/obj/gun2.dmi'
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icon_state = "mininglaser"
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item_state = "laser"
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wielded_item_state = "laser-wielded"
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fire_delay = 8
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slot_flags = SLOT_BELT|SLOT_BACK
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w_class = ITEMSIZE_LARGE
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force = 15
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origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 2)
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matter = list(DEFAULT_WALL_MATERIAL = 2000)
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projectile_type = /obj/item/projectile/beam/mininglaser
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one_handed_penalty = 30
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firemodes = list(
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list(mode_name="mining", fire_delay=8, projectile_type=/obj/item/projectile/beam/mininglaser, charge_cost = 200),
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list(mode_name="deter", fire_delay=5, projectile_type=/obj/item/projectile/beam/weaklaser, charge_cost = 80),
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)
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/obj/item/weapon/gun/energy/retro
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name = "retro laser"
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icon_state = "retro"
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@@ -17,6 +17,8 @@
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hitsound = 'sound/weapons/sear.ogg'
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hitsound_wall = 'sound/weapons/effects/searwall.ogg'
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excavation_amount = 50
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muzzle_type = /obj/effect/projectile/muzzle/laser
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tracer_type = /obj/effect/projectile/tracer/laser
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impact_type = /obj/effect/projectile/impact/laser
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@@ -46,6 +48,18 @@
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damage = 40
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armor_penetration = 10
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/obj/item/projectile/beam/mininglaser
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name = "pulsating laser"
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damage = 10
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armor_penetration = 20
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fire_sound = 'sound/weapons/eluger.ogg'
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excavation_amount = 100
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muzzle_type = /obj/effect/projectile/muzzle/emitter
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tracer_type = /obj/effect/projectile/tracer/emitter
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impact_type = /obj/effect/projectile/impact/emitter
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/obj/item/projectile/beam/heavylaser
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name = "heavy laser"
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icon_state = "heavylaser"
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@@ -10,6 +10,7 @@
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sharp = 1
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hitsound_wall = "ricochet"
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impact_effect_type = /obj/effect/temp_visual/impact_effect
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excavation_amount = 20
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var/mob_passthrough_check = 0
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muzzle_type = /obj/effect/projectile/muzzle/bullet
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