mirror of
https://github.com/PolarisSS13/Polaris.git
synced 2026-01-10 01:12:42 +00:00
Merge pull request #1832 from comma/master
Holsters and bunny slippers.
This commit is contained in:
@@ -90,6 +90,7 @@
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new /obj/item/device/flash(src)
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new /obj/item/weapon/melee/baton(src)
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new /obj/item/weapon/gun/energy/gun(src)
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new /obj/item/clothing/tie/holster/waist(src)
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return
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@@ -189,6 +190,7 @@
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new /obj/item/weapon/clipboard(src)
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new /obj/item/device/detective_scanner(src)
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new /obj/item/weapon/storage/box/evidence(src)
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new /obj/item/clothing/tie/holster/armpit(src)
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return
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/obj/structure/closet/secure_closet/detective/update_icon()
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@@ -191,8 +191,8 @@
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new /obj/item/clothing/under/pj/blue(src)
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new /obj/item/clothing/shoes/white(src)
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new /obj/item/clothing/shoes/white(src)
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new /obj/item/clothing/shoes/white(src)
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new /obj/item/clothing/shoes/white(src)
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new /obj/item/clothing/shoes/slippers(src)
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new /obj/item/clothing/shoes/slippers(src)
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return
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@@ -211,6 +211,9 @@
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new /obj/item/clothing/shoes/white(src)
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new /obj/item/clothing/shoes/white(src)
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new /obj/item/clothing/shoes/white(src)
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new /obj/item/clothing/shoes/slippers
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new /obj/item/clothing/shoes/slippers
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new /obj/item/clothing/shoes/slippers
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return
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@@ -152,6 +152,8 @@ BLIND // can't see anything
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hastie = I
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I.loc = src
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user << "<span class='notice'>You attach [I] to [src].</span>"
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if (istype(hastie,/obj/item/clothing/tie/holster))
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verbs += /obj/item/clothing/under/proc/holster
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if(istype(loc, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = loc
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@@ -213,6 +215,8 @@ BLIND // can't see anything
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if(hastie)
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usr.put_in_hands(hastie)
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hastie = null
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if (istype(hastie,/obj/item/clothing/tie/holster))
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verbs -= /obj/item/clothing/under/proc/holster
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if(istype(loc, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = loc
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@@ -221,3 +225,40 @@ BLIND // can't see anything
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/obj/item/clothing/under/rank/New()
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sensor_mode = pick(0,1,2,3)
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..()
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/obj/item/clothing/under/proc/holster()
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set name = "Holster"
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set category = "Object"
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set src in usr
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if(!istype(usr, /mob/living)) return
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if(usr.stat) return
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if (!hastie || !istype(hastie,/obj/item/clothing/tie/holster))
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usr << "\red You need a holster for that!"
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return
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var/obj/item/clothing/tie/holster/H = hastie
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if(!H.holstered)
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if(!istype(usr.get_active_hand(), /obj/item/weapon/gun))
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usr << "\blue You need your gun equiped to holster it."
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return
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var/obj/item/weapon/gun/W = usr.get_active_hand()
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if (!W.isHandgun())
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usr << "\red This gun won't fit in \the [H]!"
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return
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H.holstered = usr.get_active_hand()
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usr.drop_item()
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H.holstered.loc = src
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usr.visible_message("\blue [usr] holsters \the [H.holstered].", "You holster \the [H.holstered].")
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else
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if(istype(usr.get_active_hand(),/obj) && istype(usr.get_inactive_hand(),/obj))
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usr << "\red You need an empty hand to draw the gun!"
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else
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if(usr.a_intent == "hurt")
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usr.visible_message("\red [usr] draws \the [H.holstered], ready to shoot!", \
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"\red You draw \the [H.holstered], ready to shoot!")
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else
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usr.visible_message("\blue [usr] draws \the [H.holstered], pointing it at the ground.", \
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"\blue You draw \the [H.holstered], pointing it at tthe ground.")
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usr.put_in_hands(H.holstered)
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H.holstered = null
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@@ -101,3 +101,15 @@
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icon_state = "laceups"
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item_state = "laceups"
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color = "black"
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/obj/item/clothing/shoes/slippers
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name = "bunny slippers"
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desc = "Fluffy!"
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icon_state = "slippers"
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item_state = "slippers"
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/obj/item/clothing/shoes/slippers_worn
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name = "worn bunny slippers"
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desc = "Fluffy..."
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icon_state = "slippers_worn"
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item_state = "slippers_worn"
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@@ -65,6 +65,25 @@
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return ..(M,user)
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/obj/item/clothing/tie/holster
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name = "shoulder holster"
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desc = "A handgun holster."
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icon_state = "holster"
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color = "holster"
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var/obj/item/weapon/gun/holstered = null
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/obj/item/clothing/tie/holster/armpit
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name = "shoulder holster"
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desc = "A worn-out handgun holster. Perfect for concealed carry"
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icon_state = "holster"
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color = "holster"
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/obj/item/clothing/tie/holster/waist
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name = "shoulder holster"
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desc = "A handgun holster. Made of expensive leather."
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icon_state = "holster"
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color = "holster_low"
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//Medals
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/obj/item/clothing/tie/medal
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name = "bronze medal"
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@@ -129,3 +129,6 @@
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update_icon()
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return
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/obj/item/weapon/gun/proc/isHandgun()
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return 1
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@@ -71,6 +71,8 @@ obj/item/weapon/gun/energy/laser/retro
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origin_tech = "combat=4;materials=3;powerstorage=3"
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projectile_type = "/obj/item/projectile/beam/heavylaser"
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isHandgun()
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return 0
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/obj/item/weapon/gun/energy/xray
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name = "xray laser gun"
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@@ -32,6 +32,8 @@
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projectile_type = "/obj/item/projectile/beam/pulse"
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return
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isHandgun()
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return 0
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/obj/item/weapon/gun/energy/pulse_rifle/destroyer
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name = "pulse destroyer"
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@@ -49,4 +51,7 @@
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icon_state = "m1911-p"
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cell_type = "/obj/item/weapon/cell/infinite"
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isHandgun()
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return 1
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@@ -10,6 +10,9 @@
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charge_cost = 100
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projectile_type = "/obj/item/projectile/ion"
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isHandgun()
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return 0
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/obj/item/weapon/gun/energy/ionrifle/emp_act(severity)
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if(severity <= 2)
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power_supply.use(round(power_supply.maxcharge / severity))
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@@ -17,6 +20,7 @@
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else
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return
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/obj/item/weapon/gun/energy/decloner
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name = "biological demolecularisor"
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desc = "A gun that discharges high amounts of controlled radiation to slowly break a target into component elements."
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@@ -26,6 +30,9 @@
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charge_cost = 100
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projectile_type = "/obj/item/projectile/energy/declone"
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isHandgun()
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return 0
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obj/item/weapon/gun/energy/staff
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name = "staff of change"
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desc = "An artefact that spits bolts of coruscating energy which cause the target's very form to reshape itself"
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@@ -62,6 +69,9 @@ obj/item/weapon/gun/energy/staff
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update_icon()
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return 1
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isHandgun()
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return 0
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/obj/item/weapon/gun/energy/floragun
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name = "floral somatoray"
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desc = "A tool that discharges controlled radiation which induces mutation in plant cells."
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@@ -8,6 +8,8 @@
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origin_tech = "combat=4;materials=2"
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ammo_type = "/obj/item/ammo_casing/c9mm"
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isHandgun()
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return 0
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/obj/item/weapon/gun/projectile/automatic/mini_uzi
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@@ -20,6 +22,8 @@
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origin_tech = "combat=5;materials=2;syndicate=8"
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ammo_type = "/obj/item/ammo_casing/c45"
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isHandgun()
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return 1
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/obj/item/weapon/gun/projectile/automatic/c20r
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@@ -4,7 +4,7 @@
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icon_state = "detective"
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caliber = "38"
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origin_tech = "combat=2;materials=2"
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ammo_type = "/obj/item/ammo_casing/c38"
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ammo_type = "/obj/item/ammo_magazine/c38"
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/*
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special_check(var/mob/living/carbon/human/M)
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@@ -15,6 +15,8 @@
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var/pumped = 0
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var/obj/item/ammo_casing/current_shell = null
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isHandgun()
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return 0
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load_into_chamber()
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if(in_chamber)
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