mirror of
https://github.com/PolarisSS13/Polaris.git
synced 2026-08-25 14:16:30 +01:00
@@ -223,4 +223,25 @@
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icon_state = "impact_lightning"
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light_range = 2
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light_power = 0.5
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light_color = "#00C6FF"
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light_color = "#00C6FF"
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//----------------------------
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// Dark matter
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//----------------------------
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/obj/effect/projectile/darkmatter/tracer
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icon_state = "darkb"
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light_range = 2
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light_power = 0.5
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light_color = "#8837A3"
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/obj/effect/projectile/darkmatter/muzzle
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icon_state = "muzzle_darkb"
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light_range = 2
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light_power = 0.5
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light_color = "#8837A3"
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/obj/effect/projectile/darkmatter/impact
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icon_state = "impact_darkb"
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light_range = 2
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light_power = 0.5
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light_color = "#8837A3"
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@@ -1,46 +0,0 @@
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// Alien pinning weapon.
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/obj/item/weapon/gun/launcher/spikethrower
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name = "spike thrower"
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desc = "A vicious alien projectile weapon. Parts of it quiver gelatinously, as though the thing is insectile and alive."
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var/last_regen = 0
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var/spike_gen_time = 150
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var/max_spikes = 3
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var/spikes = 3
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release_force = 30
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icon = 'icons/obj/gun.dmi'
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icon_state = "spikethrower3"
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item_state = "spikethrower"
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fire_sound_text = "a strange noise"
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fire_sound = 'sound/weapons/bladeslice.ogg'
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/obj/item/weapon/gun/launcher/spikethrower/New()
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..()
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processing_objects.Add(src)
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last_regen = world.time
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/obj/item/weapon/gun/launcher/spikethrower/Destroy()
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processing_objects.Remove(src)
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..()
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/obj/item/weapon/gun/launcher/spikethrower/process()
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if(spikes < max_spikes && world.time > last_regen + spike_gen_time)
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spikes++
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last_regen = world.time
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update_icon()
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/obj/item/weapon/gun/launcher/spikethrower/examine(mob/user)
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..(user)
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user << "It has [spikes] spike\s remaining."
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/obj/item/weapon/gun/launcher/spikethrower/update_icon()
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icon_state = "spikethrower[spikes]"
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/obj/item/weapon/gun/launcher/spikethrower/update_release_force()
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return
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/obj/item/weapon/gun/launcher/spikethrower/consume_next_projectile()
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if(spikes < 1) return null
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spikes--
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return new /obj/item/weapon/spike(src)
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@@ -149,4 +149,4 @@ obj/item/weapon/gun/energy/staff/focus
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charge_cost = 200
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user << "<span class='warning'>The [src.name] will now strike only a single person.</span>"
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projectile_type = "/obj/item/projectile/forcebolt"
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*/
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*/
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@@ -0,0 +1,135 @@
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/*
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* Vox Spike Thrower
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* Alien pinning weapon.
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*/
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/obj/item/weapon/gun/launcher/spikethrower
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name = "spike thrower"
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desc = "A vicious alien projectile weapon. Parts of it quiver gelatinously, as though the thing is insectile and alive."
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var/last_regen = 0
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var/spike_gen_time = 150
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var/max_spikes = 3
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var/spikes = 3
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release_force = 30
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icon = 'icons/obj/gun.dmi'
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icon_state = "spikethrower3"
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item_state = "spikethrower"
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fire_sound_text = "a strange noise"
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fire_sound = 'sound/weapons/bladeslice.ogg'
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/obj/item/weapon/gun/launcher/spikethrower/New()
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..()
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processing_objects.Add(src)
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last_regen = world.time
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/obj/item/weapon/gun/launcher/spikethrower/Destroy()
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processing_objects.Remove(src)
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..()
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/obj/item/weapon/gun/launcher/spikethrower/process()
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if(spikes < max_spikes && world.time > last_regen + spike_gen_time)
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spikes++
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last_regen = world.time
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update_icon()
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/obj/item/weapon/gun/launcher/spikethrower/examine(mob/user)
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..(user)
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user << "It has [spikes] spike\s remaining."
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/obj/item/weapon/gun/launcher/spikethrower/update_icon()
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icon_state = "spikethrower[spikes]"
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/obj/item/weapon/gun/launcher/spikethrower/update_release_force()
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return
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/obj/item/weapon/gun/launcher/spikethrower/consume_next_projectile()
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if(spikes < 1) return null
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spikes--
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return new /obj/item/weapon/spike(src)
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/*
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* Vox Darkmatter Cannon
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*/
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/obj/item/weapon/gun/energy/darkmatter
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name = "dark matter gun"
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desc = "A vicious alien beam weapon. Parts of it quiver gelatinously, as though the thing is insectile and alive."
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icon_state = "darkcannon"
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item_state = "darkcannon"
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fire_sound = 'sound/weapons/eLuger.ogg'
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charge_cost = 600
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projectile_type = /obj/item/projectile/beam/darkmatter
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self_recharge = 1
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accuracy = 2
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firemodes = list(
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list(mode_name="focused", burst=1, fire_delay=null, move_delay=null, burst_accuracy=list(2), dispersion=null, projectile_type=/obj/item/projectile/beam/darkmatter, charge_cost = 600),
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list(mode_name="scatter burst", burst=8, fire_delay=null, move_delay=4, burst_accuracy=list(0, 0, 0, 0, 0, 0, 0, 0), dispersion=list(3, 3, 3, 3, 3, 3, 3, 3, 3), projectile_type=/obj/item/projectile/energy/darkmatter, charge_cost = 300),
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)
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/obj/item/projectile/beam/darkmatter
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name = "dark matter bolt"
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icon_state = "darkb"
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damage = 60
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armor_penetration = 35
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damage_type = BRUTE
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check_armour = "energy"
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light_color = "#8837A3"
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embed_chance = 0
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muzzle_type = /obj/effect/projectile/darkmatter/muzzle
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tracer_type = /obj/effect/projectile/darkmatter/tracer
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impact_type = /obj/effect/projectile/darkmatter/impact
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/obj/item/projectile/energy/darkmatter
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name = "dark matter pellet"
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icon_state = "dark_pellet"
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damage = 20
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armor_penetration = 35
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damage_type = BRUTE
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check_armour = "energy"
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light_color = "#8837A3"
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embed_chance = 0
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/*
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* Vox Darkmatter Cannon
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*/
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/obj/item/weapon/gun/energy/sonic
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name = "soundcannon"
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desc = "A vicious alien sound weapon. Parts of it quiver gelatinously, as though the thing is insectile and alive."
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icon_state = "noise"
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item_state = "noise"
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fire_sound = 'sound/effects/basscannon.ogg'
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self_recharge = 1
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projectile_type=/obj/item/projectile/sonic/strong
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firemodes = list(
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list(mode_name="normal", projectile_type=/obj/item/projectile/sonic/strong, charge_cost = 600),
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list(mode_name="suppressive", projectile_type=/obj/item/projectile/sonic/weak, charge_cost = 300),
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)
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/obj/item/projectile/sonic
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name = "sonic pulse"
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icon_state = "sound"
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damage = 15
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armor_penetration = 30
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damage_type = BRUTE
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check_armour = "melee"
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embed_chance = 0
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vacuum_traversal = 0
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/obj/item/projectile/sonic/weak
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agony = 30
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/obj/item/projectile/sonic/strong
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damage = 45
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//Already have thoughts on how to improve this, will take a day or two after initial testing. - Anewbe
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/obj/item/projectile/sonic/strong/on_hit(var/atom/movable/target, var/blocked = 0)
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if(istype(target))
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var/throwdir = get_dir(firer,target)
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target.throw_at(get_edge_target_turf(target, throwdir),10,10)
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return 1
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@@ -8,6 +8,7 @@
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eyeblur = 4
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var/frequency = 1
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hitscan = 1
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embed_chance = 0
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invisibility = 101 //beam projectiles are invisible as they are rendered by the effect engine
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light_range = 2
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light_power = 0.5
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@@ -151,9 +151,9 @@
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var/ear_safety = 0
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ear_safety = M.get_ear_protection()
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if(ear_safety == 1)
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M.Weaken(2)
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M.confused += 150
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else if (ear_safety > 1)
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M.Weaken(1)
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M.confused += 30
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else if (!ear_safety)
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M.Stun(10)
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M.Weaken(3)
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@@ -156,4 +156,3 @@
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nodamage = 1
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damage_type = HALLOSS
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muzzle_type = /obj/effect/projectile/bullet/muzzle
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Reference in New Issue
Block a user