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https://github.com/PolarisSS13/Polaris.git
synced 2026-08-22 20:56:33 +01:00
Items are now assumed to be conductive, rather than the opposite
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@@ -3,7 +3,6 @@
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desc = "A bullet casing."
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icon = 'icons/obj/ammo.dmi'
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icon_state = "s-casing"
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flags = CONDUCT
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slot_flags = SLOT_BELT | SLOT_EARS
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throwforce = 1
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w_class = ITEMSIZE_TINY
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@@ -66,7 +65,6 @@
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desc = "A magazine for some kind of gun."
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icon_state = ".357"
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icon = 'icons/obj/ammo.dmi'
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flags = CONDUCT
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slot_flags = SLOT_BELT
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item_state = "syringe_kit"
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matter = list(DEFAULT_WALL_MATERIAL = 500)
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@@ -38,7 +38,6 @@
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)
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icon_state = "detective"
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item_state = "gun"
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flags = CONDUCT
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slot_flags = SLOT_BELT|SLOT_HOLSTER
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matter = list(DEFAULT_WALL_MATERIAL = 2000)
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w_class = ITEMSIZE_NORMAL
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@@ -7,7 +7,6 @@
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origin_tech = list(TECH_COMBAT = 2, TECH_MAGNET = 4)
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w_class = ITEMSIZE_LARGE
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force = 10
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flags = CONDUCT
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slot_flags = SLOT_BACK
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projectile_type = /obj/item/projectile/ion
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@@ -127,7 +126,6 @@
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icon = 'icons/obj/gun.dmi'
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item_icons = null
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icon_state = "staffofchange"
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flags = CONDUCT
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slot_flags = SLOT_BACK
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w_class = ITEMSIZE_LARGE
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charge_cost = 480
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@@ -2,7 +2,6 @@
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name = "launcher"
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desc = "A device that launches things."
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w_class = ITEMSIZE_HUGE
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flags = CONDUCT
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slot_flags = SLOT_BACK
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var/release_force = 0
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@@ -5,7 +5,6 @@
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item_state = "pneumatic"
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slot_flags = SLOT_BELT
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w_class = ITEMSIZE_HUGE
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flags = CONDUCT
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fire_sound_text = "a loud whoosh of moving air"
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fire_delay = 50
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fire_sound = 'sound/weapons/grenade_launcher.ogg' // Formerly tablehit1.ogg but I like this better -Ace
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@@ -7,7 +7,6 @@
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throw_speed = 2
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throw_range = 10
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force = 5.0
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flags = CONDUCT
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slot_flags = 0
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origin_tech = list(TECH_COMBAT = 8, TECH_MATERIAL = 5)
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fire_sound = 'sound/weapons/rpg.ogg'
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@@ -5,7 +5,6 @@
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icon_state = "syringe-cartridge"
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var/icon_flight = "syringe-cartridge-flight" //so it doesn't look so weird when shot
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matter = list(DEFAULT_WALL_MATERIAL = 125, "glass" = 375)
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flags = CONDUCT
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slot_flags = SLOT_BELT | SLOT_EARS
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throwforce = 3
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force = 3
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@@ -6,7 +6,6 @@
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max_shells = 4
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w_class = ITEMSIZE_LARGE
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force = 10
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flags = CONDUCT
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slot_flags = SLOT_BACK
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caliber = "12g"
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origin_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 2)
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@@ -41,14 +40,14 @@
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loaded -= AC //Remove casing from loaded list.
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chambered = AC
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if(animated_pump)//This affects all bolt action and shotguns.
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if(animated_pump)//This affects all bolt action and shotguns.
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flick("[icon_state]-cycling", src)//This plays any pumping
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update_icon()
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/obj/item/weapon/gun/projectile/shotgun/pump/update_icon()//This adds empty sprite capability for shotguns.
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..()
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if(!empty_sprite)//Just a dirty check
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if(!empty_sprite)//Just a dirty check
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return
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if((loaded.len) || (chambered))
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icon_state = "[icon_state]"
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@@ -80,7 +79,6 @@
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max_shells = 2
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w_class = ITEMSIZE_LARGE
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force = 10
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flags = CONDUCT
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slot_flags = SLOT_BACK
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caliber = "12g"
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origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 1)
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