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Adds mercenary sniper rifle
Adds the scoped mercenary sniper rifle and ammunition defines. Does not add syndicate uplink option.
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@@ -9,11 +9,14 @@
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origin_tech = "combat=8;materials=2;syndicate=8"
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caliber = "14.5mm"
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recoil = 2 //extra kickback
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//fire_sound = 'sound/weapons/sniper.ogg'
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handle_casings = HOLD_CASINGS
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load_method = SINGLE_CASING
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max_shells = 1
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ammo_type = /obj/item/ammo_casing/a145
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accuracy = -1 //made this not as bad as the LWAP's penalty because only one shot
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//+2 accuracy over the LWAP because only one shot
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accuracy = -1
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scoped_accuracy = 2
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var/bolt_open = 0
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/obj/item/weapon/gun/projectile/heavysniper/update_icon()
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@@ -36,11 +39,12 @@
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else
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user << "<span class='notice'>You work the bolt closed.</span>"
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bolt_open = 0
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user.next_move = world.time + 4 //prevent spam, also makes having to work the bolt more of a drawback
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update_icon()
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/obj/item/weapon/gun/projectile/heavysniper/special_check(mob/user)
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if(bolt_open)
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user << "<span class='warning'>You can't fire [src] with the bolt open!</span>"
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user << "<span class='warning'>You can't fire [src] while the bolt is open!</span>"
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return 0
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return ..()
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@@ -58,11 +62,6 @@
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set category = "Object"
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set name = "Use Scope"
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set popup_menu = 1
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toggle_scope(2.0)
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//need to override zoom() so that accuracy is properly reset even if we move while zoomed in.
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/obj/item/weapon/gun/projectile/heavysniper/zoom()
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..()
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if(zoom)
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accuracy -= initial(accuracy) //remove the accuracy penalty if zoomed in
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