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https://github.com/PolarisSS13/Polaris.git
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Mech and Locker Sounds
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@@ -4,7 +4,7 @@
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icon_state = "mecha_uac2"
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equip_cooldown = 10
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projectile = /obj/item/projectile/bullet/pistol/medium
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fire_sound = 'sound/weapons/Gunshot_machinegun.ogg'
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fire_sound = 'sound/weapons/mech_autocannon.ogg'
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projectiles = 30 //10 bursts, matching the Scattershot's 10. Also, conveniently, doesn't eat your powercell when reloading like 300 bullets does.
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projectiles_per_shot = 3
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deviation = 0.3
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@@ -4,7 +4,7 @@
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description_info = "This weapon cannot be fired indoors, underground, or on-station."
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icon_state = "mecha_mortar"
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equip_cooldown = 30
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fire_sound = 'sound/weapons/Gunshot_cannon.ogg'
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fire_sound = 'sound/weapons/mech_mortar.ogg'
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fire_volume = 100
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projectiles = 3
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deviation = 0.6
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@@ -4,7 +4,7 @@
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icon_state = "mecha_scatter"
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equip_cooldown = 20
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projectile = /obj/item/projectile/bullet/pellet/shotgun/flak
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fire_sound = 'sound/weapons/Gunshot_shotgun.ogg'
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fire_sound = 'sound/weapons/mech_shotgun.ogg'
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fire_volume = 80
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projectiles = 40
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projectiles_per_shot = 4
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@@ -101,7 +101,7 @@
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var/list/equipment = new //This lists holds what stuff you bolted onto your baby ride
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var/obj/item/mecha_parts/mecha_equipment/selected
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var/max_equip = 2
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// What direction to float in, if inertial movement is active.
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var/float_direction = 0
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// Process() iterator count.
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@@ -2026,7 +2026,7 @@
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update_cell_alerts()
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update_damage_alerts()
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set_dir(dir_in)
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playsound(src, 'sound/machines/door/windowdoor.ogg', 50, 1)
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playsound(src, 'sound/mecha/mech_enter.ogg', 50, 1)
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if(occupant.client && cloaked_selfimage)
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occupant.client.images += cloaked_selfimage
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play_entered_noise(occupant)
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@@ -2119,6 +2119,7 @@
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update_icon()
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set_dir(dir_in)
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verbs -= /obj/mecha/verb/eject
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playsound(src, 'sound/mecha/mech_exit.ogg', 50, 1)
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//src.zoom = 0
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@@ -66,6 +66,8 @@
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catalogue_data = list(/datum/category_item/catalogue/information/objects/oldreactor)
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climbable = 0
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door_anim_time = 0 //Unsupported
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open_sound = 'sound/machines/door/hatchforced.ogg'
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close_sound = 'sound/machines/door/hatchclose.ogg'
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starts_with = list(
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/obj/item/weapon/fuel_assembly/deuterium = 6)
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@@ -23,8 +23,8 @@
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//then open it in a populated area to crash clients.
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var/storage_cost = 40 //How much space this closet takes up if it's stuffed in another closet
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var/open_sound = 'sound/machines/click.ogg'
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var/close_sound = 'sound/machines/click.ogg'
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var/open_sound = 'sound/machines/closet/closet_open.ogg'
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var/close_sound = 'sound/machines/closet/closet_close.ogg'
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var/store_misc = 1 //Chameleon item check
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var/store_items = 1 //Will the closet store items?
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@@ -6,6 +6,8 @@
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icon_state = "closed_unlocked"
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seal_tool = /obj/item/weapon/tool/screwdriver
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breakout_sound = 'sound/weapons/tablehit1.ogg'
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open_sound = 'sound/machines/closet/crate_open.ogg'
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close_sound = 'sound/machines/closet/crate_close.ogg'
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closet_appearance = null // Special icon for us
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door_anim_time = 0 //Unsupported
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@@ -2,6 +2,8 @@
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name = "booze closet"
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req_access = list(access_bar)
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closet_appearance = /decl/closet_appearance/cabinet/secure
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open_sound = 'sound/machines/closet/closet_wood_open.ogg'
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close_sound = 'sound/machines/closet/closet_wood_close.ogg'
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starts_with = list(
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/obj/item/weapon/reagent_containers/food/drinks/bottle/small/beer = 10)
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@@ -200,6 +200,8 @@
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desc = "Store psychology tools and medicines in here."
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req_access = list(access_psychiatrist)
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closet_appearance = /decl/closet_appearance/cabinet/secure
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open_sound = 'sound/machines/closet/closet_wood_open.ogg'
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close_sound = 'sound/machines/closet/closet_wood_close.ogg'
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starts_with = list(
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/obj/item/clothing/under/rank/psych,
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@@ -27,6 +27,8 @@
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/obj/structure/closet/secure_closet/personal/cabinet
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closet_appearance = /decl/closet_appearance/cabinet/secure
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door_anim_time = 0 //Unsupported
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open_sound = 'sound/machines/closet/closet_wood_open.ogg'
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close_sound = 'sound/machines/closet/closet_wood_close.ogg'
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starts_with = list(
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/obj/item/weapon/storage/backpack/satchel/withwallet,
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@@ -224,6 +224,8 @@
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req_access = list(access_forensics_lockers)
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closet_appearance = /decl/closet_appearance/cabinet/secure
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door_anim_time = 0 //Unsupported
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open_sound = 'sound/machines/closet/closet_wood_open.ogg'
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close_sound = 'sound/machines/closet/closet_wood_close.ogg'
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starts_with = list(
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/obj/item/clothing/accessory/badge/holo/detective,
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@@ -40,6 +40,8 @@
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/obj/structure/closet/wardrobe/detective
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name = "detective wardrobe"
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closet_appearance = /decl/closet_appearance/cabinet
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open_sound = 'sound/machines/closet/closet_wood_open.ogg'
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close_sound = 'sound/machines/closet/closet_wood_close.ogg'
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starts_with = list(
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/obj/item/clothing/head/det = 2,
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@@ -441,6 +443,8 @@
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/obj/structure/closet/wardrobe/captain
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name = "site manager's wardrobe"
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closet_appearance = /decl/closet_appearance/cabinet
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open_sound = 'sound/machines/closet/closet_wood_open.ogg'
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close_sound = 'sound/machines/closet/closet_wood_close.ogg'
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starts_with = list(
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/obj/item/weapon/storage/backpack/captain,
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@@ -8,6 +8,8 @@
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climbable = 1
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dir = 4 //Spawn facing 'forward' by default.
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door_anim_time = 0 //Unsupported until appropriate sprites are available
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open_sound = 'sound/machines/closet/crate_open.ogg'
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close_sound = 'sound/machines/closet/crate_close.ogg'
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var/points_per_crate = 5
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var/rigged = 0
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@@ -33,7 +35,7 @@
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if(usr.stunned)
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return 2
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playsound(src, 'sound/machines/click.ogg', 15, 1, -3)
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playsound(src, open_sound, 15, 1, -3)
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for(var/obj/O in src)
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O.forceMove(get_turf(src))
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src.opened = 1
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@@ -49,7 +51,7 @@
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if(!src.can_close())
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return 0
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playsound(src, 'sound/machines/click.ogg', 15, 1, -3)
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playsound(src, close_sound, 15, 1, -3)
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var/itemcount = 0
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for(var/obj/O in get_turf(src))
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if(itemcount >= storage_capacity)
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@@ -53,6 +53,7 @@
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melee_damage_upper = 15
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projectile_dispersion = 5
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projectile_accuracy = -15
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projectilesound = 'sound/weapons/mech_autocannon.ogg'
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// Also beefy, but tries to stay at their 'home', ideal for base defense.
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/mob/living/simple_mob/mechanical/hivebot/ranged_damage/strong/guard
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@@ -113,6 +114,7 @@
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name = "siege engine hivebot"
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desc = "A large robot capable of delivering long range bombardment."
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projectiletype = /obj/item/projectile/arc/test
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projectilesound = 'sound/weapons/mech_mortar.ogg'
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icon_scale_x = 2
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icon_scale_y = 2
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icon_state = "red"
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@@ -11,6 +11,7 @@
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icon_state = "fireball" // WIP
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movement_type = UNSTOPPABLE
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plane = ABOVE_PLANE // Since projectiles are 'in the air', they might visually overlap mobs while in flight, so the projectile needs to be above their plane.
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fire_sound = 'sound/weapons/mech_mortar.ogg'
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var/fired_dir = null // Which direction was the projectile fired towards. Needed to invert the projectile turning based on if facing left or right.
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var/distance_to_fly = null // How far, in pixels, to fly for. Will call on_range() when this is passed.
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var/visual_y_offset = -16 // Adjusts how high the projectile and its shadow start, visually. This is so the projectile and shadow align with the center of the tile.
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@@ -239,6 +239,7 @@
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/obj/item/projectile/energy/phase
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name = "phase wave"
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icon_state = "phase"
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fire_sound = 'sound/weapons/Gunshot_phase.ogg'
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range = 6
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damage = 5
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SA_bonus_damage = 45 // 50 total on animals
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