mirror of
https://github.com/PolarisSS13/Polaris.git
synced 2025-12-27 18:42:19 +00:00
/obj/effects is now /obj/effect. /obj/station_objects is now /obj/structure. Did a bit of minor blob work. The Bay 12 body bags were replaced with closets because having two sets of code that do almost the same thing is silly. Changed back a few of the last jobproc edits as the remove from list before assign was a check to see if the mob was fucked up and if it was remove it so we did not check it again as it would still be fucked up. The medbay/tox monkeys names are random once more. More random name monkeys will help with changeling and clean up the observe/mob menus. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2324 316c924e-a436-60f5-8080-3fe189b3f50e
280 lines
7.1 KiB
Plaintext
280 lines
7.1 KiB
Plaintext
/obj/item/weapon/gun
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name = "gun"
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desc = "Its a gun. It's pretty terrible, though."
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icon = 'gun.dmi'
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icon_state = "detective"
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item_state = "gun"
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flags = FPRINT | TABLEPASS | CONDUCT | ONBELT | USEDELAY
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m_amt = 2000
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w_class = 3.0
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throwforce = 5
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throw_speed = 4
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throw_range = 5
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force = 5.0//They now do the ave damage
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origin_tech = "combat=1"
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var
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fire_sound = 'Gunshot.ogg'
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obj/item/projectile/in_chamber
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caliber = ""
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silenced = 0
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badmin = 0
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recoil = 0
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proc
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load_into_chamber()
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badmin_ammo()
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special_check(var/mob/M)
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load_into_chamber()
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in_chamber = new /obj/item/projectile/weakbullet(src)
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return 1
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badmin_ammo() //CREEEEEED!!!!!!!!!
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switch(badmin)
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if(1)
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in_chamber = new /obj/item/projectile/electrode(src)
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if(2)
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in_chamber = new /obj/item/projectile/weakbullet(src)
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if(3)
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in_chamber = new /obj/item/projectile(src)
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if(4)
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in_chamber = new /obj/item/projectile/beam(src)
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if(5)
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in_chamber = new /obj/item/projectile/beam/pulse(src)
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else
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return 0
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if(!istype(src, /obj/item/weapon/gun/energy))
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var/obj/item/ammo_casing/AC = new(get_turf(src))
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AC.name = "bullet casing"
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AC.desc = "This casing has the NT Insignia etched into the side."
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return 1
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special_check(var/mob/M) //Placeholder for any special checks, like detective's revolver.
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return 1
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emp_act(severity)
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for(var/obj/O in contents)
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O.emp_act(severity)
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afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, flag)//TODO: go over this
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if (flag)
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return //we're placing gun on a table or in backpack --rastaf0
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if(istype(target, /obj/machinery/recharger) && istype(src, /obj/item/weapon/gun/energy))
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return
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if(istype(target, /obj/effect/proc_holder/spell))
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return
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if(istype(user, /mob/living))
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var/mob/living/M = user
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if ((M.mutations & CLOWN) && prob(50))
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M << "\red The [src.name] blows up in your face."
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M.take_organ_damage(0,20)
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M.drop_item()
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del(src)
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return
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if (!user.IsAdvancedToolUser())
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user << "\red You don't have the dexterity to do this!"
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return
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add_fingerprint(user)
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var/turf/curloc = user.loc
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var/turf/targloc = get_turf(target)
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if (!istype(targloc) || !istype(curloc))
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return
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if(badmin)
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badmin_ammo()
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else if(!special_check(user))
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return
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else if(!load_into_chamber())
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user << "\red *click* *click*";
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return
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if(istype(src, /obj/item/weapon/gun/projectile/shotgun))//TODO: Get this out of here, parent objects should check child types as little as possible
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var/obj/item/weapon/gun/projectile/shotgun/S = src
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if(S.pumped >= S.maxpump)
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S.pump()
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return
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if(silenced)
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playsound(user, fire_sound, 10, 1)
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else
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playsound(user, fire_sound, 50, 1)
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if(!in_chamber)
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return
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in_chamber.firer = user
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in_chamber.def_zone = user.get_organ_target()
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if(targloc == curloc)
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user.bullet_act(in_chamber)
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del(in_chamber)
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update_icon()
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return
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if(istype(src, /obj/item/weapon/gun/energy/freeze))
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var/obj/item/projectile/freeze/F = in_chamber
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var/obj/item/weapon/gun/energy/freeze/Fgun = src
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F.temperature = Fgun.temperature
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if(recoil)
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spawn()
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shake_camera(user, recoil + 1, recoil)
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in_chamber.original = targloc
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in_chamber.loc = get_turf(user)
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user.next_move = world.time + 4
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in_chamber.silenced = silenced
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in_chamber.current = curloc
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in_chamber.yo = targloc.y - curloc.y
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in_chamber.xo = targloc.x - curloc.x
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spawn()
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in_chamber.process()
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sleep(1)
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in_chamber = null
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if(istype(src, /obj/item/weapon/gun/projectile/shotgun))
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var/obj/item/weapon/gun/projectile/shotgun/S = src
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S.pumped++
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update_icon()
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return
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/obj/item/weapon/gun/projectile
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desc = "A classic revolver. Uses 357 ammo"
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name = "revolver"
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icon_state = "revolver"
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caliber = "357"
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origin_tech = "combat=2;materials=2;syndicate=6"
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w_class = 3.0
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m_amt = 1000
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var
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list/loaded = list()
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max_shells = 7
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load_method = 0 //0 = Single shells or quick loader, 1 = magazine
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// Shotgun variables
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pumped = 0
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maxpump = 1
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list/Storedshots = list()
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load_into_chamber()
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if(!loaded.len)
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if(Storedshots.len > 0)
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if(istype(src, /obj/item/weapon/gun/projectile/shotgun))
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var/obj/item/weapon/gun/projectile/shotgun/S = src
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S.pump(loc)
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return 0
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if(istype(src, /obj/item/weapon/gun/projectile/shotgun) && pumped >= maxpump)
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return 1
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var/obj/item/ammo_casing/AC = loaded[1] //load next casing.
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loaded -= AC //Remove casing from loaded list.
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if(!istype(src, /obj/item/weapon/gun/projectile/shotgun))
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AC.loc = get_turf(src) //Eject casing onto ground.
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else
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Storedshots += AC
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if(AC.BB)
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in_chamber = AC.BB //Load projectile into chamber.
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AC.BB.loc = src //Set projectile loc to gun.
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return 1
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else
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return 0
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New()
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for(var/i = 1, i <= max_shells, i++)
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loaded += new /obj/item/ammo_casing(src)
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update_icon()
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attackby(var/obj/item/A as obj, mob/user as mob)
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var/num_loaded = 0
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if(istype(A, /obj/item/ammo_magazine))
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var/obj/item/ammo_magazine/AM = A
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for(var/obj/item/ammo_casing/AC in AM.stored_ammo)
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if(loaded.len >= max_shells)
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break
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if(AC.caliber == caliber && loaded.len < max_shells)
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AC.loc = src
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AM.stored_ammo -= AC
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loaded += AC
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num_loaded++
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else if(istype(A, /obj/item/ammo_casing) && !load_method)
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var/obj/item/ammo_casing/AC = A
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if(AC.caliber == caliber && loaded.len < max_shells)
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user.drop_item()
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AC.loc = src
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loaded += AC
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num_loaded++
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if(num_loaded)
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user << text("\blue You load [] shell\s into the gun!", num_loaded)
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A.update_icon()
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return
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update_icon()
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desc = initial(desc) + text(" Has [] rounds remaining.", loaded.len)
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/obj/item/weapon/gun/energy
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icon_state = "energy"
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name = "energy gun"
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desc = "A basic energy-based gun with two settings: Stun and kill."
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fire_sound = 'Taser.ogg'
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var
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var/obj/item/weapon/cell/power_supply
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mode = 0 //0 = stun, 1 = kill
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charge_cost = 100 //How much energy is needed to fire.
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emp_act(severity)
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power_supply.use(round(power_supply.maxcharge / severity))
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update_icon()
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..()
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New()
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power_supply = new(src)
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power_supply.give(power_supply.maxcharge)
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load_into_chamber()
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if(in_chamber)
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return 1
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if(!power_supply)
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return 0
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if(power_supply.charge < charge_cost)
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return 0
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switch (mode)
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if(0)
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in_chamber = new /obj/item/projectile/electrode(src)
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if(1)
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in_chamber = new /obj/item/projectile/beam(src)
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power_supply.use(charge_cost)
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return 1
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attack_self(mob/living/user as mob)
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switch(mode)
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if(0)
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mode = 1
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charge_cost = 100
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fire_sound = 'Laser.ogg'
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user << "\red [src.name] is now set to kill."
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if(1)
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mode = 0
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charge_cost = 100
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fire_sound = 'Taser.ogg'
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user << "\red [src.name] is now set to stun."
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update_icon()
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return
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update_icon()
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var/ratio = power_supply.charge / power_supply.maxcharge
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ratio = round(ratio, 0.25) * 100
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icon_state = text("[][]", initial(icon_state), ratio) |