mirror of
https://github.com/PolarisSS13/Polaris.git
synced 2026-08-30 16:47:34 +01:00
* Large amount of work; Animal taming, shearing. Random animal spawns on sif grass/forest turfs. New PoIs, thermal poncho. * Combat drone DMI moved to drones folder. Mining Drone subtype added. "Tameable" with ores, will collect and store ores when not in active combat.
536 lines
17 KiB
Plaintext
536 lines
17 KiB
Plaintext
/obj/random/gun/random
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name = "Random Weapon"
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desc = "This is a random energy or ballistic weapon."
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icon = 'icons/obj/gun.dmi'
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icon_state = "energystun100"
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/obj/random/gun/random/item_to_spawn()
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return pick(prob(5);/obj/random/energy,
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prob(5);/obj/random/projectile/random)
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/obj/random/energy
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name = "Random Energy Weapon"
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desc = "This is a random weapon."
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icon = 'icons/obj/gun.dmi'
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icon_state = "energykill100"
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/obj/random/energy/item_to_spawn()
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return pick(prob(3);/obj/item/weapon/gun/energy/laser,
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prob(4);/obj/item/weapon/gun/energy/gun,
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prob(3);/obj/item/weapon/gun/energy/gun/burst,
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prob(1);/obj/item/weapon/gun/energy/gun/nuclear,
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prob(2);/obj/item/weapon/gun/energy/retro,
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prob(2);/obj/item/weapon/gun/energy/lasercannon,
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prob(3);/obj/item/weapon/gun/energy/xray,
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prob(1);/obj/item/weapon/gun/energy/sniperrifle,
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prob(1);/obj/item/weapon/gun/energy/plasmastun,
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prob(2);/obj/item/weapon/gun/energy/ionrifle,
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prob(2);/obj/item/weapon/gun/energy/ionrifle/pistol,
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prob(3);/obj/item/weapon/gun/energy/toxgun,
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prob(4);/obj/item/weapon/gun/energy/taser,
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prob(2);/obj/item/weapon/gun/energy/crossbow/largecrossbow,
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prob(4);/obj/item/weapon/gun/energy/stunrevolver)
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/obj/random/energy/sec
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name = "Random Security Energy Weapon"
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desc = "This is a random security weapon."
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icon = 'icons/obj/gun.dmi'
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icon_state = "energykill100"
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/obj/random/energy/sec/item_to_spawn()
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return pick(prob(2);/obj/item/weapon/gun/energy/laser,
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prob(2);/obj/item/weapon/gun/energy/gun)
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/obj/random/projectile
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name = "Random Projectile Weapon"
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desc = "This is a random projectile weapon."
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icon = 'icons/obj/gun.dmi'
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icon_state = "revolver"
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/obj/random/projectile/item_to_spawn()
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return pick(prob(3);/obj/item/weapon/gun/projectile/automatic/wt550,
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prob(3);/obj/item/weapon/gun/projectile/automatic/mini_uzi,
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prob(3);/obj/item/weapon/gun/projectile/automatic/tommygun,
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prob(2);/obj/item/weapon/gun/projectile/automatic/c20r,
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prob(2);/obj/item/weapon/gun/projectile/automatic/sts35,
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prob(2);/obj/item/weapon/gun/projectile/automatic/z8,
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prob(4);/obj/item/weapon/gun/projectile/colt,
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prob(2);/obj/item/weapon/gun/projectile/deagle,
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prob(1);/obj/item/weapon/gun/projectile/deagle/camo,
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prob(1);/obj/item/weapon/gun/projectile/deagle/gold,
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prob(3);/obj/item/weapon/gun/projectile/derringer,
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prob(1);/obj/item/weapon/gun/projectile/heavysniper,
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prob(4);/obj/item/weapon/gun/projectile/luger,
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prob(3);/obj/item/weapon/gun/projectile/luger/brown,
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prob(4);/obj/item/weapon/gun/projectile/sec,
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prob(3);/obj/item/weapon/gun/projectile/sec/wood,
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prob(4);/obj/item/weapon/gun/projectile/p92x,
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prob(3);/obj/item/weapon/gun/projectile/p92x/brown,
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prob(4);/obj/item/weapon/gun/projectile/pistol,
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prob(5);/obj/item/weapon/gun/projectile/pirate,
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prob(2);/obj/item/weapon/gun/projectile/revolver,
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prob(4);/obj/item/weapon/gun/projectile/revolver/deckard,
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prob(4);/obj/item/weapon/gun/projectile/revolver/detective,
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prob(2);/obj/item/weapon/gun/projectile/revolver/judge,
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prob(3);/obj/item/weapon/gun/projectile/revolver/lemat,
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prob(2);/obj/item/weapon/gun/projectile/revolver/mateba,
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prob(4);/obj/item/weapon/gun/projectile/shotgun/doublebarrel,
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prob(3);/obj/item/weapon/gun/projectile/shotgun/doublebarrel/sawn,
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prob(3);/obj/item/weapon/gun/projectile/shotgun/pump,
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prob(2);/obj/item/weapon/gun/projectile/shotgun/pump/combat,
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prob(4);/obj/item/weapon/gun/projectile/shotgun/pump/rifle,
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prob(3);/obj/item/weapon/gun/projectile/shotgun/pump/rifle/lever,
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prob(2);/obj/item/weapon/gun/projectile/silenced)
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/obj/random/projectile/sec
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name = "Random Security Projectile Weapon"
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desc = "This is a random security weapon."
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icon = 'icons/obj/gun.dmi'
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icon_state = "revolver"
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/obj/random/projectile/sec/item_to_spawn()
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return pick(prob(3);/obj/item/weapon/gun/projectile/shotgun/pump,
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prob(2);/obj/item/weapon/gun/projectile/automatic/wt550,
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prob(1);/obj/item/weapon/gun/projectile/shotgun/pump/combat)
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/obj/random/projectile/shotgun
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name = "Random Projectile Weapon"
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desc = "This is a random projectile weapon."
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icon = 'icons/obj/gun.dmi'
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icon_state = "shotgun"
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/obj/random/projectile/item_to_spawn()
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return pick(prob(4);/obj/item/weapon/gun/projectile/shotgun/doublebarrel,
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prob(3);/obj/item/weapon/gun/projectile/shotgun/doublebarrel/sawn,
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prob(3);/obj/item/weapon/gun/projectile/shotgun/pump,
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prob(1);/obj/item/weapon/gun/projectile/shotgun/pump/combat)
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/obj/random/handgun
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name = "Random Handgun"
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desc = "This is a random sidearm."
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icon = 'icons/obj/gun.dmi'
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icon_state = "secgundark"
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/obj/random/handgun/item_to_spawn()
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return pick(prob(4);/obj/item/weapon/gun/projectile/sec,
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prob(4);/obj/item/weapon/gun/projectile/p92x,
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prob(3);/obj/item/weapon/gun/projectile/sec/wood,
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prob(3);/obj/item/weapon/gun/projectile/p92x/brown,
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prob(3);/obj/item/weapon/gun/projectile/colt,
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prob(2);/obj/item/weapon/gun/projectile/luger,
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prob(2);/obj/item/weapon/gun/energy/gun,
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prob(2);/obj/item/weapon/gun/projectile/pistol,
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prob(1);/obj/item/weapon/gun/energy/retro,
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prob(1);/obj/item/weapon/gun/projectile/luger/brown)
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/obj/random/handgun/sec
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name = "Random Security Handgun"
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desc = "This is a random security sidearm."
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icon = 'icons/obj/gun.dmi'
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icon_state = "secgundark"
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/obj/random/handgun/sec/item_to_spawn()
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return pick(prob(3);/obj/item/weapon/gun/projectile/sec,
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prob(1);/obj/item/weapon/gun/projectile/sec/wood)
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/obj/random/ammo
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name = "Random Ammunition"
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desc = "This is random security ammunition."
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icon = 'icons/obj/ammo.dmi'
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icon_state = "45-10"
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/obj/random/ammo/item_to_spawn()
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return pick(prob(6);/obj/item/weapon/storage/box/beanbags,
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prob(2);/obj/item/weapon/storage/box/shotgunammo,
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prob(4);/obj/item/weapon/storage/box/shotgunshells,
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prob(1);/obj/item/weapon/storage/box/stunshells,
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prob(2);/obj/item/ammo_magazine/m45,
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prob(4);/obj/item/ammo_magazine/m45/rubber,
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prob(4);/obj/item/ammo_magazine/m45/flash,
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prob(2);/obj/item/ammo_magazine/m9mmt,
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prob(6);/obj/item/ammo_magazine/m9mmt/rubber)
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/obj/random/projectile/random
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name = "Random Projectile Weapon"
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desc = "This is a random weapon."
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icon = 'icons/obj/gun.dmi'
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icon_state = "revolver"
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/obj/random/projectile/random/item_to_spawn()
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return pick(prob(3);/obj/random/multiple/gun/projectile/handgun,
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prob(2);/obj/random/multiple/gun/projectile/smg,
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prob(2);/obj/random/multiple/gun/projectile/shotgun,
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prob(1);/obj/random/multiple/gun/projectile/rifle)
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/obj/random/multiple/gun/projectile/smg
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name = "random smg projectile gun"
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desc = "Loot for PoIs."
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icon = 'icons/obj/gun.dmi'
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icon_state = "saber"
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/obj/random/multiple/gun/projectile/smg/item_to_spawn()
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return pick(
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prob(3);list(
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/obj/item/weapon/gun/projectile/automatic/wt550,
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/obj/item/ammo_magazine/m9mmt,
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/obj/item/ammo_magazine/m9mmt
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),
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prob(3);list(
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/obj/item/weapon/gun/projectile/automatic/mini_uzi,
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/obj/item/ammo_magazine/m45uzi,
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/obj/item/ammo_magazine/m45uzi
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),
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prob(3);list(
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/obj/item/weapon/gun/projectile/automatic/tommygun,
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/obj/item/ammo_magazine/m45tommy,
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/obj/item/ammo_magazine/m45tommy
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),
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prob(2);list(
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/obj/item/weapon/gun/projectile/automatic/c20r,
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/obj/item/ammo_magazine/m10mm,
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/obj/item/ammo_magazine/m10mm
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),
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prob(1);list(
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/obj/item/weapon/gun/projectile/automatic/p90,
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/obj/item/ammo_magazine/m9mmp90
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)
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)
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/obj/random/multiple/gun/projectile/rifle
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name = "random rifle projectile gun"
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desc = "Loot for PoIs."
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icon = 'icons/obj/gun.dmi'
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icon_state = "carbine"
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//Concerns about the bullpup, but currently seems to be only a slightly stronger z8. But we shall see.
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/obj/random/multiple/gun/projectile/rifle/item_to_spawn()
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return pick(
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prob(2);list(
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/obj/item/weapon/gun/projectile/automatic/sts35,
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/obj/item/ammo_magazine/m545,
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/obj/item/ammo_magazine/m545
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),
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prob(2);list(
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/obj/item/weapon/gun/projectile/automatic/z8,
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/obj/item/ammo_magazine/m762,
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/obj/item/ammo_magazine/m762
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),
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prob(4);list(
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/obj/item/weapon/gun/projectile/shotgun/pump/rifle,
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/obj/item/ammo_magazine/clip/c762,
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/obj/item/ammo_magazine/clip/c762
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),
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prob(3);list(
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/obj/item/weapon/gun/projectile/shotgun/pump/rifle/lever,
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/obj/item/ammo_magazine/clip/c762,
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/obj/item/ammo_magazine/clip/c762
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),
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prob(1);list(
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/obj/item/weapon/gun/projectile/garand,
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/obj/item/ammo_magazine/m762garand,
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/obj/item/ammo_magazine/m762garand
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),
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prob(1);list(
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/obj/item/weapon/gun/projectile/automatic/bullpup,
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/obj/item/ammo_magazine/m762,
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/obj/item/ammo_magazine/m762
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)
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)
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/obj/random/multiple/gun/projectile/handgun
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name = "random handgun projectile gun"
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desc = "Loot for PoIs."
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icon = 'icons/obj/gun.dmi'
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icon_state = "revolver"
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/obj/random/multiple/gun/projectile/handgun/item_to_spawn()
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return pick(
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prob(5);list(
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/obj/item/weapon/gun/projectile/colt,
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/obj/item/ammo_magazine/m45,
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/obj/item/ammo_magazine/m45
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),
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prob(4);list(
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/obj/item/weapon/gun/projectile/contender,
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/obj/item/ammo_magazine/s357,
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/obj/item/ammo_magazine/s357
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),
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prob(3);list(
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/obj/item/weapon/gun/projectile/contender/tacticool,
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/obj/item/ammo_magazine/s357,
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/obj/item/ammo_magazine/s357
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),
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prob(2);list(
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/obj/item/weapon/gun/projectile/deagle,
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/obj/item/ammo_magazine/m44,
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/obj/item/ammo_magazine/m44
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),
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prob(1);list(
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/obj/item/weapon/gun/projectile/deagle/camo,
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/obj/item/ammo_magazine/m44,
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/obj/item/ammo_magazine/m44
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),
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prob(1);list(
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/obj/item/weapon/gun/projectile/deagle/gold,
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/obj/item/ammo_magazine/m44,
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/obj/item/ammo_magazine/m44
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),
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prob(4);list(
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/obj/item/weapon/gun/projectile/derringer,
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/obj/item/ammo_magazine/s357,
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/obj/item/ammo_magazine/s357
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),
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prob(5);list(
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/obj/item/weapon/gun/projectile/luger,
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/obj/item/ammo_magazine/m9mm/compact,
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/obj/item/ammo_magazine/m9mm/compact
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),
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prob(4);list(
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/obj/item/weapon/gun/projectile/luger/brown,
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/obj/item/ammo_magazine/m9mm/compact,
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/obj/item/ammo_magazine/m9mm/compact
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),
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prob(5);list(
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/obj/item/weapon/gun/projectile/sec,
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/obj/item/ammo_magazine/m45,
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/obj/item/ammo_magazine/m45
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),
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prob(4);list(
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/obj/item/weapon/gun/projectile/sec/wood,
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/obj/item/ammo_magazine/m45,
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/obj/item/ammo_magazine/m45
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),
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prob(5);list(
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/obj/item/weapon/gun/projectile/p92x,
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/obj/item/ammo_magazine/m9mm,
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/obj/item/ammo_magazine/m9mm
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),
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prob(4);list(
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/obj/item/weapon/gun/projectile/p92x/brown,
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/obj/item/ammo_magazine/m9mm,
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/obj/item/ammo_magazine/m9mm
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),
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prob(2);list(
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/obj/item/weapon/gun/projectile/p92x/large,
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/obj/item/ammo_magazine/m9mm/large,
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/obj/item/ammo_magazine/m9mm/large
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),
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prob(5);list(
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/obj/item/weapon/gun/projectile/pistol,
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/obj/item/ammo_magazine/m9mm/compact,
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/obj/item/ammo_magazine/m9mm/compact
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),
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prob(2);list(
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/obj/item/weapon/gun/projectile/silenced,
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/obj/item/ammo_magazine/m45,
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/obj/item/ammo_magazine/m45
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),
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prob(2);list(
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/obj/item/weapon/gun/projectile/revolver,
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/obj/item/ammo_magazine/s357,
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/obj/item/ammo_magazine/s357
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),
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prob(4);list(
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/obj/item/weapon/gun/projectile/revolver/deckard,
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/obj/item/ammo_magazine/s38,
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/obj/item/ammo_magazine/s38
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),
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prob(4);list(
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/obj/item/weapon/gun/projectile/revolver/detective,
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/obj/item/ammo_magazine/s38,
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/obj/item/ammo_magazine/s38
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),
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prob(2);list(
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/obj/item/weapon/gun/projectile/revolver/judge,
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/obj/item/ammo_magazine/clip/c12g,
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/obj/item/ammo_magazine/clip/c12g,
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/obj/item/ammo_magazine/clip/c12g
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),
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prob(2);list(
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/obj/item/weapon/gun/projectile/revolver/lemat,
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/obj/item/ammo_magazine/s38,
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/obj/item/ammo_magazine/s38,
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/obj/item/ammo_magazine/clip/c12g
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),
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prob(2);list(
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/obj/item/weapon/gun/projectile/revolver/mateba,
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/obj/item/ammo_magazine/s357,
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/obj/item/ammo_magazine/s357
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),
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prob(2);list(
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/obj/item/weapon/gun/projectile/revolver/webley,
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/obj/item/ammo_magazine/s44,
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/obj/item/ammo_magazine/s44
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),
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prob(1);list(
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/obj/item/weapon/gun/projectile/revolver/webley/auto,
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/obj/item/ammo_magazine/s44,
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/obj/item/ammo_magazine/s44
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)
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)
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/obj/random/multiple/gun/projectile/shotgun
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name = "random shotgun projectile gun"
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desc = "Loot for PoIs."
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icon = 'icons/obj/gun.dmi'
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icon_state = "shotgun"
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/obj/random/multiple/gun/projectile/shotgun/item_to_spawn()
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return pick(
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prob(4);list(
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/obj/item/weapon/gun/projectile/shotgun/doublebarrel/pellet,
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/obj/item/ammo_magazine/clip/c12g/pellet,
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/obj/item/ammo_magazine/clip/c12g/pellet,
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/obj/item/ammo_magazine/clip/c12g/pellet,
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/obj/item/ammo_magazine/clip/c12g/pellet
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),
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prob(3);list(
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/obj/item/weapon/gun/projectile/shotgun/doublebarrel/sawn,
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/obj/item/ammo_magazine/clip/c12g/pellet,
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/obj/item/ammo_magazine/clip/c12g/pellet,
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/obj/item/ammo_magazine/clip/c12g/pellet,
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/obj/item/ammo_magazine/clip/c12g/pellet
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),
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prob(3);list(
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|
/obj/item/weapon/gun/projectile/shotgun/pump/slug,
|
|
/obj/item/weapon/storage/box/shotgunammo
|
|
),
|
|
prob(1);list(
|
|
/obj/item/weapon/gun/projectile/shotgun/pump/combat,
|
|
/obj/item/weapon/storage/box/shotgunammo
|
|
)
|
|
)
|
|
|
|
// Not strictly a gun, but is used in PoIs to spawn the dropped guns of mercs, or a busted version.
|
|
/obj/random/projectile/scrapped_gun
|
|
name = "broken gun spawner"
|
|
desc = "Spawns a random broken gun, or rarely a fully functional one."
|
|
icon = 'icons/obj/gun.dmi'
|
|
icon_state = "revolver"
|
|
|
|
/obj/random/projectile/scrapped_gun/item_to_spawn()
|
|
return pickweight(list(
|
|
/obj/random/projectile/scrapped_pistol = 10,
|
|
/obj/random/projectile/scrapped_smg = 5,
|
|
/obj/random/projectile/scrapped_laser = 5,
|
|
/obj/random/projectile/scrapped_shotgun = 3,
|
|
/obj/random/projectile/scrapped_ionrifle = 3,
|
|
/obj/random/projectile/scrapped_bulldog = 1,
|
|
/obj/random/projectile/scrapped_flechette = 1,
|
|
/obj/random/projectile/scrapped_grenadelauncher = 1,
|
|
/obj/random/projectile/scrapped_dartgun = 1
|
|
))
|
|
|
|
/obj/random/projectile/scrapped_shotgun
|
|
name = "broken shotgun spawner"
|
|
desc = "Loot for PoIs, or their mobs."
|
|
icon = 'icons/obj/gun.dmi'
|
|
icon_state = "shotgun"
|
|
|
|
/obj/random/projectile/scrapped_shotgun/item_to_spawn()
|
|
return pickweight(list(
|
|
/obj/item/weapon/broken_gun/pumpshotgun = 10,
|
|
/obj/item/weapon/broken_gun/pumpshotgun_combat = 5,
|
|
/obj/item/weapon/gun/projectile/shotgun/pump = 3,
|
|
/obj/item/weapon/gun/projectile/shotgun/pump/combat = 1
|
|
))
|
|
|
|
/obj/random/projectile/scrapped_smg
|
|
name = "broken smg spawner"
|
|
desc = "Loot for PoIs, or their mobs."
|
|
icon = 'icons/obj/gun.dmi'
|
|
icon_state = "revolver"
|
|
|
|
/obj/random/projectile/scrapped_smg/item_to_spawn()
|
|
return pickweight(list(
|
|
/obj/item/weapon/broken_gun/c20r = 10,
|
|
/obj/item/weapon/gun/projectile/automatic/c20r = 3
|
|
))
|
|
|
|
/obj/random/projectile/scrapped_pistol
|
|
name = "broken pistol spawner"
|
|
desc = "Loot for PoIs, or their mobs."
|
|
icon = 'icons/obj/gun.dmi'
|
|
icon_state = "revolver"
|
|
|
|
/obj/random/projectile/scrapped_pistol/item_to_spawn()
|
|
return pickweight(list(
|
|
/obj/item/weapon/broken_gun/silenced45 = 10,
|
|
/obj/item/weapon/gun/projectile/silenced = 3
|
|
))
|
|
|
|
/obj/random/projectile/scrapped_laser
|
|
name = "broken laser spawner"
|
|
desc = "Loot for PoIs, or their mobs."
|
|
icon = 'icons/obj/gun.dmi'
|
|
icon_state = "revolver"
|
|
|
|
/obj/random/projectile/scrapped_laser/item_to_spawn()
|
|
return pickweight(list(
|
|
/obj/item/weapon/broken_gun/laserrifle = 10,
|
|
/obj/item/weapon/broken_gun/laser_retro = 5,
|
|
/obj/item/weapon/gun/energy/laser = 3,
|
|
/obj/item/weapon/gun/energy/retro = 1
|
|
))
|
|
|
|
/obj/random/projectile/scrapped_ionrifle
|
|
name = "broken ionrifle spawner"
|
|
desc = "Loot for PoIs, or their mobs."
|
|
icon = 'icons/obj/gun.dmi'
|
|
icon_state = "revolver"
|
|
|
|
/obj/random/projectile/scrapped_ionrifle/item_to_spawn()
|
|
return pickweight(list(
|
|
/obj/item/weapon/broken_gun/ionrifle = 10,
|
|
/obj/item/weapon/gun/energy/ionrifle = 3
|
|
))
|
|
|
|
/obj/random/projectile/scrapped_bulldog
|
|
name = "broken z8 spawner"
|
|
desc = "Loot for PoIs, or their mobs."
|
|
icon = 'icons/obj/gun.dmi'
|
|
icon_state = "revolver"
|
|
|
|
/obj/random/projectile/scrapped_bulldog/item_to_spawn()
|
|
return pickweight(list(
|
|
/obj/item/weapon/broken_gun/z8 = 10,
|
|
/obj/item/weapon/gun/projectile/automatic/z8 = 3
|
|
))
|
|
|
|
/obj/random/projectile/scrapped_flechette
|
|
name = "broken flechette spawner"
|
|
desc = "Loot for PoIs, or their mobs."
|
|
icon = 'icons/obj/gun.dmi'
|
|
icon_state = "revolver"
|
|
|
|
/obj/random/projectile/scrapped_flechette/item_to_spawn()
|
|
return pickweight(list(
|
|
/obj/item/weapon/broken_gun/flechette = 10,
|
|
/obj/item/weapon/gun/magnetic/railgun/flechette = 3
|
|
))
|
|
|
|
/obj/random/projectile/scrapped_grenadelauncher
|
|
name = "broken grenadelauncher spawner"
|
|
desc = "Loot for PoIs, or their mobs."
|
|
icon = 'icons/obj/gun.dmi'
|
|
icon_state = "revolver"
|
|
|
|
/obj/random/projectile/scrapped_grenadelauncher/item_to_spawn()
|
|
return pickweight(list(
|
|
/obj/item/weapon/broken_gun/grenadelauncher = 10,
|
|
/obj/item/weapon/gun/launcher/grenade = 3
|
|
))
|
|
|
|
/obj/random/projectile/scrapped_dartgun
|
|
name = "broken dartgun spawner"
|
|
desc = "Loot for PoIs, or their mobs."
|
|
icon = 'icons/obj/gun.dmi'
|
|
icon_state = "revolver"
|
|
|
|
/obj/random/projectile/scrapped_dartgun/item_to_spawn()
|
|
return pickweight(list(
|
|
/obj/item/weapon/broken_gun/dartgun = 10,
|
|
/obj/item/weapon/gun/projectile/dartgun = 3
|
|
))
|