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Merge remote-tracking branch 'upstream/dev-freeze' into gun-rewrite
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@@ -76,7 +76,13 @@
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/obj/item/weapon/gun/energy/update_icon()
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if(charge_meter)
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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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//make sure that rounding down will not give us the empty state even if we have charge for a shot left.
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if(power_supply.charge < charge_cost)
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ratio = 0
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else
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ratio = max(round(ratio, 0.25) * 100, 25)
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if(modifystate)
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icon_state = "[modifystate][ratio]"
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else
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@@ -2,9 +2,10 @@
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name = "ion rifle"
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desc = "A man portable anti-armor weapon designed to disable mechanical threats"
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icon_state = "ionrifle"
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item_state = "ionrifle"
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fire_sound = 'sound/weapons/Laser.ogg'
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origin_tech = "combat=2;magnets=4"
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w_class = 4.0
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w_class = 4
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force = 10
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flags = CONDUCT
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slot_flags = SLOT_BACK
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@@ -16,6 +17,13 @@
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return //so it doesn't EMP itself, I guess
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..()
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/obj/item/weapon/gun/energy/ionrifle/update_icon()
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..()
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if(power_supply.charge < charge_cost)
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item_state = "ionrifle-empty"
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else
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item_state = initial(item_state)
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/obj/item/weapon/gun/energy/decloner
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name = "biological demolecularisor"
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desc = "A gun that discharges high amounts of controlled radiation to slowly break a target into component elements."
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@@ -1,6 +1,6 @@
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/obj/item/weapon/gun/projectile/heavysniper
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name = "\improper PTRS-7 rifle"
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desc = "A portable anti-armour rifle fitted with a scope. Originally designed to used against armoured exosuits, it is capable of punching through non-reinforced walls with ease. Fires armor piercing 14.5mm shells."
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desc = "A portable anti-armour rifle fitted with a scope. Originally designed to used against armoured exosuits, it is capable of punching through windows and non-reinforced walls with ease. Fires armor piercing 14.5mm shells."
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icon_state = "heavysniper"
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item_state = "shotgun"
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w_class = 4
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@@ -43,10 +43,10 @@
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var/chance = 0
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if(istype(A, /turf/simulated/wall))
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var/turf/simulated/wall/W = A
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chance = round(damage/W.damage_cap*180)
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chance = round(damage/W.damage_cap*250)
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else if(istype(A, /obj/machinery/door))
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var/obj/machinery/door/D = A
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chance = round(damage/D.maxhealth*100)
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chance = round(damage/D.maxhealth*150)
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else if(istype(A, /obj/structure/girder) || istype(A, /obj/structure/cultgirder))
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chance = 100
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else if(istype(A, /obj/machinery) || istype(A, /obj/structure))
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@@ -141,13 +141,13 @@
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penetrating = 1
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/obj/item/projectile/bullet/rifle/a145
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damage = 80
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damage = 60
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stun = 3
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weaken = 3
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penetrating = 5
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/obj/item/projectile/bullet/rifle/a556
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damage = 50
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damage = 40
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penetrating = 1
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/* Miscellaneous */
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