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Merge pull request #874 from Erthilo/master
Silences CentCom report with no auto code blue, fixes ERT headsets, adds a click sounds for empty guns, adds supervisor text for the AI, adds some A17 implants and sprites
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@@ -110,6 +110,8 @@
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src.add_fingerprint(user)
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if (src.bullets < 1)
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user.show_message("\red *click* *click*", 2)
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for(var/mob/K in viewers(usr))
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K << 'empty.ogg'
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return
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playsound(user, 'Gunshot.ogg', 100, 1)
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src.bullets--
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@@ -6,21 +6,17 @@
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uplink_welcome = "Syndicate Uplink Console:"
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uplink_uses = 10
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// Enable this and the below to have command reports in extended
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// var/const/waittime_l = 600 //lower bound on time before intercept arrives (in tenths of seconds)
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// var/const/waittime_h = 1800
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var/const/waittime_l = 600 //lower bound on time before intercept arrives (in tenths of seconds)
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var/const/waittime_h = 1800
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/datum/game_mode/announce()
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world << "<B>The current game mode is - Extended Role-Playing!</B>"
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world << "<B>Just have fun and role-play!</B>"
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/datum/game_mode/extended/pre_setup()
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// setup_sectors()
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// spawn_exporation_packs()
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return 1
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// Enable this and the above to have command reports in extended
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///datum/game_mode/extended/post_setup()
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// send_intercept()
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//
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// ..()
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/datum/game_mode/extended/post_setup()
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spawn (rand(waittime_l, waittime_h)) // To reduce extended meta.
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send_intercept()
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..()
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@@ -232,11 +232,12 @@ Whitespace:Seperator;"}
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comm.messagetitle.Add("Cent. Com. Status Summary")
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comm.messagetext.Add(intercepttext)
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world << sound('commandreport.ogg')
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command_alert("Summary downloaded and printed out at all communications consoles.", "Enemy communication intercept. Security Level Elevated.")
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/* command_alert("Summary downloaded and printed out at all communications consoles.", "Enemy communication intercept. Security Level Elevated.")
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world << sound('intercept.ogg')
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if(security_level < SEC_LEVEL_BLUE)
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set_security_level(SEC_LEVEL_BLUE)
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set_security_level(SEC_LEVEL_BLUE)*/
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/datum/game_mode/proc/get_players_for_role(var/role, override_jobbans=1)
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@@ -5,6 +5,7 @@
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faction = "Station"
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total_positions = 0
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spawn_positions = 1
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supervisors = "your laws"
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equip(var/mob/living/carbon/human/H)
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@@ -34,6 +34,8 @@
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if(shots_left <= 0)
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user.show_message("\red *click* *click*", 2)
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for(var/mob/K in viewers(usr))
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K << 'empty.ogg'
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return
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playsound(src.loc, 'flash.ogg', 100, 1)
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@@ -335,4 +335,110 @@ the implant may become unstable and either pre-maturely inject the subject or si
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implanted(mob/source as mob)
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src.activation_emote = input("Choose activation emote:") in list("blink", "blink_r", "eyebrow", "chuckle", "twitch_s", "frown", "nod", "blush", "giggle", "grin", "groan", "shrug", "smile", "pale", "sniff", "whimper", "wink")
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source.mind.store_memory("Freedom implant can be activated by using the [src.activation_emote] emote, <B>say *[src.activation_emote]</B> to attempt to activate.", 0, 0)
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source << "The implanted freedom implant can be activated by using the [src.activation_emote] emote, <B>say *[src.activation_emote]</B> to attempt to activate."
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source << "The implanted freedom implant can be activated by using the [src.activation_emote] emote, <B>say *[src.activation_emote]</B> to attempt to activate."
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/*// --------------------LASERS WORK FROM HERE, AUGMENTATIONS SHIZZLE----------------------
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/obj/item/weapon/implant/augmentation/thermalscanner
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name = "Thermal Scanner Augmentation"
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desc = "Makes you see humans through walls"
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get_data()
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var/dat = {"
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<b>Implant Specifications:</b><BR>
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<b>Name:</b> NanoTrasen Thermal Implant<BR>
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<b>Life:</b> Ten years.<BR>
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<b>Important Notes:</b> Personnel injected with this device tend to be able to see lifeforms through life using thermal.<BR>
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<HR>
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<b>Implant Details:</b><BR>
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<b>Function:</b> Contains a small pod of nanobots that manipulate the host's eye functions.<BR>
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<b>Integrity:</b> Implant will occasionally be degraded by the body's immune system and thus will occasionally malfunction."}
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return dat
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implanted(M as mob)
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if(istype(M, /mob/living/carbon/human))
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vision_flags = SEE_MOBS
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invisa_view = 2
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usr << "You suddenly start seeing body temperatures of whoever is around you."
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else
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usr << "This implant is not compatible!"
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return
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/obj/item/weapon/implant/augmentation/mesonscanner
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name = "Meson Scanner Augmentation"
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desc = "Makes you see floor and wall layouts through walls."
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get_data()
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var/dat = {"
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<b>Implant Specifications:</b><BR>
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<b>Name:</b> NanoTrasen Meson Implant<BR>
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<b>Life:</b> Ten years.<BR>
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<b>Important Notes:</b> Personnel injected with this device tend to be able to see floor and wall layouts through walls.<BR>
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<HR>
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<b>Implant Details:</b><BR>
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<b>Function:</b> Contains a small pod of nanobots that manipulate the host's eye functions.<BR>
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<b>Integrity:</b> Implant will occasionally be degraded by the body's immune system and thus will occasionally malfunction."}
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return dat
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implanted(M as mob)
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if(istype(M, /mob/living/carbon/human))
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vision_flags = SEE_TURFS
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usr << "You suddenly start seeing body temperatures of whoever is around you."
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else
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usr << "This implant is not compatible!"
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return
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/obj/item/weapon/implant/augmentation/medicalhud
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name = "Medical HUD Augmentation"
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desc = "Makes you see the medical condition of a person."
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get_data()
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var/dat = {"
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<b>Implant Specifications:</b><BR>
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<b>Name:</b> NanoTrasen Med HUD Implant<BR>
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<b>Life:</b> Ten years.<BR>
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<b>Important Notes:</b> Personnel injected with this device tend to be able to see the medical condition of a person.<BR>
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<HR>
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<b>Implant Details:</b><BR>
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<b>Function:</b> Contains a small pod of nanobots that manipulate the host's eye functions.<BR>
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<b>Integrity:</b> Implant will occasionally be degraded by the body's immune system and thus will occasionally malfunction."}
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return dat
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implanted(M as mob)
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if(istype(M, /mob/living/carbon/human))
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src.hud = new/obj/item/clothing/glasses/hud/health(src)
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usr << "You suddenly start seeing body temperatures of whoever is around you."
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else
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usr << "This implant is not compatible!"
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return
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/obj/item/weapon/implant/augmentation/securityhud
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name = "Security HUD Augmentation"
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desc = "Makes you see the Security standings of a person."
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get_data()
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var/dat = {"
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<b>Implant Specifications:</b><BR>
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<b>Name:</b> NanoTrasen Sec HUD Implant<BR>
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<b>Life:</b> Ten years.<BR>
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<b>Important Notes:</b> Personnel injected with this device tend to be able to see the security standings of a person.<BR>
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<HR>
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<b>Implant Details:</b><BR>
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<b>Function:</b> Contains a small pod of nanobots that manipulate the host's eye functions.<BR>
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<b>Integrity:</b> Implant will occasionally be degraded by the body's immune system and thus will occasionally malfunction."}
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return dat
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implanted(M as mob)
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if(istype(M, /mob/living/carbon/human))
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var/obj/item/clothing/glasses/hud/security/hud = null
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src.hud = new/obj/item/clothing/glasses/hud/security(src)
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usr << "You suddenly start seeing body temperatures of whoever is around you."
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else
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usr << "This implant is not compatible!"
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return*/
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@@ -150,6 +150,8 @@
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/obj/item/device/radio/headset/ert
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name = "CentCom Response Team headset"
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desc = "The headset of the boss's boss. Channels are as follows: :h - Response Team :c - command, :s - security, :e - engineering, :d - mining, :q - cargo, :m - medical, :n - science."
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icon_state = "com_headset"
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item_state = "headset"
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freerange = 1
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keyslot2 = new /obj/item/device/encryptionkey/ert
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@@ -196,7 +196,7 @@ proc/trigger_armed_response_team(var/force = 0)
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/mob/living/carbon/human/proc/equip_strike_team(leader_selected = 0)
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//Special radio setup
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equip_if_possible(new /obj/item/device/radio/headset/ert, slot_ears)
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equip_if_possible(new /obj/item/device/radio/headset/ert(src), slot_ears)
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//Adding Camera Network
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var/obj/machinery/camera/camera = new /obj/machinery/camera(src) //Gives all the commandos internals cameras.
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@@ -162,6 +162,8 @@
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if(!special_check(user)) return
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if(!load_into_chamber())
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user.visible_message("*click click*", "\red <b>*click*</b>")
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for(var/mob/K in viewers(usr))
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K << 'empty.ogg'
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return
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if(!in_chamber) return
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@@ -250,6 +252,8 @@
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told_cant_shoot = 0
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else
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usr.visible_message("*click click*", "\red <b>*click*</b>")
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for(var/mob/K in viewers(usr))
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K << 'empty.ogg'
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var/dir_to_fire = sd_get_approx_dir(M,T)
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if(dir_to_fire != M.dir)
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M.dir = dir_to_fire
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