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Merge remote-tracking branch 'upstream/dev-freeze' into dev
Conflicts: code/setup.dm icons/mob/items_righthand.dmi maps/exodus-1.dmm maps/exodus-5.dmm
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@@ -51,7 +51,7 @@
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name = "\improper STS-35 automatic rifle"
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desc = "A durable, rugged looking automatic weapon of a make popular on the frontier worlds. Uses 7.62mm rounds. It is unmarked."
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icon_state = "arifle"
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item_state = "shotgun"
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item_state = "l6closednomag" //placeholder
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w_class = 4
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force = 10
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caliber = "a762"
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@@ -68,7 +68,8 @@
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name = "\improper W-T 550 Saber"
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desc = "A cheap, mass produced Ward-Takahashi PDW. Uses 9mm rounds."
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icon_state = "wt550"
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w_class = 3.0
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item_state = "c20r" //placeholder
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w_class = 3
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caliber = "9mm"
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origin_tech = "combat=5;materials=2"
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slot_flags = SLOT_BELT
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@@ -89,7 +90,7 @@
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name = "\improper Z8 Bulldog"
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desc = "An older model bullpup carbine, made by the now defunct Zendai Foundries. Uses armor piercing 5.56mm rounds. Makes you feel like a space marine when you hold it."
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icon_state = "carbine"
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item_state = "shotgun"
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item_state = "l6closednomag" //placeholder
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w_class = 4
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force = 10
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caliber = "a556"
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@@ -128,6 +129,8 @@
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/obj/item/weapon/gun/projectile/automatic/z8/Fire(atom/target, mob/living/user, params, pointblank=0, reflex=0)
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if(use_launcher)
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launcher.Fire(target, user, params, pointblank, reflex)
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if(!launcher.chambered)
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use_launcher = 0 //switch back automatically
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else
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..()
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@@ -65,6 +65,11 @@
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origin_tech = "combat=3;materials=1"
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ammo_type = /obj/item/ammo_casing/shotgun/beanbag
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/obj/item/weapon/gun/projectile/shotgun/doublebarrel/flare
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name = "signal shotgun"
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desc = "A double-barreled shotgun meant to fire signal flash shells."
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ammo_type = /obj/item/ammo_casing/shotgun/flash
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//this is largely hacky and bad :( -Pete
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/obj/item/weapon/gun/projectile/shotgun/doublebarrel/attackby(var/obj/item/A as obj, mob/user as mob)
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if(istype(A, /obj/item/weapon/circular_saw) || istype(A, /obj/item/weapon/melee/energy) || istype(A, /obj/item/weapon/pickaxe/plasmacutter))
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@@ -2,7 +2,7 @@
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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 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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item_state = "l6closednomag" //placeholder
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w_class = 4
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force = 10
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slot_flags = SLOT_BACK
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@@ -49,6 +49,7 @@
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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*180)
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if(D.glass) chance *= 2
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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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@@ -24,7 +24,6 @@
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if(istype(M, /mob/living/silicon/robot))
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var/mob/living/silicon/robot/Robot = M
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if(Robot.mmi) del(Robot.mmi)
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Robot.notify_ai(1)
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else
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for(var/obj/item/W in M)
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if(istype(W, /obj/item/weapon/implant)) //TODO: Carn. give implants a dropped() or something
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