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@@ -2,41 +2,68 @@
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name = "mecha weapon"
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range = RANGED
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origin_tech = "materials=3;combat=3"
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var/projectile
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var/fire_sound
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var/projectile //Type of projectile fired.
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var/projectiles = 1 //Amount of projectiles loaded.
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var/projectiles_per_shot = 1 //Amount of projectiles fired per single shot.
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var/deviation = 0 //Inaccuracy of shots.
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var/fire_cooldown = 0 //Duration of sleep between firing projectiles in single shot.
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var/fire_sound //Sound played while firing.
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var/fire_volume = 50 //How loud it is played.
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var/auto_rearm = 0 //Does the weapon reload itself after each shot?
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/obj/item/mecha_parts/mecha_equipment/weapon/can_attach(var/obj/mecha/combat/M as obj)
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if(..())
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if(istype(M))
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return 1
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return 0
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if(!istype(M))
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return 0
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return ..()
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/obj/item/mecha_parts/mecha_equipment/weapon/action_checks(atom/target)
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if(projectiles <= 0)
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return 0
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return ..()
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/obj/item/mecha_parts/mecha_equipment/weapon/action(atom/target)
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if(!action_checks(target))
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return
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var/turf/curloc = chassis.loc
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var/turf/targloc = get_turf(target)
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if(!curloc || !targloc)
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return
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chassis.use_power(energy_drain)
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chassis.visible_message("<span class='warning'>[chassis] fires [src]!</span>")
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occupant_message("<span class='warning'>You fire [src]!</span>")
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log_message("Fired from [src], targeting [target].")
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for(var/i = 1 to min(projectiles, projectiles_per_shot))
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var/turf/aimloc = targloc
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if(deviation)
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aimloc = locate(targloc.x+GaussRandRound(deviation,1),targloc.y+GaussRandRound(deviation,1),targloc.z)
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if(!aimloc || aimloc == curloc)
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break
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playsound(chassis, fire_sound, fire_volume, 1)
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projectiles--
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var/P = new projectile(curloc)
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Fire(P, target, aimloc)
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if(fire_cooldown)
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sleep(fire_cooldown)
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if(auto_rearm)
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projectiles = projectiles_per_shot
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set_ready_state(0)
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do_after_cooldown()
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return
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/obj/item/mecha_parts/mecha_equipment/weapon/proc/Fire(atom/A, atom/target, turf/aimloc)
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var/obj/item/projectile/P = A
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P.shot_from = src
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P.original = target
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P.starting = P.loc
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P.current = P.loc
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P.firer = chassis.occupant
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P.yo = aimloc.y - P.loc.y
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P.xo = aimloc.x - P.loc.x
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P.process()
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/obj/item/mecha_parts/mecha_equipment/weapon/energy
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name = "General Energy Weapon"
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action(target)
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if(!action_checks(target)) return
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var/turf/curloc = chassis.loc
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var/atom/targloc = get_turf(target)
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if (!targloc || !istype(targloc, /turf) || !curloc)
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return
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if (targloc == curloc)
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return
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set_ready_state(0)
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playsound(chassis, fire_sound, 50, 1)
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var/obj/item/projectile/A = new projectile(curloc)
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A.original = target
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A.current = curloc
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A.yo = targloc.y - curloc.y
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A.xo = targloc.x - curloc.x
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chassis.use_power(energy_drain)
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A.process()
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chassis.log_message("Fired from [src.name], targeting [target].")
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do_after_cooldown()
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return
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auto_rearm = 1
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/obj/item/mecha_parts/mecha_equipment/weapon/energy/laser
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equip_cooldown = 8
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@@ -104,10 +131,9 @@
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construction_cost = list("metal"=20000,"bananium"=10000)
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can_attach(obj/mecha/combat/honker/M as obj)
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if(..())
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if(istype(M))
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return 1
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return 0
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if(!istype(M))
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return 0
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return ..()
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action(target)
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if(!chassis)
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@@ -152,15 +178,8 @@
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/obj/item/mecha_parts/mecha_equipment/weapon/ballistic
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name = "General Ballisic Weapon"
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var/projectiles
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var/projectile_energy_cost
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action_checks(atom/target)
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if(..())
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if(projectiles > 0)
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return 1
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return 0
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get_equip_info()
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return "[..()]\[[src.projectiles]\][(src.projectiles < initial(src.projectiles))?" - <a href='?src=\ref[src];rearm=1'>Rearm</a>":null]"
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@@ -188,38 +207,11 @@
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equip_cooldown = 20
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projectile = /obj/item/projectile/bullet/midbullet
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fire_sound = 'sound/weapons/Gunshot.ogg'
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fire_volume = 80
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projectiles = 40
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projectiles_per_shot = 4
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deviation = 0.7
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projectile_energy_cost = 25
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var/projectiles_per_shot = 4
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var/deviation = 0.7
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action(atom/target)
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if(!action_checks(target)) return
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var/turf/curloc = get_turf(chassis)
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var/turf/targloc = get_turf(target)
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if(!curloc || !targloc) return
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var/target_x = targloc.x
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var/target_y = targloc.y
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var/target_z = targloc.z
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targloc = null
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for(var/i=1 to min(projectiles, projectiles_per_shot))
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targloc = locate(target_x+GaussRandRound(deviation,1),target_y+GaussRandRound(deviation,1),target_z)
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if(!targloc || targloc == curloc)
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break
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playsound(chassis, fire_sound, 80, 1)
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var/obj/item/projectile/A = new projectile(curloc)
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src.projectiles--
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A.original = target
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A.current = curloc
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A.yo = targloc.y - curloc.y
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A.xo = targloc.x - curloc.x
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set_ready_state(0)
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A.process()
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log_message("Fired from [src.name], targeting [target].")
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do_after_cooldown()
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return
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/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/lmg
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name = "Ultra AC 2"
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@@ -228,41 +220,19 @@
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projectile = /obj/item/projectile/bullet/weakbullet
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fire_sound = 'sound/weapons/Gunshot.ogg'
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projectiles = 300
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projectiles_per_shot = 3
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deviation = 0.3
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projectile_energy_cost = 20
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var/projectiles_per_shot = 3
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var/deviation = 0.3
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action(atom/target)
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if(!action_checks(target)) return
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var/turf/targloc = get_turf(target)
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var/target_x = targloc.x
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var/target_y = targloc.y
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var/target_z = targloc.z
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targloc = null
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spawn for(var/i=1 to min(projectiles, projectiles_per_shot))
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if(!chassis) break
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var/turf/curloc = get_turf(chassis)
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targloc = locate(target_x+GaussRandRound(deviation,1),target_y+GaussRandRound(deviation,1),target_z)
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if (!targloc || !curloc)
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continue
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if (targloc == curloc)
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continue
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playsound(chassis, fire_sound, 50, 1)
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var/obj/item/projectile/A = new projectile(curloc)
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src.projectiles--
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A.original = target
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A.current = curloc
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A.yo = targloc.y - curloc.y
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A.xo = targloc.x - curloc.x
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A.process()
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sleep(2)
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set_ready_state(0)
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log_message("Fired from [src.name], targeting [target].")
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do_after_cooldown()
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return
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fire_cooldown = 2
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/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack
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var/missile_speed = 2
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var/missile_range = 30
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/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/Fire(atom/movable/AM, atom/target, turf/aimloc)
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AM.throw_at(target,missile_range, missile_speed)
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/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/explosive
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name = "SRM-8 Missile Rack"
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icon_state = "mecha_missilerack"
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projectile = /obj/item/missile
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@@ -270,21 +240,11 @@
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projectiles = 8
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projectile_energy_cost = 1000
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equip_cooldown = 60
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var/missile_speed = 2
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var/missile_range = 30
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action(target)
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if(!action_checks(target)) return
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set_ready_state(0)
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var/obj/item/missile/M = new projectile(chassis.loc)
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M.primed = 1
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playsound(chassis, fire_sound, 50, 1)
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M.throw_at(target, missile_range, missile_speed)
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projectiles--
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log_message("Fired from [src.name], targeting [target].")
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do_after_cooldown()
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return
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/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/explosive/Fire(atom/movable/AM, atom/target, turf/aimloc)
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var/obj/item/missile/M = AM
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M.primed = 1
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..()
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/obj/item/missile
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icon = 'icons/obj/grenade.dmi'
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@@ -311,18 +271,11 @@
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equip_cooldown = 60
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var/det_time = 20
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action(target)
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if(!action_checks(target)) return
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set_ready_state(0)
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var/obj/item/weapon/grenade/flashbang/F = new projectile(chassis.loc)
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playsound(chassis, fire_sound, 50, 1)
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F.throw_at(target, missile_range, missile_speed)
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projectiles--
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log_message("Fired from [src.name], targeting [target].")
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spawn(det_time)
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F.prime()
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do_after_cooldown()
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return
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/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/flashbang/Fire(atom/movable/AM, atom/target, turf/aimloc)
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..()
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var/obj/item/weapon/grenade/flashbang/F = AM
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spawn(det_time)
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F.prime()
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/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/flashbang/clusterbang//Because I am a heartless bastard -Sieve
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name = "SOP-6 Grenade Launcher"
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@@ -348,49 +301,17 @@
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construction_cost = list("metal"=20000,"bananium"=5000)
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can_attach(obj/mecha/combat/honker/M as obj)
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if(..())
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if(istype(M))
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return 1
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return 0
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if(!istype(M))
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return 0
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return ..()
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action(target)
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if(!action_checks(target)) return
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set_ready_state(0)
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var/obj/item/weapon/bananapeel/B = new projectile(chassis.loc)
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playsound(chassis, fire_sound, 60, 1)
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B.throw_at(target, missile_range, missile_speed)
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projectiles--
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log_message("Bananed from [src.name], targeting [target]. HONK!")
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do_after_cooldown()
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return
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/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/mousetrap_mortar
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/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/banana_mortar/mousetrap_mortar
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name = "Mousetrap Mortar"
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icon_state = "mecha_mousetrapmrtr"
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projectile = /obj/item/device/assembly/mousetrap
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fire_sound = 'sound/items/bikehorn.ogg'
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projectiles = 15
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missile_speed = 1.5
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projectile_energy_cost = 100
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equip_cooldown = 10
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construction_time = 300
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construction_cost = list("metal"=20000,"bananium"=5000)
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can_attach(obj/mecha/combat/honker/M as obj)
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if(..())
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if(istype(M))
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return 1
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return 0
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action(target)
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if(!action_checks(target)) return
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set_ready_state(0)
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var/obj/item/device/assembly/mousetrap/M = new projectile(chassis.loc)
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M.secured = 1
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playsound(chassis, fire_sound, 60, 1)
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M.throw_at(target, missile_range, missile_speed)
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projectiles--
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log_message("Launched a mouse-trap from [src.name], targeting [target]. HONK!")
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do_after_cooldown()
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|
|
return
|
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|
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/banana_mortar/mousetrap_mortar/Fire(atom/movable/AM, atom/target, turf/aimloc)
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|
var/obj/item/device/assembly/mousetrap/M = AM
|
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|
|
M.secured = 1
|
|
|
|
|
..()
|