mirror of
https://github.com/VOREStation/VOREStation.git
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Merge branch 'dev' of https://github.com/Baystation12/Baystation12 into dev
Conflicts: code/modules/admin/topic.dm
This commit is contained in:
@@ -151,10 +151,10 @@
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if (world.time % 3) //to prevent spam
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user << "<span class='warning'>[src] is not ready to fire again!</span>"
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return
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var/shoot_time = (burst - 1)* burst_delay
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user.next_move = world.time + shoot_time //no clicking on things while shooting
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if(user.client) user.client.move_delay = world.time + shoot_time //no moving while shooting either
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user.setClickCooldown(shoot_time) //no clicking on things while shooting
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user.setMoveCooldown(shoot_time) //no moving while shooting either
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next_fire_time = world.time + shoot_time
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//actually attempt to shoot
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@@ -186,9 +186,9 @@
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update_held_icon()
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//update timing
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user.next_move = world.time + 4
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if(user.client) user.client.move_delay = world.time + move_delay
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next_fire_time = world.time + fire_delay
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user.setClickCooldown(4)
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user.setMoveCooldown(move_delay)
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next_fire_time = world.time + fire_delay
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if(muzzle_flash)
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set_light(0)
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@@ -7,10 +7,9 @@
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slot_flags = SLOT_BELT|SLOT_BACK
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w_class = 3
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force = 10
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origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 2)
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matter = list(DEFAULT_WALL_MATERIAL = 2000)
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projectile_type = /obj/item/projectile/beam
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fire_delay = 1 //rapid fire
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origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 2)
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matter = list(DEFAULT_WALL_MATERIAL = 2000)
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projectile_type = /obj/item/projectile/beam/midlaser
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/obj/item/weapon/gun/energy/laser/mounted
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self_recharge = 1
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@@ -7,7 +7,7 @@
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throw_speed = 2
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throw_range = 10
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force = 5.0
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flags = CONDUCT | USEDELAY
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flags = CONDUCT
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slot_flags = 0
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origin_tech = list(TECH_COMBAT = 8, TECH_MATERIAL = 5)
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fire_sound = 'sound/effects/bang.ogg'
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@@ -23,10 +23,15 @@
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check_armour = "laser"
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eyeblur = 2
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/obj/item/projectile/beam/midlaser
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damage = 40
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armor_penetration = 10
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/obj/item/projectile/beam/heavylaser
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name = "heavy laser"
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icon_state = "heavylaser"
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damage = 60
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armor_penetration = 30
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muzzle_type = /obj/effect/projectile/laser_heavy/muzzle
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tracer_type = /obj/effect/projectile/laser_heavy/tracer
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@@ -35,7 +40,8 @@
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/obj/item/projectile/beam/xray
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name = "xray beam"
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icon_state = "xray"
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damage = 30
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damage = 25
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armor_penetration = 50
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muzzle_type = /obj/effect/projectile/xray/muzzle
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tracer_type = /obj/effect/projectile/xray/tracer
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@@ -45,6 +51,7 @@
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name = "pulse"
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icon_state = "u_laser"
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damage = 50
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armor_penetration = 30
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muzzle_type = /obj/effect/projectile/laser_pulse/muzzle
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tracer_type = /obj/effect/projectile/laser_pulse/tracer
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@@ -122,7 +129,8 @@
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/obj/item/projectile/beam/sniper
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name = "sniper beam"
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icon_state = "xray"
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damage = 60
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damage = 50
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armor_penetration = 10
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stun = 3
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weaken = 3
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stutter = 3
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@@ -119,7 +119,8 @@
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/obj/item/projectile/bullet/shotgun
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name = "slug"
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damage = 60
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damage = 50
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armor_penetration = 15
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/obj/item/projectile/bullet/shotgun/beanbag //because beanbags are not bullets
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name = "beanbag"
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@@ -139,21 +140,24 @@
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/* "Rifle" rounds */
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/obj/item/projectile/bullet/rifle/a762
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damage = 30
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/obj/item/projectile/bullet/rifle
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armor_penetration = 20
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penetrating = 1
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/obj/item/projectile/bullet/rifle/a762
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damage = 25
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/obj/item/projectile/bullet/rifle/a556
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damage = 35
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/obj/item/projectile/bullet/rifle/a145
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damage = 80
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stun = 3
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weaken = 3
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penetrating = 5
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armor_penetration = 80
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hitscan = 1 //so the PTR isn't useless as a sniper weapon
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/obj/item/projectile/bullet/rifle/a556
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damage = 40
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penetrating = 1
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/* Miscellaneous */
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/obj/item/projectile/bullet/suffocationbullet//How does this even work?
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