Makes taserslugs actually tasers, makes mech scattershot not a oneshot (#11671)
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@@ -18,13 +18,28 @@
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/obj/item/projectile/bullet/shotgun_stunslug
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name = "stunslug"
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damage = 5
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stamina = 20
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knockdown = 100
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stamina = 30
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stutter = 5
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jitter = 20
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range = 7
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icon_state = "spark"
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color = "#FFFF00"
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var/tase_duration = 50
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/obj/item/projectile/bullet/shotgun_stunslug/on_hit(atom/target, blocked = FALSE)
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. = ..()
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if(!ismob(target) || blocked >= 100) //Fully blocked by mob or collided with dense object - burst into sparks!
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do_sparks(1, TRUE, src)
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if(iscarbon(target))
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var/mob/living/carbon/C = target
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SEND_SIGNAL(C, COMSIG_ADD_MOOD_EVENT, "tased", /datum/mood_event/tased)
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SEND_SIGNAL(C, COMSIG_LIVING_MINOR_SHOCK)
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C.IgniteMob()
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if(C.dna && C.dna.check_mutation(HULK))
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C.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ), forced = "hulk")
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else if(tase_duration && (C.status_flags & CANKNOCKDOWN) && !HAS_TRAIT(C, TRAIT_STUNIMMUNE) && !HAS_TRAIT(C, TRAIT_TASED_RESISTANCE))
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C.electrocute_act(15, src, 1, SHOCK_NOSTUN)
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C.apply_status_effect(STATUS_EFFECT_TASED_WEAK, tase_duration)
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/obj/item/projectile/bullet/shotgun_meteorslug
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name = "meteorslug"
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@@ -93,7 +108,6 @@
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/obj/item/projectile/bullet/scattershot
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damage = 20
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stamina = 65
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/obj/item/projectile/bullet/seed
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damage = 4
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