hmm
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@@ -36,6 +36,11 @@
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if(isgun(fired_from))
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var/obj/item/gun/G = fired_from
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BB.damage *= G.projectile_damage_multiplier
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if(HAS_TRAIT(user, TRAIT_INSANE_AIM))
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BB.ricochets_max = max(BB.ricochets_max, 20) //bouncy!
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BB.ricochet_chance = max(BB.ricochet_chance, 200) //it decays
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BB.ricochet_auto_aim_range = max(BB.ricochet_auto_aim_range, 3)
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BB.ricochet_incidence_leeway = 0
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if(reagents && BB.reagents)
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reagents.trans_to(BB, reagents.total_volume) //For chemical darts/bullets
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