Merge remote-tracking branch 'citadel/master' into mobility_flags
This commit is contained in:
@@ -0,0 +1,53 @@
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/obj/item/gun/ballistic/bow
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name = "wooden bow"
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desc = "Some sort of primitive projectile weapon. Used to fire arrows."
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icon_state = "bow"
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item_state = "bow"
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w_class = WEIGHT_CLASS_BULKY
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weapon_weight = WEAPON_HEAVY //need both hands to fire
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force = 5
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mag_type = /obj/item/ammo_box/magazine/internal/bow
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fire_sound = 'sound/weapons/bowfire.wav'
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slot_flags = ITEM_SLOT_BACK
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item_flags = NONE
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casing_ejector = FALSE
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inaccuracy_modifier = 0.33 //to counteract the innaccuracy from WEAPON_HEAVY, bows are supposed to be accurate but only able to be fired with both hands
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pin = null
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no_pin_required = TRUE
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trigger_guard = TRIGGER_GUARD_NONE //so ashwalkers can use it
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/obj/item/gun/ballistic/bow/shoot_with_empty_chamber()
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return
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/obj/item/gun/ballistic/bow/chamber_round()
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chambered = magazine.get_round(1)
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/obj/item/gun/ballistic/bow/afterattack()
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. = ..()
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if (chambered)
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chambered = null
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magazine.get_round(0)
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update_icon()
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/obj/item/gun/ballistic/bow/attack_self(mob/living/user)
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if (chambered)
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var/obj/item/ammo_casing/AC = magazine.get_round(0)
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user.put_in_hands(AC)
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chambered = null
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to_chat(user, "<span class='notice'>You gently release the bowstring, removing the arrow.</span>")
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else if (get_ammo())
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to_chat(user, "<span class='notice'>You draw back the bowstring.</span>")
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playsound(src, 'sound/weapons/bowdraw.wav', 75, 0) //gets way too high pitched if the freq varies
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chamber_round()
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update_icon()
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/obj/item/gun/ballistic/bow/attackby(obj/item/I, mob/user, params)
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if (magazine.attackby(I, user, params, 1))
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to_chat(user, "<span class='notice'>You notch the arrow.</span>")
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update_icon()
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/obj/item/gun/ballistic/bow/update_icon()
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icon_state = "bow_[get_ammo() ? (chambered ? "firing" : "loaded") : "unloaded"]"
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/obj/item/gun/ballistic/bow/can_shoot()
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return chambered
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@@ -61,7 +61,6 @@
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/obj/item/gun/ballistic/automatic/magrifle/nopin
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pin = null
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spawnwithmagazine = FALSE
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cell_type = /obj/item/stock_parts/cell/magnetic/empty
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/obj/item/gun/ballistic/automatic/magrifle/hyperburst
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name = "\improper Hyper-Burst Rifle"
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@@ -100,4 +99,3 @@
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/obj/item/gun/ballistic/automatic/magrifle/pistol/nopin
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pin = null
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spawnwithmagazine = FALSE
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cell_type = /obj/item/stock_parts/cell/magnetic/pistol/empty
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@@ -79,6 +79,7 @@
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/obj/item/gun/ballistic/automatic/pistol/stickman
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name = "flat gun"
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desc = "A 2 dimensional gun.. what?"
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can_suppress = FALSE
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icon_state = "flatgun"
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/obj/item/gun/ballistic/automatic/pistol/stickman/pickup(mob/living/user)
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@@ -320,10 +320,10 @@
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if(C.setting == counter_setting)
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return BULLET_ACT_BLOCK
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var/mob/living/L = target
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if(!istype(target))
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if(!isliving(target))
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return BULLET_ACT_BLOCK
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var/mob/living/L = target
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switch(hugbox)
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if(DUEL_HUGBOX_NONE)
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var/obj/item/bodypart/B = L.get_bodypart(BODY_ZONE_HEAD)
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@@ -11,6 +11,7 @@
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/obj/item/gun/energy/laser/practice
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name = "practice laser gun"
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icon_state = "laser-p"
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desc = "A modified version of the basic laser gun, this one fires less concentrated energy bolts designed for target practice."
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ammo_type = list(/obj/item/ammo_casing/energy/laser/practice)
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clumsy_check = 0
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