Initial Commit:Goodbye rifle! You won't be missed!
This commit is contained in:
@@ -8,45 +8,16 @@
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custom_materials = list(/datum/material/wood = MINERAL_MATERIAL_AMOUNT * 6)
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custom_materials = list(/datum/material/wood = MINERAL_MATERIAL_AMOUNT * 6)
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icon_state = "riflestock"
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icon_state = "riflestock"
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/obj/item/weaponcrafting/receiver
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name = "modular receiver"
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desc = "A prototype modular receiver and trigger assembly for a firearm."
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icon = 'icons/obj/improvised.dmi'
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icon_state = "receiver"
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/obj/item/weaponcrafting/string
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/obj/item/weaponcrafting/string
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name = "wound thread"
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name = "wound thread"
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desc = "A long piece of thread with some resemblance to cable coil."
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desc = "A long piece of thread with some resemblance to cable coil."
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icon_state = "durastring"
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icon_state = "durastring"
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////////////////////////////////
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// IMPROVISED WEAPON PARTS//
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////////////////////////////////
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/obj/item/weaponcrafting/improvised_parts
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name = "Debug Improvised Gun Part"
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desc = "A badly coded gun part. You should report coders if you see this."
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icon = 'icons/obj/guns/gun_parts.dmi'
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icon_state = "palette"
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// RECEIVERS
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/obj/item/weaponcrafting/improvised_parts/rifle_receiver
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name = "rifle receiver"
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desc = "A crudely constructed receiver to create an improvised bolt-action breechloaded rifle." // removed some text implying that the item had more uses than it does
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icon_state = "receiver_rifle"
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w_class = WEIGHT_CLASS_SMALL
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/obj/item/weaponcrafting/improvised_parts/shotgun_receiver
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name = "shotgun reciever"
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desc = "An improvised receiver to create a break-action breechloaded shotgun." // removed some text implying that the item had more uses than it does
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icon_state = "receiver_shotgun"
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w_class = WEIGHT_CLASS_SMALL
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// MISC
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/obj/item/weaponcrafting/improvised_parts/trigger_assembly
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name = "firearm trigger assembly"
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desc = "A modular trigger assembly with a firing pin, this can be used to make a whole bunch of improvised firearss."
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icon_state = "trigger_assembly"
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w_class = WEIGHT_CLASS_SMALL
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/obj/item/weaponcrafting/improvised_parts/wooden_body
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name = "wooden firearm body"
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desc = "A crudely fashioned wooden body to help keep higher calibre improvised weapons from blowing themselves apart."
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icon_state = "wooden_body"
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@@ -296,31 +296,16 @@
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/datum/crafting_recipe/ishotgun
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/datum/crafting_recipe/ishotgun
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name = "Improvised Shotgun"
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name = "Improvised Shotgun"
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result = /obj/item/gun/ballistic/revolver/doublebarrel/improvised
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result = /obj/item/gun/ballistic/shotgun/doublebarrel/improvised
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reqs = list(/obj/item/pipe = 2, // putting a large amount of meaningless timegates by forcing people to turn base resources into upgraded resources kinda sucks
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reqs = list(/obj/item/weaponcrafting/receiver = 1,
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/obj/item/weaponcrafting/improvised_parts/shotgun_receiver = 1,
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/obj/item/pipe = 1,
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/obj/item/weaponcrafting/improvised_parts/trigger_assembly = 1,
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/obj/item/weaponcrafting/improvised_parts/wooden_body = 1,
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/obj/item/weaponcrafting/stock = 1,
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/obj/item/stack/packageWrap = 5)
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tools = list(TOOL_SCREWDRIVER)
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time = 100
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category = CAT_WEAPONRY
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subcategory = CAT_WEAPON
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/datum/crafting_recipe/irifle // larger and less versatile gun, but a bit easier to make
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name = "Improvised Rifle (7.62mm)"
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result = /obj/item/gun/ballistic/shotgun/boltaction/improvised
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reqs = list(/obj/item/pipe = 2, // above
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/obj/item/weaponcrafting/improvised_parts/rifle_receiver = 1,
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/obj/item/weaponcrafting/improvised_parts/trigger_assembly = 1,
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/obj/item/weaponcrafting/improvised_parts/wooden_body = 1,
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/obj/item/weaponcrafting/stock = 1,
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/obj/item/weaponcrafting/stock = 1,
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/obj/item/stack/packageWrap = 5)
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/obj/item/stack/packageWrap = 5)
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tools = list(TOOL_SCREWDRIVER)
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tools = list(TOOL_SCREWDRIVER)
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time = 100
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time = 100
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category = CAT_WEAPONRY
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category = CAT_WEAPONRY
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subcategory = CAT_WEAPON
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subcategory = CAT_WEAPON
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//Here lies all of the god awful improv weapons. Gone way too late. 2019 - 2021
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//////////////////
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//////////////////
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///AMMO CRAFTING//
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///AMMO CRAFTING//
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@@ -445,41 +430,6 @@
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category = CAT_WEAPONRY
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category = CAT_WEAPONRY
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subcategory = CAT_AMMO
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subcategory = CAT_AMMO
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////////////////////
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// PARTS CRAFTING //
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////////////////////
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// RECEIVERS
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/datum/crafting_recipe/rifle_receiver
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name = "Improvised Rifle Receiver"
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result = /obj/item/weaponcrafting/improvised_parts/rifle_receiver
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reqs = list(/obj/item/stack/sheet/metal = 15)
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tools = list(TOOL_SCREWDRIVER, TOOL_WELDER)
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time = 25
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category = CAT_WEAPONRY
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subcategory = CAT_PARTS
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/datum/crafting_recipe/shotgun_receiver
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name = "Improvised Shotgun Receiver"
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result = /obj/item/weaponcrafting/improvised_parts/shotgun_receiver
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reqs = list(/obj/item/stack/sheet/metal = 10) // shotgun does less damage than the rifle and can't 1shot but is more portable
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tools = list(TOOL_SCREWDRIVER, TOOL_WELDER)
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time = 20
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category = CAT_WEAPONRY
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subcategory = CAT_PARTS
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// MISC
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/datum/crafting_recipe/trigger_assembly
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name = "Trigger Assembly"
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result = /obj/item/weaponcrafting/improvised_parts/trigger_assembly
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reqs = list(/obj/item/stack/sheet/metal = 3,
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/obj/item/assembly/igniter = 1)
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tools = list(TOOL_SCREWDRIVER, TOOL_WELDER)
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time = 20
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category = CAT_WEAPONRY
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subcategory = CAT_PARTS
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// BOKKEN CRAFTING
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// BOKKEN CRAFTING
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@@ -188,7 +188,7 @@ datum/gang_item/clothing/shades //Addition: Why not have cool shades on a gang m
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name = "Sawn-Off Improvised Shotgun"
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name = "Sawn-Off Improvised Shotgun"
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id = "sawn"
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id = "sawn"
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cost = 5
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cost = 5
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item_path = /obj/item/gun/ballistic/revolver/doublebarrel/improvised/sawn
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item_path = /obj/item/gun/ballistic/shotgun/doublebarrel/improvised/sawn
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/datum/gang_item/weapon/ammo/improvised_ammo
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/datum/gang_item/weapon/ammo/improvised_ammo
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name = "Box of Buckshot"
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name = "Box of Buckshot"
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@@ -273,119 +273,6 @@
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return
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return
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user.visible_message("<span class='danger'>[user.name]'s soul is captured by \the [src]!</span>", "<span class='userdanger'>You've lost the gamble! Your soul is forfeit!</span>")
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user.visible_message("<span class='danger'>[user.name]'s soul is captured by \the [src]!</span>", "<span class='userdanger'>You've lost the gamble! Your soul is forfeit!</span>")
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/////////////////////////////
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// DOUBLE BARRELED SHOTGUN //
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/////////////////////////////
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/obj/item/gun/ballistic/revolver/doublebarrel
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name = "double-barreled shotgun"
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desc = "A true classic."
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icon_state = "dshotgun"
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item_state = "shotgun"
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w_class = WEIGHT_CLASS_BULKY
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weapon_weight = WEAPON_MEDIUM
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force = 10
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flags_1 = CONDUCT_1
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slot_flags = ITEM_SLOT_BACK
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mag_type = /obj/item/ammo_box/magazine/internal/shot/dual
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sawn_desc = "Omar's coming!"
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obj_flags = UNIQUE_RENAME
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unique_reskin = list("Default" = "dshotgun",
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"Dark Red Finish" = "dshotgun-d",
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"Ash" = "dshotgun-f",
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"Faded Grey" = "dshotgun-g",
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"Maple" = "dshotgun-l",
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"Rosewood" = "dshotgun-p"
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)
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/obj/item/gun/ballistic/revolver/doublebarrel/attackby(obj/item/A, mob/user, params)
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..()
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if(istype(A, /obj/item/ammo_box) || istype(A, /obj/item/ammo_casing))
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chamber_round()
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if(A.tool_behaviour == TOOL_SAW || istype(A, /obj/item/gun/energy/plasmacutter))
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sawoff(user)
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if(istype(A, /obj/item/melee/transforming/energy))
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var/obj/item/melee/transforming/energy/W = A
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if(W.active)
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sawoff(user)
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/obj/item/gun/ballistic/revolver/doublebarrel/attack_self(mob/living/user)
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var/num_unloaded = 0
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while (get_ammo() > 0)
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var/obj/item/ammo_casing/CB
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CB = magazine.get_round(0)
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chambered = null
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CB.forceMove(drop_location())
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CB.update_icon()
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num_unloaded++
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if (num_unloaded)
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to_chat(user, "<span class='notice'>You break open \the [src] and unload [num_unloaded] shell\s.</span>")
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else
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to_chat(user, "<span class='warning'>[src] is empty!</span>")
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/////////////////////////////
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// IMPROVISED SHOTGUN //
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/////////////////////////////
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/obj/item/gun/ballistic/revolver/doublebarrel/improvised
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name = "improvised shotgun"
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desc = "A shoddy break-action breechloaded shotgun. Less ammo-efficient than an actual shotgun, but still packs a punch."
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icon_state = "ishotgun"
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item_state = "shotgun"
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w_class = WEIGHT_CLASS_BULKY
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weapon_weight = WEAPON_MEDIUM // prevents shooting 2 at once, but doesn't require 2 hands
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force = 10
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slot_flags = null
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mag_type = /obj/item/ammo_box/magazine/internal/shot/improvised
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sawn_desc = "I'm just here for the gasoline."
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unique_reskin = null
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var/slung = FALSE
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/obj/item/gun/ballistic/revolver/doublebarrel/improvised/attackby(obj/item/A, mob/user, params)
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..()
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if(istype(A, /obj/item/stack/cable_coil) && !sawn_off)
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if(A.use_tool(src, user, 0, 10, skill_gain_mult = EASY_USE_TOOL_MULT))
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slot_flags = ITEM_SLOT_BACK
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to_chat(user, "<span class='notice'>You tie the lengths of cable to the shotgun, making a sling.</span>")
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slung = TRUE
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update_icon()
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else
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to_chat(user, "<span class='warning'>You need at least ten lengths of cable if you want to make a sling!</span>")
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/obj/item/gun/ballistic/revolver/doublebarrel/improvised/update_overlays()
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. = ..()
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if(slung)
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. += "[icon_state]sling"
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/obj/item/gun/ballistic/revolver/doublebarrel/improvised/sawoff(mob/user)
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. = ..()
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if(. && slung) //sawing off the gun removes the sling
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new /obj/item/stack/cable_coil(get_turf(src), 10)
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slung = 0
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update_icon()
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/obj/item/gun/ballistic/revolver/doublebarrel/improvised/sawn
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name = "sawn-off improvised shotgun"
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desc = "The barrel and stock have been sawn and filed down; it can fit in backpacks. You wont want to shoot two of these at once if you value your wrists."
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icon_state = "ishotgun"
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item_state = "gun"
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w_class = WEIGHT_CLASS_NORMAL
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sawn_off = TRUE
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slot_flags = ITEM_SLOT_BELT
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/obj/item/gun/ballistic/revolver/reverse //Fires directly at its user... unless the user is a clown, of course.
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clumsy_check = 0
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/obj/item/gun/ballistic/revolver/reverse/can_trigger_gun(mob/living/user)
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if((HAS_TRAIT(user, TRAIT_CLUMSY)) || (user.mind && HAS_TRAIT(user.mind, TRAIT_CLOWN_MENTALITY)))
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return ..()
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if(process_fire(user, user, FALSE, null, BODY_ZONE_HEAD))
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user.visible_message("<span class='warning'>[user] somehow manages to shoot [user.p_them()]self in the face!</span>", "<span class='userdanger'>You somehow shoot yourself in the face! How the hell?!</span>")
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user.emote("scream")
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user.drop_all_held_items()
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user.DefaultCombatKnockdown(80)
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// -------------- HoS Modular Weapon System -------------
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// -------------- HoS Modular Weapon System -------------
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// ---------- Code originally from VoreStation ----------
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// ---------- Code originally from VoreStation ----------
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/obj/item/gun/ballistic/revolver/mws
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/obj/item/gun/ballistic/revolver/mws
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@@ -122,16 +122,6 @@
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knife_x_offset = 27
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knife_x_offset = 27
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knife_y_offset = 13
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knife_y_offset = 13
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/obj/item/gun/ballistic/shotgun/boltaction/improvised
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name = "Makeshift 7.62mm Rifle"
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icon_state = "ishotgun"
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icon_state = "irifle"
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item_state = "shotgun"
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desc = "A bolt-action breechloaded rifle that takes 7.62mm bullets."
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||||||
mag_type = /obj/item/ammo_box/magazine/internal/boltaction/improvised
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can_bayonet = FALSE
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var/slung = FALSE
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/obj/item/gun/ballistic/shotgun/boltaction/pump(mob/M)
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/obj/item/gun/ballistic/shotgun/boltaction/pump(mob/M)
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playsound(M, 'sound/weapons/shotgunpump.ogg', 60, 1)
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playsound(M, 'sound/weapons/shotgunpump.ogg', 60, 1)
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if(bolt_open)
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if(bolt_open)
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@@ -152,22 +142,6 @@
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|||||||
. = ..()
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. = ..()
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||||||
. += "The bolt is [bolt_open ? "open" : "closed"]."
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. += "The bolt is [bolt_open ? "open" : "closed"]."
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||||||
/obj/item/gun/ballistic/shotgun/boltaction/improvised/attackby(obj/item/A, mob/user, params)
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|
||||||
..()
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||||||
if(istype(A, /obj/item/stack/cable_coil) && !sawn_off)
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||||||
if(A.use_tool(src, user, 0, 10, skill_gain_mult = EASY_USE_TOOL_MULT))
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slot_flags = ITEM_SLOT_BACK
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to_chat(user, "<span class='notice'>You tie the lengths of cable to the rifle, making a sling.</span>")
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||||||
slung = TRUE
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update_icon()
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else
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||||||
to_chat(user, "<span class='warning'>You need at least ten lengths of cable if you want to make a sling!</span>")
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||||||
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||||||
/obj/item/gun/ballistic/shotgun/boltaction/improvised/update_overlays()
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. = ..()
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||||||
if(slung)
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||||||
. += "[icon_state]sling"
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||||||
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||||||
/obj/item/gun/ballistic/shotgun/boltaction/enchanted
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/obj/item/gun/ballistic/shotgun/boltaction/enchanted
|
||||||
name = "enchanted bolt action rifle"
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name = "enchanted bolt action rifle"
|
||||||
desc = "Careful not to lose your head."
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desc = "Careful not to lose your head."
|
||||||
@@ -318,7 +292,95 @@
|
|||||||
pump()
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pump()
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||||||
return TRUE
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return TRUE
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||||||
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||||||
// DOUBLE BARRELED SHOTGUN and IMPROVISED SHOTGUN are in revolver.dm
|
/////////////////////////////
|
||||||
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// DOUBLE BARRELED SHOTGUN //
|
||||||
|
/////////////////////////////
|
||||||
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|
||||||
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/obj/item/gun/ballistic/shotgun/doublebarrel
|
||||||
|
name = "double-barreled shotgun"
|
||||||
|
desc = "A true classic."
|
||||||
|
icon_state = "dshotgun"
|
||||||
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inhand_icon_state = "shotgun_db"
|
||||||
|
w_class = WEIGHT_CLASS_BULKY
|
||||||
|
weapon_weight = WEAPON_MEDIUM
|
||||||
|
force = 10
|
||||||
|
flags_1 = CONDUCT_1
|
||||||
|
slot_flags = ITEM_SLOT_BACK
|
||||||
|
mag_type = /obj/item/ammo_box/magazine/internal/shot/dual
|
||||||
|
sawn_desc = "Omar's coming!"
|
||||||
|
obj_flags = UNIQUE_RENAME
|
||||||
|
rack_sound_volume = 0
|
||||||
|
unique_reskin = list("Default" = "dshotgun",
|
||||||
|
"Dark Red Finish" = "dshotgun_d",
|
||||||
|
"Ash" = "dshotgun_f",
|
||||||
|
"Faded Grey" = "dshotgun_g",
|
||||||
|
"Maple" = "dshotgun_l",
|
||||||
|
"Rosewood" = "dshotgun_p"
|
||||||
|
)
|
||||||
|
semi_auto = TRUE
|
||||||
|
bolt_type = BOLT_TYPE_NO_BOLT
|
||||||
|
can_be_sawn_off = TRUE
|
||||||
|
pb_knockback = 3 // it's a super shotgun!
|
||||||
|
|
||||||
|
/obj/item/gun/ballistic/shotgun/doublebarrel/AltClick(mob/user)
|
||||||
|
. = ..()
|
||||||
|
if(unique_reskin && !current_skin && user.canUseTopic(src, BE_CLOSE, NO_DEXTERITY))
|
||||||
|
reskin_obj(user)
|
||||||
|
|
||||||
|
/obj/item/gun/ballistic/shotgun/doublebarrel/sawoff(mob/user)
|
||||||
|
. = ..()
|
||||||
|
if(.)
|
||||||
|
weapon_weight = WEAPON_MEDIUM
|
||||||
|
|
||||||
|
// IMPROVISED SHOTGUN //
|
||||||
|
|
||||||
|
/obj/item/gun/ballistic/shotgun/doublebarrel/improvised
|
||||||
|
name = "improvised shotgun"
|
||||||
|
desc = "Essentially a tube that aims shotgun shells."
|
||||||
|
icon_state = "ishotgun"
|
||||||
|
inhand_icon_state = "ishotgun"
|
||||||
|
w_class = WEIGHT_CLASS_BULKY
|
||||||
|
force = 10
|
||||||
|
slot_flags = null
|
||||||
|
mag_type = /obj/item/ammo_box/magazine/internal/shot/improvised
|
||||||
|
sawn_desc = "I'm just here for the gasoline."
|
||||||
|
unique_reskin = null
|
||||||
|
var/slung = FALSE
|
||||||
|
|
||||||
|
/obj/item/gun/ballistic/shotgun/doublebarrel/improvised/attackby(obj/item/A, mob/user, params)
|
||||||
|
..()
|
||||||
|
if(istype(A, /obj/item/stack/cable_coil) && !sawn_off)
|
||||||
|
var/obj/item/stack/cable_coil/C = A
|
||||||
|
if(C.use(10))
|
||||||
|
slot_flags = ITEM_SLOT_BACK
|
||||||
|
to_chat(user, "<span class='notice'>You tie the lengths of cable to the shotgun, making a sling.</span>")
|
||||||
|
slung = TRUE
|
||||||
|
update_icon()
|
||||||
|
else
|
||||||
|
to_chat(user, "<span class='warning'>You need at least ten lengths of cable if you want to make a sling!</span>")
|
||||||
|
|
||||||
|
/obj/item/gun/ballistic/shotgun/doublebarrel/improvised/update_icon_state()
|
||||||
|
. = ..()
|
||||||
|
if(slung)
|
||||||
|
inhand_icon_state = "ishotgunsling"
|
||||||
|
if(sawn_off)
|
||||||
|
inhand_icon_state = "ishotgun_sawn"
|
||||||
|
|
||||||
|
/obj/item/gun/ballistic/shotgun/doublebarrel/improvised/update_overlays()
|
||||||
|
. = ..()
|
||||||
|
if(slung)
|
||||||
|
. += "ishotgunsling"
|
||||||
|
if(sawn_off)
|
||||||
|
. += "ishotgun_sawn"
|
||||||
|
|
||||||
|
/obj/item/gun/ballistic/shotgun/doublebarrel/improvised/sawoff(mob/user)
|
||||||
|
. = ..()
|
||||||
|
if(. && slung) //sawing off the gun removes the sling
|
||||||
|
new /obj/item/stack/cable_coil(get_turf(src), 10)
|
||||||
|
slung = FALSE
|
||||||
|
update_icon()
|
||||||
|
lefthand_file = 'icons/mob/inhands/weapons/64x_guns_left.dmi'
|
||||||
|
righthand_file = 'icons/mob/inhands/weapons/64x_guns_right.dmi'
|
||||||
|
|
||||||
/obj/item/gun/ballistic/shotgun/doublebarrel/hook
|
/obj/item/gun/ballistic/shotgun/doublebarrel/hook
|
||||||
name = "hook modified sawn-off shotgun"
|
name = "hook modified sawn-off shotgun"
|
||||||
|
|||||||
Reference in New Issue
Block a user