module things, jfc
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@@ -21,6 +21,9 @@
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var/heavy_metal = TRUE
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var/harmful = TRUE //pacifism check for boolet, set to FALSE if bullet is non-lethal
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/obj/item/ammo_casing/spent
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name = "spent bullet casing"
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BB = null
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/obj/item/ammo_casing/Initialize()
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. = ..()
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@@ -34,7 +37,7 @@
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/obj/item/ammo_casing/update_icon()
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..()
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icon_state = "[initial(icon_state)][BB ? "-live" : ""]"
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desc = "[initial(desc)][BB ? "" : " This one is spent"]"
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desc = "[initial(desc)][BB ? "" : " This one is spent."]"
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//proc to magically refill a casing with a new projectile
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/obj/item/ammo_casing/proc/newshot() //For energy weapons, syringe gun, shotgun shells and wands (!).
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@@ -92,10 +92,12 @@
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variance = 35
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/obj/item/ammo_casing/shotgun/laserslug
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name = "laser slug"
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desc = "An advanced shotgun shell that uses a micro laser to replicate the effects of a laser weapon in a ballistic package."
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name = "scatter laser shell"
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desc = "An advanced shotgun shell that uses a micro laser to replicate the effects of a scatter laser weapon in a ballistic package."
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icon_state = "lshell"
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projectile_type = /obj/item/projectile/beam/laser
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projectile_type = /obj/item/projectile/beam/weak
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pellets = 6
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variance = 35
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/obj/item/ammo_casing/shotgun/techshell
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name = "unloaded technological shell"
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@@ -8,15 +8,15 @@
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throw_speed = 3
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/obj/item/ammo_casing/caseless/laser
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name = "laser casing"
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desc = "You shouldn't be seeing this."
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caliber = "laser"
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icon_state = "s-casing-live"
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projectile_type = /obj/item/projectile/beam
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fire_sound = 'sound/weapons/laser.ogg'
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firing_effect_type = /obj/effect/temp_visual/dir_setting/firing_effect/energy
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name = "laser casing"
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desc = "You shouldn't be seeing this."
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caliber = "laser"
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icon_state = "s-casing-live"
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projectile_type = /obj/item/projectile/beam
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fire_sound = 'sound/weapons/laser.ogg'
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firing_effect_type = /obj/effect/temp_visual/dir_setting/firing_effect/energy
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/obj/item/ammo_casing/caseless/laser/gatling
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projectile_type = /obj/item/projectile/beam/weak
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projectile_type = /obj/item/projectile/beam/weak/penetrator
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variance = 0.8
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click_cooldown_override = 1
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@@ -1,36 +1,29 @@
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/obj/item/ammo_casing/energy/gravityrepulse
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/obj/item/ammo_casing/energy/gravity
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e_cost = 0
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fire_sound = 'sound/weapons/wave.ogg'
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select_name = "gravity"
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delay = 50
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var/obj/item/gun/energy/gravity_gun/gun
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/obj/item/ammo_casing/energy/gravity/Initialize(mapload)
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if(istype(loc,/obj/item/gun/energy/gravity_gun))
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gun = loc
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. = ..()
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/obj/item/ammo_casing/energy/gravity/Destroy()
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gun = null
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. = ..()
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/obj/item/ammo_casing/energy/gravity/repulse
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projectile_type = /obj/item/projectile/gravityrepulse
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e_cost = 0
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fire_sound = 'sound/weapons/wave.ogg'
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select_name = "repulse"
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delay = 50
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var/obj/item/gun/energy/gravity_gun/gun
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/obj/item/ammo_casing/energy/gravityrepulse/Initialize(mapload, obj/item/gun/energy/gravity_gun/G)
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gun = G
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. = ..()
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/obj/item/ammo_casing/energy/gravityattract
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/obj/item/ammo_casing/energy/gravity/attract
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projectile_type = /obj/item/projectile/gravityattract
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e_cost = 0
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fire_sound = 'sound/weapons/wave.ogg'
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select_name = "attract"
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delay = 50
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var/obj/item/gun/energy/gravity_gun/gun
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/obj/item/ammo_casing/energy/gravityattract/Initialize(mapload, obj/item/gun/energy/gravity_gun/G)
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gun = G
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. = ..()
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/obj/item/ammo_casing/energy/gravitychaos
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/obj/item/ammo_casing/energy/gravity/chaos
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projectile_type = /obj/item/projectile/gravitychaos
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e_cost = 0
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fire_sound = 'sound/weapons/wave.ogg'
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select_name = "chaos"
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delay = 50
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var/obj/item/gun/energy/gravity_gun/gun
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/obj/item/ammo_casing/energy/gravitychaos/Initialize(mapload, obj/item/gun/energy/gravity_gun/G)
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gun = G
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. = ..()
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@@ -38,8 +38,8 @@
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/obj/item/ammo_casing/magic/arcane_barrage
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projectile_type = /obj/item/projectile/magic/arcane_barrage
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/obj/item/ammo_casing/magic/chaos/newshot()
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..()
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/obj/item/ammo_casing/magic/honk
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projectile_type = /obj/item/projectile/bullet/honker
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/obj/item/ammo_casing/magic/locker
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projectile_type = /obj/item/projectile/magic/locker
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