module things, jfc
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@@ -49,8 +49,6 @@
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var/datum/action/item_action/toggle_gunlight/alight
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var/mutable_appearance/flashlight_overlay
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var/list/upgrades = list()
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var/ammo_x_offset = 0 //used for positioning ammo count overlay on sprite
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var/ammo_y_offset = 0
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var/flight_x_offset = 0
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@@ -133,6 +131,9 @@
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O.emp_act(severity)
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/obj/item/gun/afterattack(atom/target, mob/living/user, flag, params)
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. = ..()
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if(!target)
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return
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if(firing_burst)
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return
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if(flag) //It's adjacent, is the user, or is on the user's person
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@@ -177,7 +178,6 @@
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var/loop_counter = 0
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bonus_spread += getinaccuracy(user) //CIT CHANGE - adds bonus spread while not aiming
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if(ishuman(user) && user.a_intent == INTENT_HARM)
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var/mob/living/carbon/human/H = user
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for(var/obj/item/gun/G in H.held_items)
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@@ -337,22 +337,21 @@
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if(loc == user)
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alight.Grant(user)
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else if(istype(I, /obj/item/kitchen/knife))
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if(!can_bayonet)
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return ..()
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var/obj/item/kitchen/knife/K = I
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if(!bayonet)
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if(!user.transferItemToLoc(I, src))
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return
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to_chat(user, "<span class='notice'>You attach \the [K] to the front of \the [src].</span>")
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bayonet = K
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var/state = "bayonet" //Generic state.
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if(bayonet.icon_state in icon_states('icons/obj/guns/bayonets.dmi')) //Snowflake state?
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state = bayonet.icon_state
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var/icon/bayonet_icons = 'icons/obj/guns/bayonets.dmi'
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knife_overlay = mutable_appearance(bayonet_icons, state)
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knife_overlay.pixel_x = knife_x_offset
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knife_overlay.pixel_y = knife_y_offset
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add_overlay(knife_overlay, TRUE)
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if(!can_bayonet || !K.bayonet || bayonet) //ensure the gun has an attachment point available, and that the knife is compatible with it.
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return ..()
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if(!user.transferItemToLoc(I, src))
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return
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to_chat(user, "<span class='notice'>You attach \the [K] to the front of \the [src].</span>")
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bayonet = K
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var/state = "bayonet" //Generic state.
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if(bayonet.icon_state in icon_states('icons/obj/guns/bayonets.dmi')) //Snowflake state?
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state = bayonet.icon_state
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var/icon/bayonet_icons = 'icons/obj/guns/bayonets.dmi'
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knife_overlay = mutable_appearance(bayonet_icons, state)
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knife_overlay.pixel_x = knife_x_offset
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knife_overlay.pixel_y = knife_y_offset
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add_overlay(knife_overlay, TRUE)
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else if(istype(I, /obj/item/screwdriver))
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if(gun_light)
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var/obj/item/flashlight/seclite/S = gun_light
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