ok this is going to be a pain in the ass ain't it (#2458)
lets hope nothing blows up this time (Flags PR but it works!)
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@@ -96,7 +96,7 @@
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icon_state = "minigun_spin"
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item_state = "minigun"
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origin_tech = "combat=6;powerstorage=5;magnets=4"
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flags = CONDUCT
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flags_1 = CONDUCT_1
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slowdown = 1
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slot_flags = null
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w_class = WEIGHT_CLASS_HUGE
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@@ -108,16 +108,15 @@
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fire_sound = 'sound/weapons/laser.ogg'
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mag_type = /obj/item/ammo_box/magazine/internal/minigun
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casing_ejector = 0
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flags_2 = SLOWS_WHILE_IN_HAND_2
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var/obj/item/weapon/minigunpack/ammo_pack
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/obj/item/weapon/gun/ballistic/minigun/Initialize()
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SET_SECONDARY_FLAG(src, SLOWS_WHILE_IN_HAND)
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if(istype(loc, /obj/item/weapon/minigunpack)) //We should spawn inside a ammo pack so let's use that one.
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ammo_pack = loc
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else
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return INITIALIZE_HINT_QDEL //No pack, no gun
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return ..()
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/obj/item/weapon/gun/ballistic/minigun/attack_self(mob/living/user)
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@@ -261,7 +261,7 @@
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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 = CONDUCT
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flags_1 = CONDUCT_1
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slot_flags = 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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@@ -5,7 +5,7 @@
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item_state = "shotgun"
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w_class = WEIGHT_CLASS_BULKY
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force = 10
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flags = CONDUCT
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flags_1 = CONDUCT_1
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slot_flags = SLOT_BACK
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origin_tech = "combat=4;materials=2"
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mag_type = /obj/item/ammo_box/magazine/internal/shot
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@@ -143,7 +143,7 @@
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icon_state = "arcane_barrage"
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item_state = "arcane_barrage"
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flags = DROPDEL
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flags_1 = DROPDEL_1
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mag_type = /obj/item/ammo_box/magazine/internal/boltaction/enchanted/arcane_barrage
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@@ -678,7 +678,7 @@
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pixel_x = pixel_x_offset
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pixel_y = pixel_y_offset
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else
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animate(src, pixel_x = pixel_x_offset, pixel_y = pixel_y_offset, time = max(1, (delay <= 3 ? delay - 1 : delay)), flags = ANIMATION_END_NOW)
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animate(src, pixel_x = pixel_x_offset, pixel_y = pixel_y_offset, time = max(1, (delay <= 3 ? delay - 1 : delay)), flags_1 = ANIMATION_END_NOW)
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old_pixel_x = pixel_x_offset
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old_pixel_y = pixel_y_offset
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if(can_hit_target(original, permutated))
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@@ -715,7 +715,7 @@
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light_range = 2
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light_color = "#00ffff"
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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flags = ABSTRACT
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flags_1 = ABSTRACT_1
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appearance_flags = 0
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/obj/effect/projectile_beam/proc/scale_to(nx,ny,override=TRUE)
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@@ -0,0 +1,10 @@
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diff a/code/modules/projectiles/guns/beam_rifle.dm b/code/modules/projectiles/guns/beam_rifle.dm (rejected hunks)
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@@ -715,7 +715,7 @@
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light_range = 2
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light_color = "#00ffff"
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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- flags = ABSTRACT
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+ flags_1 = ABSTRACT_1
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appearance_flags = 0
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/obj/effect/projectile_beam/proc/scale_to(nx,ny,override=TRUE)
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@@ -83,7 +83,7 @@
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item_state = "laser"
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w_class = WEIGHT_CLASS_BULKY
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force = 10
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flags = CONDUCT
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flags_1 = CONDUCT_1
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slot_flags = SLOT_BACK
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origin_tech = "combat=4;magnets=4;powerstorage=3"
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ammo_type = list(/obj/item/ammo_casing/energy/laser/accelerator)
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@@ -6,7 +6,7 @@
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w_class = WEIGHT_CLASS_BULKY
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force = 10
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modifystate = TRUE
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flags = CONDUCT
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flags_1 = CONDUCT_1
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slot_flags = SLOT_BACK
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ammo_type = list(/obj/item/ammo_casing/energy/laser/pulse, /obj/item/ammo_casing/energy/electrode, /obj/item/ammo_casing/energy/laser)
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cell_type = "/obj/item/weapon/stock_parts/cell/pulse"
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@@ -0,0 +1,10 @@
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diff a/code/modules/projectiles/guns/energy/pulse.dm b/code/modules/projectiles/guns/energy/pulse.dm (rejected hunks)
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@@ -6,7 +6,7 @@
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w_class = WEIGHT_CLASS_BULKY
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force = 10
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modifystate = TRUE
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- flags = CONDUCT
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+ flags_1 = CONDUCT_1
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slot_flags = SLOT_BACK
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ammo_type = list(/obj/item/ammo_casing/energy/laser/pulse, /obj/item/ammo_casing/energy/electrode, /obj/item/ammo_casing/energy/laser)
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cell_type = "/obj/item/stock_parts/cell/pulse"
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@@ -6,7 +6,7 @@
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origin_tech = "combat=4;magnets=4"
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can_flashlight = 1
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w_class = WEIGHT_CLASS_HUGE
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flags = CONDUCT
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flags_1 = CONDUCT_1
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slot_flags = SLOT_BACK
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ammo_type = list(/obj/item/ammo_casing/energy/ion)
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ammo_x_offset = 3
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@@ -126,8 +126,8 @@
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item_state = "plasmacutter"
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origin_tech = "combat=1;materials=3;magnets=2;plasmatech=3;engineering=1"
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ammo_type = list(/obj/item/ammo_casing/energy/plasma)
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flags = CONDUCT
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container_type = OPENCONTAINER
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flags_1 = CONDUCT_1
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container_type = OPENCONTAINER_1
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attack_verb = list("attacked", "slashed", "cut", "sliced")
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force = 12
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sharpness = IS_SHARP
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@@ -5,7 +5,7 @@
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icon_state = "staffofnothing"
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item_state = "staff"
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fire_sound = 'sound/weapons/emitter.ogg'
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flags = CONDUCT
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flags_1 = CONDUCT_1
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w_class = WEIGHT_CLASS_HUGE
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var/max_charges = 6
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var/charges = 0
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