Porting Robustin's Syndicate Infiltrator PR
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@@ -647,6 +647,7 @@
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has_cover = 0
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scan_range = 9
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req_access = list(ACCESS_SYNDICATE)
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mode = TURRET_LETHAL
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stun_projectile = /obj/item/projectile/bullet
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lethal_projectile = /obj/item/projectile/bullet
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lethal_projectile_sound = 'sound/weapons/gunshot.ogg'
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@@ -695,6 +696,24 @@
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stun_projectile = /obj/item/projectile/bullet/syndicate_turret
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lethal_projectile = /obj/item/projectile/bullet/syndicate_turret
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/obj/machinery/porta_turret/syndicate/shuttle
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scan_range = 9
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shot_delay = 3
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stun_projectile = /obj/item/projectile/bullet/p50/penetrator/shuttle
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lethal_projectile = /obj/item/projectile/bullet/p50/penetrator/shuttle
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lethal_projectile_sound = 'sound/weapons/gunshot_smg.ogg'
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stun_projectile_sound = 'sound/weapons/gunshot_smg.ogg'
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armor = list("melee" = 50, "bullet" = 30, "laser" = 30, "energy" = 30, "bomb" = 80, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 90)
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/obj/machinery/porta_turret/syndicate/shuttle/target(atom/movable/target)
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if(target)
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setDir(get_dir(base, target))//even if you can't shoot, follow the target
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shootAt(target)
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addtimer(CALLBACK(src, .proc/shootAt, target), 5)
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addtimer(CALLBACK(src, .proc/shootAt, target), 10)
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addtimer(CALLBACK(src, .proc/shootAt, target), 15)
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return TRUE
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/obj/machinery/porta_turret/ai
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faction = list("silicon")
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nonlethal_projectile = /obj/item/projectile/beam/disabler
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