minor bug fix, also inhand sprites
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@@ -27,6 +27,7 @@
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desc = "A high-power spring, linked to an energy-based piercing synthesiser."
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projectile_type = /obj/item/projectile/bullet/dart/piercing
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firing_effect_type = null
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var/dartvolume = 10
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/obj/item/ammo_casing/chemgun/ready_proj(atom/target, mob/living/user, quiet, zone_override = "")
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if(!BB)
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@@ -38,7 +39,7 @@
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if (CG.vial == null)
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CG.syringes_left--
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return
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CG.vial.reagents.trans_to(BB,10)
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CG.vial.reagents.trans_to(BB, dartvolume)
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BB.name = "chemical dart"
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CG.syringes_left--
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..()
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@@ -50,21 +51,7 @@
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projectile_type = /obj/item/projectile/bullet/dart/syringe/dart
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firing_effect_type = null
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harmful = FALSE
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/obj/item/ammo_casing/chemgun/smart/ready_proj(atom/target, mob/living/user, quiet, zone_override = "")
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if(!BB)
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return
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if(istype(loc, /obj/item/gun/chem/smart))
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var/obj/item/gun/chem/smart/CG = loc
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if(CG.syringes_left <= 0)
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return
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if (CG.vial == null)
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CG.syringes_left--
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return
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CG.vial.reagents.trans_to(BB,20)
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BB.name = "smart chemical dart"
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CG.syringes_left--
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..()
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dartvolume = 20
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/obj/item/ammo_casing/dnainjector
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name = "rigged syringe gun spring"
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desc = "A high-power spring that throws DNA injectors."
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