Merge branch 'master' into upstream-merge-31737
This commit is contained in:
@@ -1,5 +1,5 @@
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/obj/item/gun/ballistic
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desc = "Now comes in flavors like GUN. Uses 10mm ammo, for some reason"
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desc = "Now comes in flavors like GUN. Uses 10mm ammo, for some reason."
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name = "projectile gun"
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icon_state = "pistol"
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origin_tech = "combat=2;materials=2"
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@@ -3,7 +3,7 @@
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//The ammo/gun is stored in a back slot item
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/obj/item/minigunpack
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name = "backpack power source"
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desc = "The massive external power source for the laser gatling gun"
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desc = "The massive external power source for the laser gatling gun."
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icon = 'icons/obj/guns/minigun.dmi'
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icon_state = "holstered"
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item_state = "backpack"
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@@ -341,7 +341,7 @@
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/obj/item/gun/ballistic/revolver/doublebarrel/improvised/sawn
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name = "sawn-off improvised shotgun"
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desc = "A single-shot shotgun, better not miss"
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desc = "A single-shot shotgun. Better not miss."
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icon_state = "ishotgun"
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item_state = "gun"
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w_class = WEIGHT_CLASS_NORMAL
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@@ -137,7 +137,7 @@
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/obj/item/gun/ballistic/shotgun/boltaction/enchanted/arcane_barrage
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name = "arcane barrage"
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desc = "Pew Pew Pew"
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desc = "Pew Pew Pew."
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fire_sound = 'sound/weapons/emitter.ogg'
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pin = /obj/item/device/firing_pin/magic
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icon_state = "arcane_barrage"
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@@ -38,9 +38,10 @@
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var/aiming_time = 12
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var/aiming_time_fire_threshold = 5
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var/aiming_time_left = 12
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var/aiming_time_increase_user_movement = 6
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var/aiming_time_increase_user_movement = 3
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var/scoped_slow = 1
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var/aiming_time_increase_angle_multiplier = 0.3
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var/last_process = 0
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var/lastangle = 0
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var/aiming_lastangle = 0
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@@ -204,7 +205,7 @@
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/obj/item/gun/energy/beam_rifle/Initialize()
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. = ..()
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START_PROCESSING(SSfastprocess, src)
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START_PROCESSING(SSprojectiles, src)
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zoom_speed_action = new(src)
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zoom_lock_action = new(src)
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@@ -240,7 +241,7 @@
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if(!istype(curloc))
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return
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targloc = get_turf_in_angle(lastangle, curloc, 10)
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P.preparePixelProjectile(targloc, targloc, current_user, current_user.client.mouseParams, 0)
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P.preparePixelProjectile(targloc, current_user, current_user.client.mouseParams, 0)
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P.fire(lastangle)
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/obj/item/gun/energy/beam_rifle/process()
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@@ -248,9 +249,9 @@
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return
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check_user()
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handle_zooming()
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aiming_time_left = min(0, aiming_time_left - (world.time - lastprocess))
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aiming_time_left = max(0, aiming_time_left - (world.time - last_process))
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aiming_beam(TRUE)
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lastprocess = world.time
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last_process = world.time
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/obj/item/gun/energy/beam_rifle/proc/check_user(automatic_cleanup = TRUE)
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if(!istype(current_user) || !isturf(current_user.loc) || !(src in current_user.held_items) || current_user.incapacitated()) //Doesn't work if you're not holding it!
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@@ -442,7 +443,7 @@
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firing_dir = BB.firer.dir
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if(!BB.suppressed && firing_effect_type)
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new firing_effect_type(get_turf(src), firing_dir)
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BB.preparePixelProjectile(target, targloc, user, params, spread)
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BB.preparePixelProjectile(target, user, params, spread)
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BB.fire(gun? gun.lastangle : null, null)
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BB = null
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return TRUE
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@@ -508,7 +509,7 @@
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if(wall_pierce++ < wall_pierce_amount)
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loc = target
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if(prob(wall_devastate))
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if(istype(target, /turf/closed/wall))
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if(iswallturf(target))
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var/turf/closed/wall/W = target
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W.dismantle_wall(TRUE, TRUE)
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else
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@@ -638,10 +639,6 @@
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while(loc)
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if(++safety > (range * 3)) //If it's looping for way, way too long...
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return //Kill!
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if((!( current ) || loc == current))
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current = locate(Clamp(x+xo,1,world.maxx),Clamp(y+yo,1,world.maxy),z)
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if(!Angle)
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Angle=round(Get_Angle(src,current))
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if(spread)
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Angle += (rand() - 0.5) * spread
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var/matrix/M = new
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@@ -75,7 +75,7 @@
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/obj/item/gun/energy/e_gun/dragnet/snare
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name = "Energy Snare Launcher"
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desc = "Fires an energy snare that slows the target down"
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desc = "Fires an energy snare that slows the target down."
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ammo_type = list(/obj/item/ammo_casing/energy/trap)
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/obj/item/gun/energy/e_gun/turret
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@@ -108,7 +108,7 @@
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/obj/item/gun/energy/xray
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name = "x-ray laser gun"
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desc = "A high-power laser gun capable of expelling concentrated x-ray blasts that pass through multiple soft targets and heavier materials"
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desc = "A high-power laser gun capable of expelling concentrated x-ray blasts that pass through multiple soft targets and heavier materials."
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icon_state = "xray"
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item_state = null
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origin_tech = "combat=6;materials=4;magnets=4;syndicate=1"
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@@ -1,6 +1,6 @@
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/obj/item/gun/grenadelauncher
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name = "grenade launcher"
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desc = "a terrible, terrible thing. it's really awful!"
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desc = "A terrible, terrible thing. It's really awful!"
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icon = 'icons/obj/guns/projectile.dmi'
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icon_state = "riotgun"
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item_state = "riotgun"
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@@ -6,7 +6,7 @@
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/obj/item/gun/magic/staff/change
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name = "staff of change"
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desc = "An artefact that spits bolts of coruscating energy which cause the target's very form to reshape itself"
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desc = "An artefact that spits bolts of coruscating energy which cause the target's very form to reshape itself."
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fire_sound = 'sound/magic/staff_change.ogg'
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ammo_type = /obj/item/ammo_casing/magic/change
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icon_state = "staffofchange"
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@@ -62,7 +62,7 @@
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/obj/item/gun/magic/staff/honk
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name = "staff of the honkmother"
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desc = "Honk"
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desc = "Honk."
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fire_sound = 'sound/items/airhorn.ogg'
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ammo_type = /obj/item/ammo_casing/magic/honk
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icon_state = "honker"
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@@ -41,7 +41,8 @@
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var/obj/item/reagent_containers/syringe/S = syringes[syringes.len]
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if(!S) return 0
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if(!S)
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return 0
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S.loc = user.loc
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syringes.Remove(S)
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@@ -78,16 +79,16 @@
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force = 2 //Also very weak because it's smaller
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suppressed = TRUE //Softer fire sound
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can_unsuppress = FALSE //Permanently silenced
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/obj/item/gun/syringe/dna
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name = "modified syringe gun"
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desc = "A syringe gun that has been modified to fit DNA injectors instead of normal syringes."
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origin_tech = "combat=2;syndicate=2;biotech=3"
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/obj/item/gun/syringe/dna/Initialize()
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. = ..()
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chambered = new /obj/item/ammo_casing/dnainjector(src)
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/obj/item/gun/syringe/dna/attackby(obj/item/A, mob/user, params, show_msg = TRUE)
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if(istype(A, /obj/item/dnainjector))
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var/obj/item/dnainjector/D = A
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