smgs
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@@ -34,6 +34,7 @@
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var/semicd = 0 //cooldown handler
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var/weapon_weight = WEAPON_LIGHT
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var/spread = 0 //Spread induced by the gun itself.
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var/burst_spread = 0 //Spread induced by the gun itself during burst fire per iteration. Only checked if spread is 0.
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var/randomspread = 1 //Set to 0 for shotguns. This is used for weapons that don't fire all their bullets at once.
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lefthand_file = 'icons/mob/inhands/weapons/guns_lefthand.dmi'
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@@ -227,9 +228,9 @@
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to_chat(user, "<span class='notice'> [src] is lethally chambered! You don't want to risk harming anyone...</span>")
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return
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if(randomspread)
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sprd = round((rand() - 0.5) * DUALWIELD_PENALTY_EXTRA_MULTIPLIER * (randomized_gun_spread + randomized_bonus_spread))
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sprd = round((rand() - 0.5) * DUALWIELD_PENALTY_EXTRA_MULTIPLIER * (randomized_gun_spread + randomized_bonus_spread), 1)
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else //Smart spread
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sprd = round((((rand_spr/burst_size) * iteration) - (0.5 + (rand_spr * 0.25))) * (randomized_gun_spread + randomized_bonus_spread))
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sprd = round((((rand_spr/burst_size) * iteration) - (0.5 + (rand_spr * 0.25))) * (randomized_gun_spread + randomized_bonus_spread), 1)
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if(!chambered.fire_casing(target, user, params, ,suppressed, zone_override, sprd))
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shoot_with_empty_chamber(user)
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@@ -260,7 +261,9 @@
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var/randomized_gun_spread = 0
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var/rand_spr = rand()
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if(spread)
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randomized_gun_spread = rand(0,spread)
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randomized_gun_spread = rand(0, spread)
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else if(burst_size > 1 && burst_spread)
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randomized_gun_spread = rand(0, burst_spread)
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if(HAS_TRAIT(user, TRAIT_POOR_AIM)) //nice shootin' tex
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bonus_spread += 25
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var/randomized_bonus_spread = rand(0, bonus_spread)
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