Merge remote-tracking branch 'citadel/master' into unarmed_parry
This commit is contained in:
@@ -59,7 +59,7 @@
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/obj/item/gun/ballistic/bow/pipe
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name = "pipe bow"
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desc = "Some sort of pipe made projectile weapon made of a durathread string and lots of bending. Used to fire arrows."
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desc = "Some sort of pipe-based projectile weapon made of string and lots of bending. Used to fire arrows."
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icon_state = "pipebow"
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item_state = "pipebow"
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force = 0
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force = 2
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@@ -156,19 +156,3 @@
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name = "Syndicate Anti Tank Pistol"
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desc = "A massively impractical and silly monstrosity of a pistol that fires .50 calliber rounds. The recoil is likely to dislocate a variety of joints without proper bracing."
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pin = /obj/item/firing_pin/implant/pindicate
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////////////Improvised Pistol////////////
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/obj/item/gun/ballistic/automatic/pistol/improvised
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name = "Improvised Pistol"
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desc = "An improvised pocket-sized pistol that fires .32 calibre rounds. It looks incredibly flimsy."
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icon_state = "ipistol"
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item_state = "pistol"
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mag_type = /obj/item/ammo_box/magazine/m32acp
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fire_delay = 7.5
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can_suppress = FALSE
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w_class = WEIGHT_CLASS_SMALL
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spread = 15 // Keep the spread between 15 and 20. This hardlocks it into being a mid-range pistol, the magazine size means you're allowed to miss. Fills the mid-range niche that slugs/rifle and buckshot doesn't fill.
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/obj/item/gun/ballistic/automatic/pistol/improvised/nomag
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spawnwithmagazine = FALSE // For crafting as you shouldn't get eight bullets for free otherwise people will reaper reload.
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@@ -319,11 +319,11 @@
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/obj/item/gun/ballistic/revolver/doublebarrel/improvised
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name = "improvised shotgun"
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desc = "A shoddy break-action breechloaded shotgun. Its lacklustre construction will probably result in it hurting people less than a normal shotgun."
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desc = "A shoddy break-action breechloaded shotgun. Its lacklustre construction shows in its lesser effectiveness."
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icon_state = "ishotgun"
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item_state = "shotgun"
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w_class = WEIGHT_CLASS_BULKY
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weapon_weight = WEAPON_MEDIUM
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weapon_weight = WEAPON_MEDIUM // prevents shooting 2 at once, but doesn't require 2 hands
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force = 10
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slot_flags = null
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mag_type = /obj/item/ammo_box/magazine/internal/shot/improvised
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@@ -331,12 +331,11 @@
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unique_reskin = null
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projectile_damage_multiplier = 0.9
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var/slung = FALSE
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weapon_weight = WEAPON_HEAVY
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/obj/item/gun/ballistic/revolver/doublebarrel/improvised/attackby(obj/item/A, mob/user, params)
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..()
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if(istype(A, /obj/item/stack/cable_coil) && !sawn_off)
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if(A.use_tool(src, user, 0, 10, max_level = JOB_SKILL_BASIC))
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if(A.use_tool(src, user, 0, 10, skill_gain_mult = EASY_USE_TOOL_MULT))
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slot_flags = ITEM_SLOT_BACK
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to_chat(user, "<span class='notice'>You tie the lengths of cable to the shotgun, making a sling.</span>")
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slung = TRUE
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@@ -358,7 +357,7 @@
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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 = "The barrel and stock have been sawn and filed down; it can fit in backpacks. You still need two hands to fire this, if you value unbroken wrists."
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desc = "The barrel and stock have been sawn and filed down; it can fit in backpacks. You wont want to shoot two of these at once if you value your wrists."
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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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@@ -156,7 +156,7 @@
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/obj/item/gun/ballistic/shotgun/boltaction/improvised/attackby(obj/item/A, mob/user, params)
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..()
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if(istype(A, /obj/item/stack/cable_coil) && !sawn_off)
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if(A.use_tool(src, user, 0, 10, max_level = JOB_SKILL_BASIC))
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if(A.use_tool(src, user, 0, 10, skill_gain_mult = EASY_USE_TOOL_MULT))
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slot_flags = ITEM_SLOT_BACK
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to_chat(user, "<span class='notice'>You tie the lengths of cable to the rifle, making a sling.</span>")
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slung = TRUE
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@@ -240,20 +240,3 @@
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chambered.BB.damage *= 5
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process_fire(target, user, TRUE, params)
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////////////////
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// IMPROVISED //
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////////////////
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/obj/item/gun/energy/e_gun/old/improvised
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name = "improvised energy rifle"
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desc = "A crude imitation of an energy gun. It works, however the beams are poorly focused and most of the energy is wasted before it reaches the target. Welp, it still burns things."
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icon_state = "improvised"
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ammo_x_offset = 1
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shaded_charge = 1
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ammo_type = list(/obj/item/ammo_casing/energy/lasergun/improvised)
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/obj/item/gun/energy/e_gun/old/improvised/upgraded
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name = "makeshift energy rifle"
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desc = "The new lens and upgraded parts gives this a higher capacity and more energy output, however, the shoddy construction still leaves it inferior to Nanotrasen's own energy weapons."
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ammo_type = list(/obj/item/ammo_casing/energy/lasergun/improvised/upgraded)
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