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@@ -14,11 +14,26 @@
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ricochets_max = 50 //Honk!
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ricochet_chance = 80
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is_reflectable = TRUE
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wound_bonus = -20
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bare_wound_bonus = 10
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/obj/item/projectile/beam/laser
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tracer_type = /obj/effect/projectile/tracer/laser
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muzzle_type = /obj/effect/projectile/muzzle/laser
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impact_type = /obj/effect/projectile/impact/laser
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wound_bonus = -30
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bare_wound_bonus = 40
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//overclocked laser, does a bit more damage but has much higher wound power (-0 vs -20)
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/obj/projectile/beam/laser/hellfire
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name = "hellfire laser"
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wound_bonus = 0
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damage = 25
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speed = 0.6 // higher power = faster, that's how light works right
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/obj/projectile/beam/laser/hellfire/Initialize()
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. = ..()
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transform *= 2
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/obj/item/projectile/beam/laser/heavylaser
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name = "heavy laser"
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@@ -90,6 +105,7 @@
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tracer_type = /obj/effect/projectile/tracer/pulse
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muzzle_type = /obj/effect/projectile/muzzle/pulse
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impact_type = /obj/effect/projectile/impact/pulse
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wound_bonus = 10
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/obj/item/projectile/beam/pulse/on_hit(atom/target, blocked = FALSE)
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. = ..()
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@@ -116,6 +132,8 @@
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damage = 30
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impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser
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light_color = LIGHT_COLOR_GREEN
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wound_bonus = -40
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bare_wound_bonus = 70
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/obj/item/projectile/beam/emitter/singularity_pull()
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return
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