o k.
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@@ -97,7 +97,7 @@
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pin = null
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can_charge = 0
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ammo_x_offset = 1
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ammo_type = list(/obj/item/ammo_casing/energy/electrode, /obj/item/ammo_casing/energy/disabler, /obj/item/ammo_casing/energy/laser)
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ammo_type = list(/obj/item/ammo_casing/energy/disabler, /obj/item/ammo_casing/energy/laser)
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selfcharge = EGUN_SELFCHARGE
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var/fail_tick = 0
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var/fail_chance = 0
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@@ -113,18 +113,21 @@
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..()
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/obj/item/gun/energy/e_gun/nuclear/proc/failcheck()
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if(prob(fail_chance) && isliving(loc))
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var/mob/living/M = loc
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if(prob(fail_chance))
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switch(fail_tick)
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if(0 to 200)
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fail_tick += (2*(fail_chance))
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M.rad_act(400)
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to_chat(M, "<span class='userdanger'>Your [name] feels warmer.</span>")
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radiation_pulse(src, 50)
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var/mob/M = (ismob(loc) && loc) || (ismob(loc.loc) && loc.loc) //thank you short circuiting. if you powergame and nest these guns deeply you get to suffer no-warning radiation death.
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if(M)
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to_chat(M, "<span class='userdanger'>Your [name] feels warmer.</span>")
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if(201 to INFINITY)
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SSobj.processing.Remove(src)
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M.rad_act(800)
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crit_fail = 1
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to_chat(M, "<span class='userdanger'>Your [name]'s reactor overloads!</span>")
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radiation_pulse(src, 200)
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crit_fail = TRUE
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var/mob/M = (ismob(loc) && loc) || (ismob(loc.loc) && loc.loc)
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if(M)
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to_chat(M, "<span class='userdanger'>Your [name]'s reactor overloads!</span>")
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/obj/item/gun/energy/e_gun/nuclear/emp_act(severity)
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. = ..()
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@@ -18,10 +18,23 @@
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/obj/item/gun/energy/e_gun/advtaser
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name = "hybrid taser"
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desc = "A dual-mode taser designed to fire both short-range high-power electrodes and long-range disabler beams."
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desc = "A dual-mode taser designed to fire both short-range high-power electrodes and long-range disabler beams. <span class='boldnotice'>Right click in combat mode to fire a taser shot with a cooldown.</span>"
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icon_state = "advtaser"
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ammo_type = list(/obj/item/ammo_casing/energy/disabler, /obj/item/ammo_casing/energy/electrode)
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ammo_type = list(/obj/item/ammo_casing/energy/disabler, /obj/item/ammo_casing/energy/electrode/security = FALSE)
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ammo_x_offset = 2
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// Not enough guns have altfire systems like this yet for this to be a universal framework.
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var/last_altfire = 0
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var/altfire_delay = 15
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/obj/item/gun/energy/e_gun/advtaser/altafterattack(atom/target, mob/user, proximity_flag, params)
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. = TRUE
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if(last_altfire + altfire_delay > world.time)
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return
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var/current_index = current_firemode_index
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set_firemode_to_type(/obj/item/ammo_casing/energy/electrode)
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process_afterattack(target, user, proximity_flag, params)
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set_firemode_index(current_index)
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last_altfire = world.time
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/obj/item/gun/energy/e_gun/advtaser/cyborg
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name = "cyborg taser"
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