Replace all secondary flags with bitflags stored in the flags_2 var
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@@ -96,7 +96,7 @@
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icon_state = "minigun_spin"
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item_state = "minigun"
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origin_tech = "combat=6;powerstorage=5;magnets=4"
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flags = CONDUCT
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flags_1 = CONDUCT_1
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slowdown = 1
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slot_flags = null
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w_class = WEIGHT_CLASS_HUGE
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@@ -108,16 +108,15 @@
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fire_sound = 'sound/weapons/laser.ogg'
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mag_type = /obj/item/ammo_box/magazine/internal/minigun
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casing_ejector = 0
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flags_2 = SLOWS_WHILE_IN_HAND_2
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var/obj/item/weapon/minigunpack/ammo_pack
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/obj/item/weapon/gun/ballistic/minigun/Initialize()
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SET_SECONDARY_FLAG(src, SLOWS_WHILE_IN_HAND)
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if(istype(loc, /obj/item/weapon/minigunpack)) //We should spawn inside a ammo pack so let's use that one.
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ammo_pack = loc
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else
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return INITIALIZE_HINT_QDEL //No pack, no gun
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return ..()
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/obj/item/weapon/gun/ballistic/minigun/attack_self(mob/living/user)
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@@ -261,7 +261,7 @@
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w_class = WEIGHT_CLASS_BULKY
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weapon_weight = WEAPON_MEDIUM
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force = 10
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flags = CONDUCT
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flags_1 = CONDUCT_1
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slot_flags = SLOT_BACK
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mag_type = /obj/item/ammo_box/magazine/internal/shot/dual
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sawn_desc = "Omar's coming!"
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@@ -5,7 +5,7 @@
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item_state = "shotgun"
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w_class = WEIGHT_CLASS_BULKY
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force = 10
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flags = CONDUCT
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flags_1 = CONDUCT_1
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slot_flags = SLOT_BACK
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origin_tech = "combat=4;materials=2"
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mag_type = /obj/item/ammo_box/magazine/internal/shot
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@@ -143,7 +143,7 @@
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icon_state = "arcane_barrage"
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item_state = "arcane_barrage"
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flags = DROPDEL
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flags_1 = DROPDEL_1
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mag_type = /obj/item/ammo_box/magazine/internal/boltaction/enchanted/arcane_barrage
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