Merge branch 'master' of https://github.com/Citadel-Station-13/Citadel-Station-13 into Ghommie-cit229
This commit is contained in:
@@ -5,7 +5,7 @@
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var/automatic_burst_overlay = TRUE
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can_suppress = TRUE
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burst_size = 3
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fire_delay = 2
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burst_shot_delay = 2
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actions_types = list(/datum/action/item_action/toggle_firemode)
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/obj/item/gun/ballistic/automatic/proto
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@@ -77,11 +77,9 @@
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/obj/item/gun/ballistic/automatic/proc/enable_burst()
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burst_size = initial(burst_size)
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fire_delay = initial(fire_delay)
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/obj/item/gun/ballistic/automatic/proc/disable_burst()
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burst_size = 1
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fire_delay = 0
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/obj/item/gun/ballistic/automatic/can_shoot()
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return get_ammo()
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@@ -100,7 +98,7 @@
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item_state = "c20r"
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mag_type = /obj/item/ammo_box/magazine/smgm45
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fire_sound = 'sound/weapons/gunshot_smg.ogg'
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fire_delay = 2
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burst_shot_delay = 2
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burst_size = 2
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pin = /obj/item/firing_pin/implant/pindicate
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can_bayonet = TRUE
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@@ -130,7 +128,7 @@
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mag_type = /obj/item/ammo_box/magazine/wt550m9
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can_suppress = FALSE
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burst_size = 2
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fire_delay = 1
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burst_shot_delay = 1
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can_bayonet = TRUE
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knife_x_offset = 25
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knife_y_offset = 12
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@@ -165,7 +163,7 @@
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can_suppress = FALSE
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var/obj/item/gun/ballistic/revolver/grenadelauncher/underbarrel
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burst_size = 3
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fire_delay = 2
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burst_shot_delay = 2
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pin = /obj/item/firing_pin/implant/pindicate
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/obj/item/gun/ballistic/automatic/m90/Initialize()
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@@ -212,7 +210,6 @@
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if(0)
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select = 1
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burst_size = initial(burst_size)
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fire_delay = initial(fire_delay)
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to_chat(user, "<span class='notice'>You switch to [burst_size]-rnd burst.</span>")
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if(1)
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select = 2
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@@ -220,7 +217,6 @@
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if(2)
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select = 0
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burst_size = 1
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fire_delay = 0
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to_chat(user, "<span class='notice'>You switch to semi-auto.</span>")
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playsound(user, 'sound/weapons/empty.ogg', 100, 1)
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update_icon()
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@@ -237,7 +233,7 @@
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fire_sound = 'sound/weapons/gunshot_smg.ogg'
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can_suppress = FALSE
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burst_size = 4
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fire_delay = 1
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burst_shot_delay = 1
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/obj/item/gun/ballistic/automatic/ar
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name = "\improper NT-ARG 'Boarder'"
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@@ -249,7 +245,7 @@
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fire_sound = 'sound/weapons/gunshot_smg.ogg'
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can_suppress = FALSE
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burst_size = 3
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fire_delay = 1
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burst_shot_delay = 1
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// Bulldog shotgun //
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@@ -264,7 +260,6 @@
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fire_sound = 'sound/weapons/gunshot.ogg'
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can_suppress = FALSE
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burst_size = 1
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fire_delay = 0
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pin = /obj/item/firing_pin/implant/pindicate
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actions_types = list()
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@@ -301,7 +296,7 @@
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var/cover_open = FALSE
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can_suppress = FALSE
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burst_size = 3
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fire_delay = 1
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burst_shot_delay = 1
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spread = 7
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pin = /obj/item/firing_pin/implant/pindicate
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@@ -421,7 +416,7 @@
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mag_type = /obj/item/ammo_box/magazine/recharge
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fire_delay = 2
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can_suppress = FALSE
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burst_size = 0
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burst_size = 1
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actions_types = list()
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fire_sound = 'sound/weapons/laser.ogg'
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casing_ejector = FALSE
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@@ -0,0 +1,68 @@
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/obj/item/gun/ballistic/bow
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name = "wooden bow"
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desc = "Some sort of primitive projectile weapon. Used to fire arrows."
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icon_state = "bow"
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item_state = "bow"
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w_class = WEIGHT_CLASS_BULKY
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weapon_weight = WEAPON_HEAVY //need both hands to fire
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force = 5
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mag_type = /obj/item/ammo_box/magazine/internal/bow
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fire_sound = 'sound/weapons/bowfire.wav'
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slot_flags = ITEM_SLOT_BACK
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item_flags = NONE
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casing_ejector = FALSE
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inaccuracy_modifier = 0.33 //to counteract the innaccuracy from WEAPON_HEAVY, bows are supposed to be accurate but only able to be fired with both hands
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pin = null
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no_pin_required = TRUE
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trigger_guard = TRIGGER_GUARD_NONE //so ashwalkers can use it
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/obj/item/gun/ballistic/bow/shoot_with_empty_chamber()
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return
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/obj/item/gun/ballistic/bow/chamber_round()
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chambered = magazine.get_round(1)
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/obj/item/gun/ballistic/bow/afterattack()
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. = ..()
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if (chambered)
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chambered = null
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magazine.get_round(0)
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update_icon()
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/obj/item/gun/ballistic/bow/attack_self(mob/living/user)
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if (chambered)
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var/obj/item/ammo_casing/AC = magazine.get_round(0)
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user.put_in_hands(AC)
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chambered = null
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to_chat(user, "<span class='notice'>You gently release the bowstring, removing the arrow.</span>")
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else if (get_ammo())
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to_chat(user, "<span class='notice'>You draw back the bowstring.</span>")
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playsound(src, 'sound/weapons/bowdraw.wav', 75, 0) //gets way too high pitched if the freq varies
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chamber_round()
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update_icon()
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/obj/item/gun/ballistic/bow/attackby(obj/item/I, mob/user, params)
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if (magazine.attackby(I, user, params, 1))
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to_chat(user, "<span class='notice'>You notch the arrow.</span>")
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update_icon()
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/obj/item/gun/ballistic/bow/update_icon()
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icon_state = "bow_[get_ammo() ? (chambered ? "firing" : "loaded") : "unloaded"]"
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/obj/item/gun/ballistic/bow/can_shoot()
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return chambered
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/obj/item/gun/ballistic/bow/ashen
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name = "bone bow"
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desc = "Some sort of primitive projectile weapon made of bone and sinew. Used to fire arrows."
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icon_state = "ashenbow"
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item_state = "ashenbow"
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force = 8
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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 silk 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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inaccuracy_modifier = 1.1 //Made of pipe and in a rush
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force = 0
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@@ -61,7 +61,6 @@
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/obj/item/gun/ballistic/automatic/magrifle/nopin
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pin = null
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spawnwithmagazine = FALSE
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cell_type = /obj/item/stock_parts/cell/magnetic/empty
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/obj/item/gun/ballistic/automatic/magrifle/hyperburst
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name = "\improper Hyper-Burst Rifle"
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@@ -100,4 +99,3 @@
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/obj/item/gun/ballistic/automatic/magrifle/pistol/nopin
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pin = null
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spawnwithmagazine = FALSE
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cell_type = /obj/item/stock_parts/cell/magnetic/pistol/empty
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@@ -79,6 +79,7 @@
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/obj/item/gun/ballistic/automatic/pistol/stickman
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name = "flat gun"
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desc = "A 2 dimensional gun.. what?"
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can_suppress = FALSE
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icon_state = "flatgun"
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/obj/item/gun/ballistic/automatic/pistol/stickman/pickup(mob/living/user)
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