[MIRROR] Splits projectiles into different files for readability (#5800)
* Splits projectiles into different files for readability * Update tgstation.dme * I love how the dme cleans itself up
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committed by
Poojawa
parent
6a688f2588
commit
c72201e605
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/obj/item/ammo_casing/energy
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name = "energy weapon lens"
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desc = "The part of the gun that makes the laser go pew."
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caliber = "energy"
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projectile_type = /obj/item/projectile/energy
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var/e_cost = 100 //The amount of energy a cell needs to expend to create this shot.
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var/select_name = "energy"
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fire_sound = 'sound/weapons/laser.ogg'
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firing_effect_type = /obj/effect/temp_visual/dir_setting/firing_effect/energy
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heavy_metal = FALSE
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@@ -0,0 +1,15 @@
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/obj/item/ammo_casing/energy/chameleon
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projectile_type = /obj/item/projectile/energy/chameleon
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e_cost = 0
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var/hitscan_mode = FALSE
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var/list/projectile_vars = list()
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/obj/item/ammo_casing/energy/chameleon/ready_proj(atom/target, mob/living/user, quiet, zone_override = "")
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. = ..()
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if(!BB)
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newshot()
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for(var/V in projectile_vars)
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if(BB.vars.Find(V))
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BB.vars[V] = projectile_vars[V]
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if(hitscan_mode)
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BB.hitscan = TRUE
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@@ -0,0 +1,12 @@
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/obj/item/ammo_casing/energy/bolt
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projectile_type = /obj/item/projectile/energy/bolt
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select_name = "bolt"
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e_cost = 500
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fire_sound = 'sound/weapons/genhit.ogg'
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/obj/item/ammo_casing/energy/bolt/halloween
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projectile_type = /obj/item/projectile/energy/bolt/halloween
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/obj/item/ammo_casing/energy/bolt/large
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projectile_type = /obj/item/projectile/energy/bolt/large
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select_name = "heavy bolt"
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@@ -0,0 +1,36 @@
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/obj/item/ammo_casing/energy/gravityrepulse
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projectile_type = /obj/item/projectile/gravityrepulse
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e_cost = 0
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fire_sound = 'sound/weapons/wave.ogg'
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select_name = "repulse"
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delay = 50
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var/obj/item/gun/energy/gravity_gun/gun
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/obj/item/ammo_casing/energy/gravityrepulse/Initialize(mapload, obj/item/gun/energy/gravity_gun/G)
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. = ..()
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gun = G
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/obj/item/ammo_casing/energy/gravityattract
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projectile_type = /obj/item/projectile/gravityattract
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e_cost = 0
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fire_sound = 'sound/weapons/wave.ogg'
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select_name = "attract"
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delay = 50
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var/obj/item/gun/energy/gravity_gun/gun
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/obj/item/ammo_casing/energy/gravityattract/Initialize(mapload, obj/item/gun/energy/gravity_gun/G)
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. = ..()
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gun = G
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/obj/item/ammo_casing/energy/gravitychaos
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projectile_type = /obj/item/projectile/gravitychaos
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e_cost = 0
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fire_sound = 'sound/weapons/wave.ogg'
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select_name = "chaos"
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delay = 50
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var/obj/item/gun/energy/gravity_gun/gun
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/obj/item/ammo_casing/energy/gravitychaos/Initialize(mapload, obj/item/gun/energy/gravity_gun/G)
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. = ..()
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gun = G
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@@ -0,0 +1,66 @@
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/obj/item/ammo_casing/energy/laser
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projectile_type = /obj/item/projectile/beam/laser
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select_name = "kill"
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/obj/item/ammo_casing/energy/lasergun
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projectile_type = /obj/item/projectile/beam/laser
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e_cost = 83
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select_name = "kill"
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/obj/item/ammo_casing/energy/lasergun/old
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projectile_type = /obj/item/projectile/beam/laser
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e_cost = 200
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select_name = "kill"
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/obj/item/ammo_casing/energy/laser/hos
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e_cost = 100
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/obj/item/ammo_casing/energy/laser/practice
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projectile_type = /obj/item/projectile/beam/practice
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select_name = "practice"
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/obj/item/ammo_casing/energy/laser/scatter
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projectile_type = /obj/item/projectile/beam/scatter
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pellets = 5
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variance = 25
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select_name = "scatter"
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/obj/item/ammo_casing/energy/laser/scatter/disabler
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projectile_type = /obj/item/projectile/beam/disabler
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pellets = 3
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variance = 15
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/obj/item/ammo_casing/energy/laser/heavy
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projectile_type = /obj/item/projectile/beam/laser/heavylaser
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select_name = "anti-vehicle"
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fire_sound = 'sound/weapons/lasercannonfire.ogg'
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/obj/item/ammo_casing/energy/laser/pulse
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projectile_type = /obj/item/projectile/beam/pulse
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e_cost = 200
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select_name = "DESTROY"
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fire_sound = 'sound/weapons/pulse.ogg'
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/obj/item/ammo_casing/energy/laser/bluetag
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projectile_type = /obj/item/projectile/beam/lasertag/bluetag
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select_name = "bluetag"
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/obj/item/ammo_casing/energy/laser/bluetag/hitscan
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projectile_type = /obj/item/projectile/beam/lasertag/bluetag/hitscan
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/obj/item/ammo_casing/energy/laser/redtag
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projectile_type = /obj/item/projectile/beam/lasertag/redtag
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select_name = "redtag"
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/obj/item/ammo_casing/energy/laser/redtag/hitscan
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projectile_type = /obj/item/projectile/beam/lasertag/redtag/hitscan
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/obj/item/ammo_casing/energy/xray
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projectile_type = /obj/item/projectile/beam/xray
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e_cost = 50
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fire_sound = 'sound/weapons/laser3.ogg'
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/obj/item/ammo_casing/energy/mindflayer
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projectile_type = /obj/item/projectile/beam/mindflayer
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select_name = "MINDFUCK"
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fire_sound = 'sound/weapons/laser.ogg'
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@@ -0,0 +1,6 @@
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/obj/item/ammo_casing/energy/c3dbullet
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projectile_type = /obj/item/projectile/bullet/c3d
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select_name = "spraydown"
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fire_sound = 'sound/weapons/gunshot_smg.ogg'
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e_cost = 20
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firing_effect_type = /obj/effect/temp_visual/dir_setting/firing_effect
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@@ -0,0 +1,11 @@
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/obj/item/ammo_casing/energy/plasma
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projectile_type = /obj/item/projectile/plasma
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select_name = "plasma burst"
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fire_sound = 'sound/weapons/plasma_cutter.ogg'
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delay = 15
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e_cost = 25
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/obj/item/ammo_casing/energy/plasma/adv
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projectile_type = /obj/item/projectile/plasma/adv
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delay = 10
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e_cost = 10
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@@ -0,0 +1,27 @@
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/obj/item/ammo_casing/energy/plasmagun
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projectile_type = /obj/item/projectile/energy/plasmabolt
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e_cost = 50
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fire_sound = 'sound/weapons/elecfire.ogg'
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/obj/item/ammo_casing/energy/plasmagun/rifle
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projectile_type = /obj/item/projectile/energy/plasmabolt/rifle
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e_cost = 100
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/obj/item/ammo_casing/energy/plasmagun/light
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projectile_type = /obj/item/projectile/energy/plasmabolt/light
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e_cost = 50
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/obj/item/ammo_casing/energy/plasmagun/MP40k
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projectile_type = /obj/item/projectile/energy/plasmabolt/MP40k
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e_cost = 75
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/obj/item/ammo_casing/energy/megabuster
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projectile_type = /obj/item/projectile/energy/megabuster
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fire_sound = 'sound/weapons/megabuster.ogg'
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e_cost = 5
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/obj/item/ammo_casing/energy/buster
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e_cost = 25
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projectile_type = /obj/item/projectile/energy/buster
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fire_sound = 'sound/weapons/mmlbuster.ogg'
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@@ -0,0 +1,14 @@
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/obj/item/ammo_casing/energy/wormhole
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projectile_type = /obj/item/projectile/beam/wormhole
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e_cost = 0
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fire_sound = 'sound/weapons/pulse3.ogg'
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var/obj/item/gun/energy/wormhole_projector/gun = null
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select_name = "blue"
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/obj/item/ammo_casing/energy/wormhole/orange
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projectile_type = /obj/item/projectile/beam/wormhole/orange
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select_name = "orange"
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/obj/item/ammo_casing/energy/wormhole/Initialize(mapload, obj/item/gun/energy/wormhole_projector/wh)
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. = ..()
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gun = wh
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@@ -0,0 +1,61 @@
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/obj/item/ammo_casing/energy/ion
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projectile_type = /obj/item/projectile/ion
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select_name = "ion"
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fire_sound = 'sound/weapons/ionrifle.ogg'
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/obj/item/ammo_casing/energy/declone
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projectile_type = /obj/item/projectile/energy/declone
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select_name = "declone"
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fire_sound = 'sound/weapons/pulse3.ogg'
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/obj/item/ammo_casing/energy/flora
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fire_sound = 'sound/effects/stealthoff.ogg'
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/obj/item/ammo_casing/energy/flora/yield
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projectile_type = /obj/item/projectile/energy/florayield
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select_name = "yield"
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/obj/item/ammo_casing/energy/flora/mut
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projectile_type = /obj/item/projectile/energy/floramut
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select_name = "mutation"
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/obj/item/ammo_casing/energy/temp
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projectile_type = /obj/item/projectile/temp
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select_name = "freeze"
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e_cost = 250
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fire_sound = 'sound/weapons/pulse3.ogg'
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/obj/item/ammo_casing/energy/temp/hot
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projectile_type = /obj/item/projectile/temp/hot
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select_name = "bake"
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/obj/item/ammo_casing/energy/meteor
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projectile_type = /obj/item/projectile/meteor
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select_name = "goddamn meteor"
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/obj/item/ammo_casing/energy/net
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projectile_type = /obj/item/projectile/energy/net
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select_name = "netting"
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pellets = 6
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variance = 40
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/obj/item/ammo_casing/energy/trap
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projectile_type = /obj/item/projectile/energy/trap
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select_name = "snare"
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/obj/item/ammo_casing/energy/instakill
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projectile_type = /obj/item/projectile/beam/instakill
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e_cost = 0
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select_name = "DESTROY"
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/obj/item/ammo_casing/energy/instakill/blue
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projectile_type = /obj/item/projectile/beam/instakill/blue
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/obj/item/ammo_casing/energy/instakill/red
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projectile_type = /obj/item/projectile/beam/instakill/red
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/obj/item/ammo_casing/energy/tesla_revolver
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fire_sound = 'sound/magic/lightningbolt.ogg'
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e_cost = 200
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select_name = "stun"
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projectile_type = /obj/item/projectile/energy/tesla/revolver
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@@ -0,0 +1,24 @@
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/obj/item/ammo_casing/energy/electrode
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projectile_type = /obj/item/projectile/energy/electrode
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select_name = "stun"
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fire_sound = 'sound/weapons/taser.ogg'
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e_cost = 200
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/obj/item/ammo_casing/energy/electrode/spec
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e_cost = 100
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/obj/item/ammo_casing/energy/electrode/gun
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fire_sound = 'sound/weapons/gunshot.ogg'
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e_cost = 100
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/obj/item/ammo_casing/energy/electrode/hos
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e_cost = 200
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/obj/item/ammo_casing/energy/electrode/old
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e_cost = 1000
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/obj/item/ammo_casing/energy/disabler
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projectile_type = /obj/item/projectile/beam/disabler
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select_name = "disable"
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e_cost = 50
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fire_sound = 'sound/weapons/taser2.ogg'
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