Merge branch 'master' into upstream-merge-37476
# Please enter a commit message to explain why this merge is necessary, # especially if it merges an updated upstream into a topic branch. # # Lines starting with '#' will be ignored, and an empty message aborts # the commit.
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@@ -1,8 +1,8 @@
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/obj/item/ammo_box/magazine/m12g
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name = "shotgun magazine (12g taser slugs)"
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name = "shotgun magazine (12g buckshot slugs)"
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desc = "A drum magazine."
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icon_state = "m12gs"
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ammo_type = /obj/item/ammo_casing/shotgun/stunslug
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icon_state = "m12gb"
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ammo_type = /obj/item/ammo_casing/shotgun/buckshot
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caliber = "shotgun"
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max_ammo = 8
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@@ -10,14 +10,14 @@
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..()
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icon_state = "[initial(icon_state)]-[CEILING(ammo_count(0)/8, 1)*8]"
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/obj/item/ammo_box/magazine/m12g/buckshot
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name = "shotgun magazine (12g buckshot slugs)"
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icon_state = "m12gb"
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ammo_type = /obj/item/ammo_casing/shotgun/buckshot
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/obj/item/ammo_box/magazine/m12g/stun
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name = "shotgun magazine (12g taser slugs)"
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icon_state = "m12gs"
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ammo_type = /obj/item/ammo_casing/shotgun/stunslug
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/obj/item/ammo_box/magazine/m12g/slug
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name = "shotgun magazine (12g slugs)"
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icon_state = "m12gb"
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icon_state = "m12gb" //this may need an unique sprite
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ammo_type = /obj/item/ammo_casing/shotgun
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/obj/item/ammo_box/magazine/m12g/dragon
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@@ -40,7 +40,6 @@
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to_chat(user, "<span class='warning'>You need a free hand to hold the gun!</span>")
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return
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update_icon()
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gun.forceMove(user)
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user.update_inv_back()
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else
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to_chat(user, "<span class='warning'>You are already holding the gun!</span>")
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@@ -436,7 +436,7 @@
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/obj/item/projectile/beam/beam_rifle
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name = "particle beam"
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icon = ""
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icon = null
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hitsound = 'sound/effects/explosion3.ogg'
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damage = 0 //Handled manually.
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damage_type = BURN
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@@ -4,7 +4,7 @@
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/obj/item/projectile/curse_hand
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name = "curse hand"
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icon_state = "cursehand"
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icon_state = "cursehand0"
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hitsound = 'sound/effects/curse4.ogg'
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layer = LARGE_MOB_LAYER
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damage_type = BURN
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@@ -19,10 +19,7 @@
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/obj/item/projectile/curse_hand/Initialize(mapload)
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. = ..()
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handedness = prob(50)
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update_icon()
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/obj/item/projectile/curse_hand/update_icon()
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icon_state = "[icon_state][handedness]"
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icon_state = "cursehand[handedness]"
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/obj/item/projectile/curse_hand/fire(setAngle)
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if(starting)
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