ramsay broke every shotgun
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@@ -25,7 +25,7 @@
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else
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icon_state = "[initial(icon_state)][suppressed ? "-suppressed" : ""][sawn_off ? "-sawn" : ""]"
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/obj/item/gun/ballistic/process_chamber(empty_chamber = 1)
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/obj/item/gun/ballistic/process_chamber(mob/living/user, empty_chamber = 1)
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var/obj/item/ammo_casing/AC = chambered //Find chambered round
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if(istype(AC)) //there's a chambered round
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if(casing_ejector)
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@@ -23,7 +23,7 @@
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A.update_icon()
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update_icon()
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/obj/item/gun/ballistic/shotgun/process_chamber(empty_chamber = 0)
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/obj/item/gun/ballistic/shotgun/process_chamber(mob/living/user, empty_chamber = 0)
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return ..() //changed argument value
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/obj/item/gun/ballistic/shotgun/chamber_round()
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@@ -57,7 +57,7 @@
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casing_ejector = FALSE
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can_suppress = FALSE
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/obj/item/gun/ballistic/shotgun/toy/process_chamber(empty_chamber = 0)
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/obj/item/gun/ballistic/shotgun/toy/process_chamber(mob/living/user, empty_chamber = 0)
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..()
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if(chambered && !chambered.BB)
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qdel(chambered)
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