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Adding additional rounds to the smart gun. Round two. #147

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wants to merge 47 commits into from
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Adding additional rounds to the smart gun. Round two. #147

wants to merge 47 commits into from

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Kirshbia
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@Kirshbia Kirshbia commented Mar 12, 2024

About the pull request

It adds additional ammo types to be loaded into the smart gun.
Testing has been done on local. It works.

Explain why it's good for the game

So mostly a niche use. But I am big fan of the holorounds and I think that would be a cool thing GM's can bust out. Sometimes i run HVT ops and I usually give the marines extra goodies. It'd be cool if we could give something the SG's could practically use too. Overall I don't think it'll be that much of a change as it's ultimately up to GM's discretion but a fun potential option.

Changelog

🆑
add: Added the ability for the smartgun to take both holo and dirty mags.
/:cl:

@AndroBetel AndroBetel self-requested a review March 12, 2024 18:44
@@ -13,6 +13,12 @@
reload_sound = 'sound/weapons/handling/gun_sg_reload.ogg'
unload_sound = 'sound/weapons/handling/gun_sg_unload.ogg'
current_mag = /obj/item/ammo_magazine/smartgun

accepted_ammo = list(
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yeah, no, that won't work.

SG uses var/datum/ammo/ammo_primary and var/datum/ammo/ammo_secondary to define what ammo to shoot, so you might want to somehow tie these vars to loaded mags

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@FslashN FslashN Mar 12, 2024

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This is correct. You could also remove the ammo switching (the toggle function) all-together, as it doesn't make any logical sense anyway. It's a PvP holdout.

@AndroBetel AndroBetel marked this pull request as draft March 12, 2024 18:52
@Kirshbia Kirshbia closed this Mar 14, 2024
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4 participants