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Adding additional rounds to the smart gun. Round two. #147
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Lower damage from the boyars (Still a strong anti-armor gun.)
Lower damage from the boyars (Still a strong anti-armor gun.)
This reverts commit 4c70688.
…tile for build up. Changed the smoke grenades to a flare launcher for tank visibility. Increased damage multipliers on tank to factor in it's armor attachments a little better. Turned the Cupola from burst fire to full auto Increased the firing arcs slightly on all secondary tank weapons. Changed support modules on all tank loadouts.
@@ -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 | |||
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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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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.
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
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add: Added the ability for the smartgun to take both holo and dirty mags.
/:cl: