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Combat Technician Prep Nailgun: Option 1 #5736

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Original file line number Diff line number Diff line change
Expand Up @@ -206,5 +206,5 @@ GLOBAL_LIST_INIT(cm_vending_clothing_engi, list(
/obj/item/stack/sheet/plasteel/medium_stack,
/obj/item/cell/high,
/obj/item/tool/shovel/etool/folded,
/obj/item/device/lightreplacer,
/obj/item/weapon/gun/smg/nailgun,
)
2 changes: 1 addition & 1 deletion code/game/objects/structures/barricade/barricade.dm
Original file line number Diff line number Diff line change
Expand Up @@ -461,7 +461,7 @@
update_health(-repair_value*maxhealth)
to_chat(user, SPAN_WARNING("You nail [material] to [src], restoring some of its integrity!"))
update_damage_state()
material.use(1)
material.use(4)
nailgun.current_mag.current_rounds -= 3
nailgun.in_chamber = null
nailgun.load_into_chamber()
Expand Down
8 changes: 4 additions & 4 deletions code/game/turfs/walls/walls.dm
Original file line number Diff line number Diff line change
Expand Up @@ -9,7 +9,7 @@
var/hull = 0
var/walltype = WALL_METAL
/// when walls smooth with one another, the type of junction each wall is.
var/junctiontype
var/junctiontype
var/thermite = 0
var/melting = FALSE
var/claws_minimum = CLAW_TYPE_SHARP
Expand All @@ -24,7 +24,7 @@

var/damage = 0
/// Wall will break down to girders if damage reaches this point
var/damage_cap = HEALTH_WALL
var/damage_cap = HEALTH_WALL

var/damage_overlay
var/global/damage_overlays[8]
Expand All @@ -38,7 +38,7 @@
var/d_state = 0 //Normal walls are now as difficult to remove as reinforced walls

/// the acid hole inside the wall
var/obj/effect/acid_hole/acided_hole
var/obj/effect/acid_hole/acided_hole
var/acided_hole_dir = SOUTH

var/special_icon = 0
Expand Down Expand Up @@ -553,7 +553,7 @@
to_chat(user, SPAN_WARNING("You need [amount_needed] sheets of material to fix this!"))
return FALSE

for(var/i = 1 to amount_needed)
for(var/i = 4 to amount_needed)
var/soundchannel = playsound(src, NG.repair_sound, 25, 1)
if(!do_after(user, NG.nailing_speed, INTERRUPT_ALL, BUSY_ICON_FRIENDLY, src))
playsound(src, null, channel = soundchannel)
Expand Down
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