/obj/item/projectile/bullet name = "bullet" icon_state = "bullet" damage = 60 damage_type = BRUTE nodamage = 0 flag = "bullet" embed = 1 sharp = 1 on_hit(var/atom/target, var/blocked = 0) if (..(target, blocked)) var/mob/living/L = target shake_camera(L, 3, 2) /obj/item/projectile/bullet/weakbullet // "rubber" bullets damage = 10 agony = 60 /* stun = 5 weaken = 5*/ embed = 0 sharp = 0 /obj/item/projectile/bullet/weakbullet/beanbag //because beanbags are not bullets name = "beanbag" /obj/item/projectile/bullet/weakbullet/rubber name = "rubber bullet" /obj/item/projectile/bullet/midbullet damage = 20 stun = 5 weaken = 5 /obj/item/projectile/bullet/midbullet2 damage = 25 /obj/item/projectile/bullet/incendiary icon_state= "fireball" /obj/item/projectile/bullet/incendiary/on_hit(var/atom/target, var/blocked = 0) if(istype(target, /mob/living/carbon)) var/mob/living/carbon/M = target M.adjust_fire_stacks(1) M.IgniteMob() else if(istype(target, /mob/living/silicon/robot)) var/mob/living/silicon/robot/M = target M.adjust_fire_stacks(1) M.IgniteMob() /obj/item/projectile/bullet/incendiary/shell name = "incendiary shell" damage_type = BURN damage = 20 embed = 0 sharp = 0 /obj/item/projectile/bullet/suffocationbullet//How does this even work? name = "co bullet" damage = 20 damage_type = OXY /obj/item/projectile/bullet/cyanideround name = "poison bullet" damage = 40 damage_type = TOX /obj/item/projectile/bullet/burstbullet//I think this one needs something for the on hit name = "exploding bullet" damage = 20 embed = 0 edge = 1 /obj/item/projectile/bullet/stunshot name = "stunshot" damage = 5 stun = 10 weaken = 10 stutter = 10 embed = 0 sharp = 0 /obj/item/projectile/bullet/a762 damage = 25 /obj/item/projectile/bullet/chameleon damage = 1 // stop trying to murderbone with a fake gun dumbass!!! embed = 0 // nope /obj/item/projectile/bullet/weakbullet/flash name = "flash round" damage = 5 agony = 0 /obj/item/projectile/bullet/weakbullet/flash/on_hit(var/atom/target, var/blocked = 0) playsound(src.loc, 'sound/weapons/flash.ogg', 100, 1) if(ishuman(target)) var/mob/living/carbon/human/H = target if(!H.eyecheck() > 0) if(!H.blinded) flick("e_flash", H:flash) H << "\red The flash round blinds you!" sleep (10) flick("e_flash", H:flash) sleep (10) flick("e_flash", H:flash) H << "\red nooooooo" for(var/mob/living/carbon/human/M in oviewers(2, target)) if(!M.eyecheck() > 0) if(!M.blinded) flick("flash", M:flash) M << "\red The flash round blinds you!" /* sleep (5) flick("e_flash", M:flash) sleep (8) flick("e_flash", M:flash) sleep (10) flick("e_flash", M:flash) sleep (15) flick("e_flash", M:flash) sleep (20) flick("e_flash", M:flash) M << "\red nooooooo!"*/