[READY]Armadyne Anti Trust Act Part 2: Return of The Ballistic Security (#27409)

* Update pistol.dm

* Update pistol.dm

* Update pistol.dm

* we fix the linter

* Update pistol.dm

* Update pistol.dmi

* Update pistol.dm

* this shit

* Update pistol.dm

* Update pistol.dm

* Update pistol.dm

* Update rifle.dm

* I am happy.

* Update vending.dm

* new file

* fire delay

* Create magazine.dm

* finally

* Update pistol.dm

* bazinga

* Update pistol.dm

* this is impossible

* Update magazine.dm

* mm

* as

* i forgot!

* Update pistol.dm

* what the hell are we doing

* Update pistol.dm

* Update security.dm

* Update pistol.dm

* what

* i fixed linter

* help me gordon

* Update allstar.dm

* Update tgstation.dme

* Update pistol.dm

* Update pistol.dm

* now what

* Update tgstation.dme

* i crave sex

* Update smg.dm

* Update magazine.dm

* Update pistol.dm

* Update sec_research.dm

* Update sec_research.dm

* accurate

* mmm

* Update tgstation.dme

* Update sec_research.dm

* Update all_nodes.dm

* don't you feel silly?

* Update all_nodes.dm

* Update tgstation.dme

* Update cargo_stuff.dm

* Update cargo_stuff.dm

* Update magazine.dm

* Update magazine.dm

* we are ready

* Update all_nodes.dm

* Update rifle.dm

* Update gun48x32.dmi

* Update rifle.dm

* bird

* Update rifle.dm

* Why

* its ready?

* what

* Update rifle.dm

* i wish i can die soon

* Update ammo.dmi

* more curious about the result

* Update rifle.dm

* mister mister president i want to die

* Update magazines.dm

* what

* fml lol

* Update gun40x32.dmi

* this is sick af

* Update rifle.dm

* what

* Update rifle.dm

* Update all_nodes.dm

* what

* Update rifle.dm

* Update all_nodes.dm

* yeah

* Update all_nodes.dm

* Update pistol.dm

* so

* Update sec_research.dm

* Update rifle.dm

* ready

* Update head.dmi

* wwhat

* Update gun40x32.dmi

* yeah

* ww got vything done

* we h int at a darker past

* yeah I know that there's no pleasing you

* Update magazines.dm

* Update sol_fed.dm

* mhm

* Update rifle.dm

* Update rifle.dm

* Update magazines.dm

* Update magazine.dm

* Update cargo_stuff.dm

* Update cargo_stuff.dm

* Update gun_redemption.dm

* what

* Update rifle.dm

* how did we mess this up so badly

* be more thorough next time?

* fixed

* Update pistol.dm

* Update rifle.dm

* Update rifle.dm

* stats and stats

* Update rifle.dm

* Update ammobox.dm

* Update beams.dm

* Update magazine.dm

* Update rifle.dm

* Update rifle.dm

* Update magazine.dm

* Update rifle.dm

* Update helmet.dmi

* this should fix it

* Update packs.dm

* Update rifle.dm

* why doesnt this work is beyond me

* Update shotgun.dm

* Update pistol.dm

* i pray this fix it before i die

* Update ammobox.dm

* this should work

* Update shotgun.dm

* this is utterly shit code thati should die for

* Update shotgun.dm

* fix the helmet

* Update sec_clothing_overrides.dm

* Update shotgun.dm

* what did i do

* what else?

* Update pistol.dm

* Update shotgun.dm

* an ode to joy

* Update rifle.dm

* Update pistol.dm

* here we go

* Update tgstation.dme

* Update tgstation.dme

* Update tgstation.dme

* so

* forgive yourself

* Update pistol.dmi

* Update pistol.dm

* Update magazine.dmi

* Update magazine.dmi

* it was also my plan

* mmm

* Update magazine.dm

* Update rifle.dm

* vanilla expanded

* yeah

* Update sec_research.dm

* silly

* Update all_nodes.dm

* yeah

* Update sec_research.dm

* yes

* can  you even say, my name

* Update shotgun.dm

* this is easier

* wonderful

* Update tgstation.dme

* Update tgstation.dme

* Update rifle.dm

* Update rifle.dm

* done

* Update tgstation.dme

* yeah

* Update tgstation.dme

* yes

* Update tgstation.dme

* Update shotgun.dm

* there

* yeah!

* it feels right

* Update helmet.dmi

* Update cargo_packs.dm

* Update peacekeeper_clothing.dm

---------

Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
This commit is contained in:
projectkepler-RU
2024-08-21 06:47:05 +07:00
committed by GitHub
parent bd10267794
commit 4dd0fef1cf
69 changed files with 2189 additions and 311 deletions
@@ -19,6 +19,7 @@
#define COMPANY_TKACH "It has <b>[span_robot("Tkach Design Bureau")]</b> stamped onto it."
#define COMPANY_SAKHNO "It has <b>[span_green("Sakhno Concern")]</b> stamped onto it."
#define COMPANY_XHIHAO "It has <b>[span_purple("Xhihao Light Arms")]</b> etched into it."
#define COMPANY_ROMTECH "It has <b>[span_red("Romulus Technology")]</b> stamped onto it."
#define COMPANY_ABDUCTOR "It has <b>[span_abductor("✌︎︎♌︎︎♎︎︎◆︎︎♍︎︎⧫︎︎❄︎♏︎♍︎♒︎")]</b> engraved into it."
@@ -20,3 +20,11 @@
/// Caliber used by the pepperball gun
#define CALIBER_PEPPERBALL "pepperball"
/// Used by the Rowland Magnum Pistol
#define CALIBER_460ROWLAND ".460 Rowland Magnum"
// The Super Big Revolver
#define CALIBER_457GOVT ".457 Government"
#define CALIBER_FLECHETTE "Flechette"
@@ -108,12 +108,13 @@
/obj/structure/closet/secure_closet/security/PopulateContents()
..()
new /obj/item/clothing/suit/armor/vest/alt/sec(src)
new /obj/item/clothing/head/security_cap(src) //SKYRAT EDIT ADDITION
new /obj/item/storage/toolbox/guncase/skyrat/rom_flech(src) //SKYRAT EDIT ADDITION
new /obj/item/clothing/head/helmet/sec(src)
new /obj/item/radio/headset/headset_sec(src)
new /obj/item/radio/headset/headset_sec/alt(src)
new /obj/item/clothing/glasses/hud/security/sunglasses(src)
new /obj/item/flashlight/seclite(src)
new /obj/item/choice_beacon/security_pistol(src) //SKYRAT EDIT ADDITION
new /obj/item/clothing/gloves/tackler/security(src) // SKYRAT EDIT CHANGE - Gives Them The Blue Ones - ORIGINAL: new /obj/item/clothing/gloves/tackler(src)
/obj/structure/closet/secure_closet/security/sec
@@ -229,6 +229,7 @@ GLOBAL_LIST_EMPTY(security_officer_distribution)
gloves = /obj/item/clothing/gloves/color/black/security
head = /obj/item/clothing/head/security_garrison //SKYRAT EDIT CHANGE - Original: /obj/item/clothing/head/helmet/sec
shoes = /obj/item/clothing/shoes/jackboots/sec
glasses = /obj/item/clothing/glasses/hud/security //SKYRAT EDIT - ADDITION
l_pocket = /obj/item/restraints/handcuffs
r_pocket = /obj/item/assembly/flash/handheld
@@ -27,7 +27,6 @@
icon_state = "bshell"
custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*2.5)
projectile_type = /obj/projectile/bullet/shotgun_beanbag
harmful = FALSE //SKYRAT EDIT ADDITION
/obj/item/ammo_casing/shotgun/incendiary
name = "incendiary slug"
+1 -1
View File
@@ -2,7 +2,7 @@
name = "laser"
icon_state = "laser"
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
damage = 22 // SKYRAT EDIT: 20
damage = 25
damage_type = BURN
hitsound = 'sound/weapons/sear.ogg'
hitsound_wall = 'sound/weapons/effects/searwall.ogg'
@@ -3,108 +3,41 @@
/datum/supply_pack/security/ammo
special = TRUE
/datum/supply_pack/security/armor
special = TRUE
/datum/supply_pack/security/disabler
cost = CARGO_CRATE_VALUE * 5
/datum/supply_pack/security/helmets
special = TRUE
/datum/supply_pack/security/securityclothes
special = TRUE
/datum/supply_pack/security/armory/thermal
access = ACCESS_SECURITY
access_view = ACCESS_SECURITY
/datum/supply_pack/security/armory/ballistic
name = "Peacekeeper Combat Shotguns Crates"
contains = list(/obj/item/gun/ballistic/shotgun/automatic/combat = 3,
/obj/item/storage/pouch/ammo = 3,
/obj/item/storage/belt/bandolier = 3)
//SKYRAT AND SOL AMMO
//The price seems silly but do understand that ballistic should be as restricted as possible
//We should prioritise the availability and viability of energy weapon first and foremost
/datum/supply_pack/security/armory/lethalsolpistols
name = ".35 Ammunition Crates"
desc = "Contains 6 boxes of lethal ammunition for Sol .35 Pistol."
cost = CARGO_CRATE_VALUE * 3
contains = list(/obj/item/ammo_box/c35sol= 3,
/obj/item/ammo_box/c35sol/ripper = 3,
)
crate_name = ".35 ammo crate"
/datum/supply_pack/security/armory/lethalsolrifles
name = ".40 Ammunition Crates"
desc = "Contains 6 boxes of lethal ammunition for Sol .40 Rifle."
cost = CARGO_CRATE_VALUE * 5
contains = list(/obj/item/ammo_box/c40sol= 4,
/obj/item/ammo_box/c40sol/pierce = 1,
/obj/item/ammo_box/c40sol/incendiary = 1,
)
crate_name = ".40 ammo crate"
/datum/supply_pack/goody/energy_single
name = "Energy Gun Single-Pack"
desc = "Contains one energy gun, capable of firing both nonlethal and lethal blasts of light."
cost = PAYCHECK_COMMAND * 6
access_view = ACCESS_WEAPONS
contains = list(/obj/item/gun/energy/e_gun)
/datum/supply_pack/security/armory/lethalskyratshotgun
name = "12 Gauge Ammunition Crates"
desc = "Contains 6 boxes of lethal ammunition for all 12 Gauge Shotguns."
cost = CARGO_CRATE_VALUE * 3
contains = list(/obj/item/ammo_box/advanced/s12gauge/buckshot= 3,
/obj/item/ammo_box/advanced/s12gauge = 3,
)
crate_name = "shotgun ammo crate"
/datum/supply_pack/goody/laser_single
name = "Laser Gun Single-Pack"
desc = "Contains one laser gun, the lethal workhorse of Nanotrasen security everywehere."
cost = PAYCHECK_COMMAND * 3
access_view = ACCESS_WEAPONS
contains = list(/obj/item/gun/energy/laser)
/datum/supply_pack/security/armory/exoticskyratammo
name = "12 Gauge Exotic Ammunition Crates"
desc = "Contains 5 boxes of exotic ammunition for all 12 Gauge Shotguns."
cost = CARGO_CRATE_VALUE * 12
contains = list(/obj/item/ammo_box/advanced/s12gauge/incendiary= 1,
/obj/item/ammo_box/advanced/s12gauge/flechette = 1,
/obj/item/ammo_box/advanced/s12gauge/express = 1,
/obj/item/ammo_box/advanced/s12gauge/magnum = 1,
/obj/item/ammo_box/advanced/s12gauge/flechette = 1,
/datum/supply_pack/security/armory/ionrifle
name = "Ion Carbine Crate"
cost = CARGO_CRATE_VALUE * 18 //Same as the energy gun crate
desc = "Contains two Ion Carbines, for when you need to deal with speedy space tiders, mechs, or upstart silicons."
contains = list(/obj/item/gun/energy/ionrifle/carbine = 2)
crate_name = "Ion Carbine Crate"
)
crate_name = "exotic shotgun ammo crate"
contraband = TRUE
/datum/supply_pack/security/antiriotskyratshotgunammo
name = "12 Gauge Anti Riot Ammunition Crates"
desc = "Contains 6 boxes of anti riot grade ammunition for all 12 Gauge Shotguns."
cost = CARGO_CRATE_VALUE * 4
contains = list(/obj/item/ammo_box/advanced/s12gauge/bean = 2,
/obj/item/ammo_box/advanced/s12gauge/beehive = 2,
/obj/item/ammo_box/advanced/s12gauge/antitide = 2,
)
crate_name = "anti riot shotgun ammo crate"
//SOL GUNS
/datum/supply_pack/security/wespe
name = "Wespe Crates"
desc = "Contains three case of the .35 sol handgun, magazines included."
cost = CARGO_CRATE_VALUE * 8
contains = list(/obj/item/storage/toolbox/guncase/skyrat/pistol/trappiste_small_case/wespe = 3,
/obj/item/ammo_box/c35sol/incapacitator = 3,
)
crate_name = "wespe pistols crate"
/datum/supply_pack/security/eland
name = "Eland Crate"
desc = "Contains three case of the .35 sol revolver, munition boxes included."
cost = CARGO_CRATE_VALUE * 8
contains = list(/obj/item/storage/toolbox/guncase/skyrat/pistol/trappiste_small_case/eland = 3,
/obj/item/ammo_box/c35sol/incapacitator = 3,
)
crate_name = "eland pistols crate"
/datum/supply_pack/security/armory/cawilmarksmanrifle
name = "Cawil Marksman Rifle Crates"
desc = "Contains 2 Cawil Marksman Rifle with spare ammunition."
cost = CARGO_CRATE_VALUE * 17.5
contains = list(/obj/item/gun/ballistic/automatic/sol_rifle/marksman = 2,
/obj/item/ammo_box/magazine/c40sol_rifle = 4,
)
crate_name = "cawil marksman rifle crate"
/datum/supply_pack/security/miniegun
name = "Mini E-Gun Bulk Crate"
cost = CARGO_CRATE_VALUE * 2
desc = "Contains three mini e-guns, cheap and semi-effective, for when you need to arm up on a budget."
contains = list(/obj/item/gun/energy/e_gun/mini = 3)
crate_name = "Mini E-Gun Bulk Crate"
//You know the problem is literally nobody want to buy the mini-egun even if it was cheap
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@@ -85,10 +85,16 @@
inhand_icon_state = "shotgun_combat"
inhand_x_dimension = 32
inhand_y_dimension = 32
fire_delay = 6
w_class = WEIGHT_CLASS_BULKY
recoil = 2
/obj/item/gun/ballistic/shotgun/automatic/combat/compact
name = "\improper Peacekeeper compact combat shotgun"
desc = "A tactical variant of the peacekeeper combat shotgun used by NT Raiding Parties and Space Marines."
desc = "A tactical variant of the peacekeeper combat shotgun used by NT Raiding Parties and Space Marines. It has a gyroscopic stabilizer on it, letting you fire one handed."
fire_delay = 5
weapon_weight = WEAPON_LIGHT
recoil = 1 //so that its not spammed a lot
/obj/item/gun/grenadelauncher
icon = 'modular_skyrat/modules/aesthetics/guns/icons/guns.dmi'
@@ -472,9 +478,11 @@
/obj/projectile/bullet/c9mm
name = "9x25mm bullet"
damage = 25
/obj/projectile/bullet/c9mm/ap
name = "9x25mm armor-piercing bullet"
damage = 20
/obj/projectile/bullet/c9mm/hp
name = "9x25mm fragmenting bullet"
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@@ -37,6 +37,8 @@
/obj/item/stack/spacecash/c500 = 3,
/obj/item/disk/nuclear/fake/obvious = 2,
/obj/item/clothing/head/collectable/captain = 4,
/obj/item/gun/energy/disabler/smoothbore = 1,
/obj/item/restraints/legcuffs/bola/energy = 10,
)
veteran_only = TRUE
@@ -39,8 +39,9 @@
new /obj/item/assembly/flash/handheld(src)
new /obj/item/restraints/handcuffs(src)
new /obj/item/storage/medkit/tactical/blueshield(src)
new /obj/item/choice_beacon/blueshield(src)
new /obj/item/choice_beacon/station_magistrate(src)
new /obj/item/storage/bag/garment/blueshield(src)
new /obj/item/mod/control/pre_equipped/blueshield(src)
new /obj/item/storage/box/glasseskit(src)
new /obj/item/storage/medkit/brute(src)
new /obj/item/storage/toolbox/guncase/skyrat/blueshield_cmg(src)
@@ -2,7 +2,7 @@
//Icon and such by @EspeciallyStrange 'Calvin'
/obj/item/gun/energy/e_gun/blueshield
name = "energy revolver"
name = "X-02 energy revolver"
desc = "An energy weapon fitted with self recharging-cells. Feels somewhat heavy to carry and would certainly hurt to get whacked by."
icon = 'modular_skyrat/modules/blueshield/icons/energy.dmi'
icon_state = "blackgrip"
@@ -33,23 +33,6 @@
can_charge = TRUE //In case you aren't charging fast enough, the recharge is meant to be slow on purpose
selfcharge = 1
//Choice Beacon for blueshield
/obj/item/choice_beacon/blueshield
name = "blueshield weapon beacon"
desc = "A single use beacon to deliver a weapon of your choice. Please only call this in your office"
company_source = "Sol Security Solution"
company_message = span_bold("Supply Pod incoming please stand by")
/obj/item/choice_beacon/blueshield/generate_display_names()
var/static/list/selectable_gun_types = list(
"Energy Revolver" = /obj/item/gun/energy/e_gun/blueshield,
"Energy Carbine" = /obj/item/gun/energy/e_gun/stun/blueshield,
".585 SMG" = /obj/item/storage/toolbox/guncase/skyrat/xhihao_large_case/bogseo //This can obviously be replaced out with any gun of your choice for future coder
)
return selectable_gun_types
//Blueshield Energy
/obj/item/ammo_casing/energy/electrode/blueshield
e_cost = LASER_SHOTS(6, STANDARD_CELL_CHARGE)
+1 -1
View File
@@ -211,7 +211,7 @@
name = "Helmets Crate"
desc = "Contains three standard-issue brain buckets."
cost = CARGO_CRATE_VALUE * 2
contains = list(/obj/item/clothing/head/helmet/sec/sol = 3)
contains = list(/obj/item/clothing/head/helmet/sec = 3)
crate_name = "helmet crate"
/datum/supply_pack/security/deployablebarricades
@@ -47,3 +47,4 @@
/obj/item/stock_parts/power_store/battery/high,
)
crate_name = "colonization kit crate"
contraband = TRUE
@@ -101,7 +101,7 @@
icon = 'modular_skyrat/modules/colony_fabricator/icons/tools.dmi'
icon_state = "prybar"
toolspeed = 1.3
force_opens = FALSE
force_opens = TRUE
custom_materials = list(
/datum/material/iron = SHEET_MATERIAL_AMOUNT * 1.75,
/datum/material/titanium = HALF_SHEET_MATERIAL_AMOUNT,
@@ -6,6 +6,7 @@
/datum/armament_entry/company_import/allstar/basic_energy_weapons
subcategory = "Basic Energy Smallarms"
restricted = TRUE
/datum/armament_entry/company_import/allstar/basic_energy_weapons/disabler
item_type = /obj/item/gun/energy/disabler
@@ -37,7 +38,7 @@
/datum/armament_entry/company_import/allstar/basic_energy_long_weapons/egun
item_type = /obj/item/gun/energy/e_gun
cost = PAYCHECK_COMMAND * 4
/*
/datum/armament_entry/company_import/allstar/experimental_energy
subcategory = "Experimental Energy Weapons"
cost = PAYCHECK_COMMAND * 6
@@ -54,4 +55,4 @@
/datum/armament_entry/company_import/allstar/experimental_energy/tesla_cannon
item_type = /obj/item/gun/energy/tesla_cannon
*/
@@ -5,37 +5,13 @@
/datum/armament_entry/company_import/microstar/basic_energy_weapons
subcategory = "Basic Energy Smallarms"
/datum/armament_entry/company_import/microstar/basic_energy_weapons/disabler
item_type = /obj/item/gun/energy/disabler
cost = PAYCHECK_CREW * 5
/datum/armament_entry/company_import/microstar/basic_energy_weapons/disabler_smg
item_type = /obj/item/gun/energy/disabler/smg
cost = PAYCHECK_CREW * 7 // slightly more expensive due to ease of use/full auto
/datum/armament_entry/company_import/microstar/basic_energy_weapons/mini_egun
item_type = /obj/item/gun/energy/e_gun/mini
cost = PAYCHECK_CREW * 5
/datum/armament_entry/company_import/microstar/lethal_sidearm/energy_holster
item_type = /obj/item/storage/belt/holster/energy/thermal
cost = PAYCHECK_COMMAND * 6
cost = PAYCHECK_CREW * 4
/datum/armament_entry/company_import/microstar/basic_energy_long_weapons
subcategory = "Basic Energy Longarms"
/datum/armament_entry/company_import/microstar/basic_energy_long_weapons/laser
item_type = /obj/item/gun/energy/laser
cost = PAYCHECK_CREW * 5
/datum/armament_entry/company_import/microstar/basic_energy_long_weapons/laser_carbine
item_type = /obj/item/gun/energy/laser/carbine
cost = PAYCHECK_CREW * 7 // slightly more expensive due to ease of use/full auto
/datum/armament_entry/company_import/microstar/basic_energy_long_weapons/egun
item_type = /obj/item/gun/energy/e_gun
cost = PAYCHECK_COMMAND * 4
/datum/armament_entry/company_import/microstar/basic_energy_long_weapons/basic_mcr
item_type = /obj/item/gun/microfusion/mcr01
cost = PAYCHECK_COMMAND * 4
@@ -48,7 +24,7 @@
/datum/armament_entry/company_import/microstar/experimental_energy/hellfire
item_type = /obj/item/gun/energy/laser/hellgun
/*
/datum/armament_entry/company_import/microstar/experimental_energy/ion_carbine
item_type = /obj/item/gun/energy/ionrifle/carbine
@@ -57,7 +33,7 @@
/datum/armament_entry/company_import/microstar/experimental_energy/tesla_cannon
item_type = /obj/item/gun/energy/tesla_cannon
*/
// Preset 'loadout' kits built around a barrel attachment
/datum/armament_entry/company_import/microstar/mcr_attachments
@@ -79,12 +79,6 @@
item_type = /obj/item/mod/module/emp_shield
cost = PAYCHECK_CREW
/datum/armament_entry/company_import/nakamura_modsuits/protection_modules/armor_plates
item_type = /obj/item/mod/module/armor_booster/retractplates
cost = PAYCHECK_COMMAND * 3
restricted = TRUE
contraband = TRUE
/datum/armament_entry/company_import/nakamura_modsuits/protection_modules/accretion
item_type = /obj/item/mod/module/ash_accretion
cost = PAYCHECK_COMMAND * 3
@@ -195,15 +189,3 @@
/datum/armament_entry/company_import/nakamura_modsuits/novelty_modules/hat_stabilizer
item_type = /obj/item/mod/module/hat_stabilizer
cost = PAYCHECK_CREW
/datum/armament_entry/company_import/nakamura_modsuits/novelty_modules/kinesis
item_type = /obj/item/mod/module/anomaly_locked/kinesis/prebuilt/locked
cost = PAYCHECK_COMMAND * 15
/datum/armament_entry/company_import/nakamura_modsuits/novelty_modules/antigrav
item_type = /obj/item/mod/module/anomaly_locked/antigrav/prebuilt/locked
cost = PAYCHECK_COMMAND * 15
/datum/armament_entry/company_import/nakamura_modsuits/novelty_modules/teleporter
item_type = /obj/item/mod/module/anomaly_locked/teleporter/prebuilt/locked
cost = PAYCHECK_COMMAND * 20
@@ -99,6 +99,10 @@
/datum/armament_entry/company_import/nri_surplus/firearm/shotgun_revolver
item_type = /obj/item/gun/ballistic/revolver/shotgun_revolver
cost = PAYCHECK_COMMAND * 6
contraband = TRUE
restricted = TRUE
//Even if they're weapon, I'd argue they can technically be considered mining tools, which is why they will stay there
/datum/armament_entry/company_import/nri_surplus/firearm/plasma_thrower
item_type = /obj/item/gun/ballistic/automatic/pistol/plasma_thrower
@@ -111,22 +115,28 @@
/datum/armament_entry/company_import/nri_surplus/firearm/miecz
item_type = /obj/item/gun/ballistic/automatic/miecz
cost = PAYCHECK_COMMAND * 10
contraband = TRUE
restricted = TRUE
/datum/armament_entry/company_import/nri_surplus/firearm/sakhno_rifle
item_type = /obj/item/gun/ballistic/rifle/boltaction
cost = PAYCHECK_COMMAND * 12
contraband = TRUE
restricted = TRUE
/datum/armament_entry/company_import/nri_surplus/firearm/lanca
item_type = /obj/item/gun/ballistic/automatic/lanca
contraband = TRUE
cost = PAYCHECK_COMMAND * 14
restricted = TRUE
//Begone
/*
/datum/armament_entry/company_import/nri_surplus/firearm/anti_materiel_rifle
item_type = /obj/item/gun/ballistic/automatic/wylom
contraband = TRUE
cost = PAYCHECK_COMMAND * 16
restricted = TRUE
*/
/datum/armament_entry/company_import/nri_surplus/firearm_ammo
subcategory = "Firearm Magazines"
@@ -137,15 +147,18 @@
/datum/armament_entry/company_import/nri_surplus/firearm_ammo/miecz
item_type = /obj/item/ammo_box/magazine/miecz/spawns_empty
contraband = TRUE
/datum/armament_entry/company_import/nri_surplus/firearm_ammo/sakhno
item_type = /obj/item/ammo_box/strilka310
contraband = TRUE
/datum/armament_entry/company_import/nri_surplus/firearm_ammo/lanca
item_type = /obj/item/ammo_box/magazine/lanca/spawns_empty
contraband = TRUE
/*
/datum/armament_entry/company_import/nri_surplus/firearm_ammo/amr_magazine
item_type = /obj/item/ammo_box/magazine/wylom
contraband = TRUE
cost = PAYCHECK_CREW * 3
*/
@@ -87,24 +87,32 @@
item_type = /obj/item/gun/ballistic/revolver/sol
cost = PAYCHECK_COMMAND * 4
//You can still buy it from cargo side
//If cargo decides to agree with sec on a compromise then good job
/datum/armament_entry/company_import/sol_defense/sidearm/wespe
item_type = /obj/item/gun/ballistic/automatic/pistol/sol
cost = PAYCHECK_COMMAND * 4
restricted = TRUE
/*
/datum/armament_entry/company_import/sol_defense/sidearm/skild
item_type = /obj/item/gun/ballistic/automatic/pistol/trappiste
cost = PAYCHECK_COMMAND * 6
restricted = TRUE
contraband = TRUE
/datum/armament_entry/company_import/sol_defense/sidearm/takbok
item_type = /obj/item/gun/ballistic/revolver/takbok
cost = PAYCHECK_COMMAND * 6
contraband = TRUE
restricted = TRUE
*/
// Lethal anything that's not a pistol, requires high company interest
/datum/armament_entry/company_import/sol_defense/longarm
subcategory = "Longarms"
restricted = TRUE
/*
/datum/armament_entry/company_import/sol_defense/longarm/renoster
item_type = /obj/item/gun/ballistic/shotgun/riot/sol
cost = PAYCHECK_COMMAND * 6
@@ -112,21 +120,25 @@
/datum/armament_entry/company_import/sol_defense/longarm/sindano
item_type = /obj/item/gun/ballistic/automatic/sol_smg
cost = PAYCHECK_COMMAND * 6
*/
/datum/armament_entry/company_import/sol_defense/longarm/elite
item_type = /obj/item/gun/ballistic/automatic/sol_rifle/marksman
cost = PAYCHECK_COMMAND * 12
cost = PAYCHECK_COMMAND * 8
/*
/datum/armament_entry/company_import/sol_defense/longarm/bogseo
item_type = /obj/item/gun/ballistic/automatic/xhihao_smg
cost = PAYCHECK_COMMAND * 10
contraband = TRUE
//Begone
*/
/datum/armament_entry/company_import/sol_defense/longarm/infanterie
item_type = /obj/item/gun/ballistic/automatic/sol_rifle
cost = PAYCHECK_COMMAND * 14
contraband = TRUE
/* These one are simply rediculous, but we'll keep it there incase someone has idea
/datum/armament_entry/company_import/sol_defense/longarm/outomaties
item_type = /obj/item/gun/ballistic/automatic/sol_rifle/machinegun
cost = PAYCHECK_COMMAND * 23
@@ -136,6 +148,7 @@
item_type = /obj/item/gun/ballistic/automatic/sol_grenade_launcher
cost = PAYCHECK_COMMAND * 46
contraband = TRUE
*/
/datum/armament_entry/company_import/sol_defense/magazines
subcategory = "Magazines"
@@ -146,10 +159,10 @@
/datum/armament_entry/company_import/sol_defense/magazines/c35_extended
item_type = /obj/item/ammo_box/magazine/c35sol_pistol/stendo/starts_empty
/*
/datum/armament_entry/company_import/sol_defense/magazines/c585_mag
item_type = /obj/item/ammo_box/magazine/c585trappiste_pistol/spawns_empty
*/
/datum/armament_entry/company_import/sol_defense/magazines/sol_rifle_short
item_type = /obj/item/ammo_box/magazine/c40sol_rifle/starts_empty
@@ -157,11 +170,13 @@
item_type = /obj/item/ammo_box/magazine/c40sol_rifle/standard/starts_empty
cost = PAYCHECK_COMMAND
/*
/datum/armament_entry/company_import/sol_defense/magazines/sol_rifle_drum
item_type = /obj/item/ammo_box/magazine/c40sol_rifle/drum/starts_empty
cost = PAYCHECK_COMMAND * 3
contraband = TRUE
*/
/datum/armament_entry/company_import/sol_defense/magazines/sol_grenade_standard
item_type = /obj/item/ammo_box/magazine/c980_grenade/starts_empty
cost = PAYCHECK_COMMAND * 2
@@ -170,3 +185,5 @@
item_type = /obj/item/ammo_box/magazine/c980_grenade/drum/starts_empty
cost = PAYCHECK_CREW * 3
contraband = TRUE
//These two don't really bothers me
@@ -10,10 +10,11 @@
/datum/armament_entry/company_import/vitezstvi/ammo_bench/bench_itself
item_type = /obj/item/circuitboard/machine/ammo_workbench
cost = PAYCHECK_COMMAND * 5
/*
/datum/armament_entry/company_import/vitezstvi/ammo_bench/ammo_disk
item_type = /obj/item/disk/ammo_workbench/advanced
cost = PAYCHECK_COMMAND * 5
*/
/datum/armament_entry/company_import/vitezstvi/ammo_bench/bullet_drive
item_type = /obj/item/circuitboard/machine/dish_drive/bullet
@@ -80,16 +81,16 @@
/datum/armament_entry/company_import/vitezstvi/ammo_boxes/sol35_disabler
item_type = /obj/item/ammo_box/c35sol/incapacitator
/*
/datum/armament_entry/company_import/vitezstvi/ammo_boxes/sol35_ripper
item_type = /obj/item/ammo_box/c35sol/ripper
/datum/armament_entry/company_import/vitezstvi/ammo_boxes/sol40
item_type = /obj/item/ammo_box/c40sol
*/
/datum/armament_entry/company_import/vitezstvi/ammo_boxes/sol40_disabler
item_type = /obj/item/ammo_box/c40sol/fragmentation
/*
/datum/armament_entry/company_import/vitezstvi/ammo_boxes/sol40_flame
item_type = /obj/item/ammo_box/c40sol/incendiary
@@ -104,7 +105,7 @@
/datum/armament_entry/company_import/vitezstvi/ammo_boxes/trappiste585_hollowpoint
item_type = /obj/item/ammo_box/c585trappiste/hollowpoint
*/
// Revolver speedloaders
/datum/armament_entry/company_import/vitezstvi/speedloader
@@ -125,37 +126,37 @@
/datum/armament_entry/company_import/vitezstvi/shot_shells
subcategory = "Shotgun Shells"
cost = PAYCHECK_COMMAND
/*
/datum/armament_entry/company_import/vitezstvi/shot_shells/slugs
item_type = /obj/item/ammo_box/advanced/s12gauge
/datum/armament_entry/company_import/vitezstvi/shot_shells/buckshot
item_type = /obj/item/ammo_box/advanced/s12gauge/buckshot
*/
/datum/armament_entry/company_import/vitezstvi/shot_shells/beanbag_slugs
item_type = /obj/item/ammo_box/advanced/s12gauge/bean
/datum/armament_entry/company_import/vitezstvi/shot_shells/rubbershot
item_type = /obj/item/ammo_box/advanced/s12gauge/rubber
/*
/datum/armament_entry/company_import/vitezstvi/shot_shells/magnum_buckshot
item_type = /obj/item/ammo_box/advanced/s12gauge/magnum
/datum/armament_entry/company_import/vitezstvi/shot_shells/express_buckshot
item_type = /obj/item/ammo_box/advanced/s12gauge/express
*/
/datum/armament_entry/company_import/vitezstvi/shot_shells/hunter_slug
item_type = /obj/item/ammo_box/advanced/s12gauge/hunter
/*
/datum/armament_entry/company_import/vitezstvi/shot_shells/flechettes
item_type = /obj/item/ammo_box/advanced/s12gauge/flechette
*/
/datum/armament_entry/company_import/vitezstvi/shot_shells/hornet_nest
item_type = /obj/item/ammo_box/advanced/s12gauge/beehive
/*
/datum/armament_entry/company_import/vitezstvi/shot_shells/stardust
item_type = /obj/item/ammo_box/advanced/s12gauge/antitide
*/
/datum/armament_entry/company_import/vitezstvi/shot_shells/confetti
item_type = /obj/item/ammo_box/advanced/s12gauge/honkshot
@@ -210,53 +210,40 @@
* HEAD
*/
//Overrides the bulletproof helm with the older non red visor version.
//Overrides the bulletproof helm with a fucking altyn helmet because yes
/obj/item/clothing/head/helmet/alt
desc = "An armored helmet based on the NRI Altyn Helmet Design. These helmet provide excellent facial protection, if not, the best against ballistic."
icon = 'modular_skyrat/master_files/icons/obj/clothing/head/helmet.dmi'
worn_icon = 'modular_skyrat/master_files/icons/mob/clothing/head/helmet.dmi'
icon_state = "helmetalt_blue"
base_icon_state = "helmetalt_blue"
supports_variations_flags = CLOTHING_SNOUTED_VARIATION_NO_NEW_ICON
actions_types = list(/datum/action/item_action/toggle)
supports_variations_flags = CLOTHING_SNOUTED_VARIATION_NO_NEW_ICON
flags_cover = HEADCOVERSEYES | PEPPERPROOF
visor_flags_cover = HEADCOVERSEYES | PEPPERPROOF
//Standard helmet (w/ visor)
//Standard helmet
/obj/item/clothing/head/helmet/sec
icon = 'modular_skyrat/master_files/icons/obj/clothing/head/helmet.dmi'
worn_icon = 'modular_skyrat/master_files/icons/mob/clothing/head/helmet.dmi'
icon_state = "security_helmet"
base_icon_state = "security_helmet"
actions_types = list(/datum/action/item_action/toggle)
supports_variations_flags = CLOTHING_SNOUTED_VARIATION
flags_cover = HEADCOVERSEYES | PEPPERPROOF
visor_flags_cover = HEADCOVERSEYES | PEPPERPROOF
clothing_flags = SNUG_FIT | STACKABLE_HELMET_EXEMPT
flags_cover = HEADCOVERSEYES|EARS_COVERED
dog_fashion = null
supports_variations_flags = CLOTHING_SNOUTED_VARIATION_NO_NEW_ICON
///chat message when the visor is toggled down.
var/toggle_message = "You pull the visor down on"
///chat message when the visor is toggled up.
var/alt_toggle_message = "You push the visor up on"
///Can toggle?
var/can_toggle = TRUE
/// Duplication of toggleable logic - only way to make it toggleable without worse hacks due to being in base maps.
/obj/item/clothing/head/helmet/sec/attack_self(mob/user)
. = ..()
if(.)
return
if(user.incapacitated() || !can_toggle)
return
up = !up
flags_1 ^= visor_flags
flags_inv ^= visor_flags_inv
flags_cover ^= visor_flags_cover
// This part is changed to work with the seclight.
base_icon_state = "[initial(icon_state)][up ? "up" : ""]"
update_icon_state()
to_chat(user, span_notice("[up ? alt_toggle_message : toggle_message] \the [src]."))
user.update_worn_head()
if(iscarbon(user))
var/mob/living/carbon/carbon_user = user
carbon_user.update_worn_head()
/obj/item/clothing/head/helmet/sec/futuristic
icon_state = "security_helmet_future"
base_icon_state = "security_helmet_future"
flags_cover = HEADCOVERSEYES | PEPPERPROOF
supports_variations_flags = CLOTHING_SNOUTED_VARIATION_NO_NEW_ICON
/obj/item/clothing/head/helmet/sec/futuristic/blue
icon_state = "security_helmet_future_blue"
base_icon_state = "security_helmet_future_blue"
//Beret replacement
/obj/item/clothing/head/security_garrison
@@ -907,7 +894,6 @@
icon_state = "helmet"
base_icon_state = "helmet"
actions_types = null
can_toggle = FALSE
supports_variations_flags = CLOTHING_SNOUTED_VARIATION_NO_NEW_ICON
flags_cover = HEADCOVERSEYES
flags_inv = HIDEHAIR
@@ -455,7 +455,7 @@ GLOBAL_LIST_INIT(call911_do_and_do_not, list(
glasses = /obj/item/clothing/glasses/sunglasses
ears = /obj/item/radio/headset/headset_sec/alt
head = /obj/item/clothing/head/helmet/sf_peacekeeper
belt = /obj/item/gun/energy/disabler
belt = /obj/item/gun/energy/e_gun
suit = /obj/item/clothing/suit/armor/sf_peacekeeper
r_pocket = /obj/item/flashlight/seclite
l_pocket = /obj/item/restraints/handcuffs
@@ -463,8 +463,7 @@ GLOBAL_LIST_INIT(call911_do_and_do_not, list(
l_hand = /obj/item/gun/ballistic/automatic/sol_rifle
backpack_contents = list(
/obj/item/storage/box/survival = 1,
/obj/item/storage/box/handcuffs = 1,
/obj/item/melee/baton/security/loaded = 1,
/obj/item/melee/baton/telescopic = 1,
/obj/item/ammo_box/magazine/c40sol_rifle/standard = 3,
/obj/item/solfed_reporter/treason_reporter = 1,
/obj/item/beamout_tool = 1,
@@ -20,10 +20,10 @@
/obj/projectile/bullet/c35sol
name = ".35 Sol Short bullet"
damage = 25
damage = 20
wound_bonus = 10 // Normal bullets are 20
bare_wound_bonus = 20
wound_bonus = 5 // Normal bullets are 20
bare_wound_bonus = 25
/obj/item/ammo_box/c35sol
@@ -56,7 +56,7 @@
/obj/projectile/bullet/c35sol/incapacitator
name = ".35 Sol Short incapacitator bullet"
damage = 5
damage = 8
stamina = 30
wound_bonus = -40
@@ -108,8 +108,8 @@
sharpness = SHARP_EDGED
wound_bonus = 20
bare_wound_bonus = 20
wound_bonus = 25
bare_wound_bonus = 25
embed_type = /datum/embed_data/c35sol_ripper
@@ -22,8 +22,8 @@
name = ".40 Sol Long bullet"
damage = 35
wound_bonus = 10
bare_wound_bonus = 20
wound_bonus = -30
bare_wound_bonus = -35
/obj/item/ammo_box/c40sol
@@ -66,7 +66,7 @@
sharpness = SHARP_EDGED
wound_bonus = 0
bare_wound_bonus = 10
bare_wound_bonus = 20
shrapnel_type = /obj/item/shrapnel/stingball
embed_type = /datum/embed_data/c40sol_fragmentation
@@ -58,7 +58,7 @@
icon_state = "rifle_standard"
w_class = WEIGHT_CLASS_SMALL
w_class = WEIGHT_CLASS_NORMAL
max_ammo = 30
@@ -15,7 +15,7 @@
bolt_type = BOLT_TYPE_OPEN
w_class = WEIGHT_CLASS_NORMAL
w_class = WEIGHT_CLASS_BULKY
weapon_weight = WEAPON_MEDIUM
slot_flags = ITEM_SLOT_SUITSTORE | ITEM_SLOT_BELT
@@ -0,0 +1,10 @@
//Alert locked pin
/obj/item/firing_pin/alert_level
name = "alert level firing pin"
var/desired_minimium_alert = SEC_LEVEL_VIOLET //For the purpose of the firing pin, we will consider violet, orange and amber as same level
desc = "A small authentication device, to be inserted into a firearm receiver to allow operation. This one is configured to only fire on amber alert or higher."
fail_message = "incorrect alert level!"
/obj/item/firing_pin/alert_level/pin_auth(mob/living/user)
return (SSsecurity_level.current_security_level.number_level >= desired_minimium_alert)
@@ -0,0 +1,88 @@
//9mm Magazines
/obj/item/ammo_box/magazine/m9mm
name = "pistol magazine (9x25mm)"
multiple_sprites = AMMO_BOX_PER_BULLET
icon = 'modular_skyrat/modules/aesthetics/guns/icons/magazine.dmi'
/obj/item/ammo_box/magazine/m9mm
custom_premium_price = 50
/obj/item/ammo_box/magazine/m9mm/rubber
name = "pistol magazine (9x25mm Rubber)"
ammo_type = /obj/item/ammo_casing/c9mm/rubber
icon_state = "9x19pB"
/obj/item/ammo_box/magazine/m9mm/ihdf
name = "pistol magazine (9x25mm Intelligent Dispersal Foam)"
ammo_type = /obj/item/ammo_casing/c9mm/ihdf
icon_state = "9x19pp"
//Extended 9mm
/obj/item/ammo_box/magazine/m9mm/stendo
name = "pistol magazine (9x25mm)"
ammo_type = /obj/item/ammo_casing/c9mm
icon_state = "g18"
multiple_sprites = AMMO_BOX_FULL_EMPTY
max_ammo = 33
/obj/item/ammo_box/magazine/m9mm/stendo/fire
name = "pistol magazine (9x25mm Incendiary)"
ammo_type = /obj/item/ammo_casing/c9mm/fire
icon_state = "g18_r"
/obj/item/ammo_box/magazine/m9mm/stendo/rubber
name = "pistol magazine (9x25mm Incendiary)"
ammo_type = /obj/item/ammo_casing/c9mm/rubber
icon_state = "g18_b"
/obj/item/ammo_box/magazine/m9mm/stendo/hp
name = "pistol magazine (9x25mm Hollow Point)"
ammo_type = /obj/item/ammo_casing/c9mm/hp
icon_state = "g18_hp"
/obj/item/ammo_box/magazine/m9mm/stendo/ap
name = "pistol magazine (9x25mm Armour Piercing)"
ammo_type = /obj/item/ammo_casing/c9mm/ap
icon_state = "g18_ihdf"
/obj/item/ammo_box/magazine/m9mm/stendo/ihdf
name = "pistol magazine (9x25mm Intelligent Dispersal Foam)"
ammo_type = /obj/item/ammo_casing/c9mm/ihdf
icon_state = "g18_ihdf"
//10mm Cylinder
/obj/item/ammo_box/magazine/internal/cylinder/nt_sec
name = "\improper 10mm revolver cylinder"
desc = "how did you get this"
max_ammo = 6
ammo_type = /obj/item/ammo_casing/c10mm/rubber
caliber = CALIBER_10MM
//10mm Stuff
/obj/item/ammo_box/c10mm/speedloader
name = "speed loader (10mm Auto)"
desc = "Designed to quickly reload revolvers."
ammo_type = /obj/item/ammo_casing/c10mm
ammo_band_color = "#dd6057"
max_ammo = 6
item_flags = NO_MAT_REDEMPTION
icon_state = "38"
multiple_sprites = AMMO_BOX_PER_BULLET
ammo_band_icon = "+38_ammo_band"
custom_premium_price = 50
/obj/item/ammo_box/c10mm/speedloader/rubber
name = "speed loader (10mm Auto Rubber)"
desc = "Designed to quickly reload revolvers."
ammo_type = /obj/item/ammo_casing/c10mm/rubber
ammo_band_color = "#1824c5"
/obj/item/ammo_box/c10mm/speedloader/fire
name = "speed loader (10mm Auto Fire)"
desc = "Designed to quickly reload revolvers."
ammo_type = /obj/item/ammo_casing/c10mm/fire
ammo_band_color = "#c41d1a"
@@ -0,0 +1,90 @@
//Handgun
/obj/item/storage/toolbox/guncase/skyrat/pistol/trappiste_small_case/nt_glock
name = "9x25mm Mk12 Standard Pistol"
weapon_to_spawn = /obj/item/gun/ballistic/automatic/pistol/nt_glock/empty
/obj/item/storage/toolbox/guncase/skyrat/pistol/trappiste_small_case/nt_glock/PopulateContents()
new weapon_to_spawn (src)
generate_items_inside(list(
/obj/item/ammo_box/magazine/m9mm/ihdf = 2,
/obj/item/ammo_box/magazine/m9mm/rubber = 3,
), src)
/obj/item/gun/ballistic/automatic/pistol/nt_glock
name = "\improper GP-9"
desc = "General Purpose Pistol Number 9. A classic 9x25mm handgun with a small magazine capacity."
icon = 'modular_skyrat/modules/modular_weapons/icons/obj/company_and_or_faction_based/nanotrasen_system_inc/pistol.dmi'
icon_state = "black"
w_class = WEIGHT_CLASS_NORMAL
spread = 10
fire_sound = 'sound/weapons/gun/pistol/shot_alt.ogg'
rack_sound = 'sound/weapons/gun/pistol/rack.ogg'
lock_back_sound = 'sound/weapons/gun/pistol/slide_lock.ogg'
bolt_drop_sound = 'sound/weapons/gun/pistol/slide_drop.ogg'
pin = /obj/item/firing_pin
spawn_magazine_type = /obj/item/ammo_box/magazine/m9mm/rubber
/obj/item/gun/ballistic/automatic/pistol/nt_glock/give_manufacturer_examine()
AddElement(/datum/element/manufacturer_examine, COMPANY_NANOTRASEN)
/obj/item/gun/ballistic/automatic/pistol/nt_glock/empty
spawnwithmagazine = FALSE
/obj/item/storage/toolbox/guncase/skyrat/nt_glock_spec
name = "9x25mm Mk2 Special Operation Pistol"
weapon_to_spawn = /obj/item/gun/ballistic/automatic/pistol/nt_glock/empty
/obj/item/storage/toolbox/guncase/skyrat/pistol/trappiste_small_case/nt_glock_spec/PopulateContents()
new weapon_to_spawn (src)
generate_items_inside(list(
/obj/item/ammo_box/magazine/m9mm/stendo/hp = 2,
/obj/item/ammo_box/magazine/m9mm/stendo/ap = 3,
), src)
/obj/item/gun/ballistic/automatic/pistol/nt_glock/spec
name = "\improper GP-93R"
desc = "General Purpose Pistol Number 9, 3-Round Burst. A special operation variant with a high capacity magazine."
icon = 'modular_skyrat/modules/modular_weapons/icons/obj/company_and_or_faction_based/nanotrasen_system_inc/pistol.dmi'
icon_state = "silver"
spread = 17
pin = /obj/item/firing_pin
fire_delay = 2
burst_size = 3
spawn_magazine_type = /obj/item/ammo_box/magazine/m9mm/stendo
/obj/item/gun/ballistic/automatic/pistol/nt_glock/empty
spawnwithmagazine = FALSE
// Revolver
/obj/item/gun/ballistic/revolver/nt_revolver
name = "\improper R10"
desc = "The Revolver Number 10. A rugged and reliable pistol chambered in 10mm Auto, holds 6 shot. Remember our promise"
icon = 'modular_skyrat/modules/modular_weapons/icons/obj/company_and_or_faction_based/nanotrasen_system_inc/pistol.dmi'
icon_state = "zeta"
spawn_magazine_type = /obj/item/ammo_box/magazine/internal/cylinder/nt_sec
accepted_magazine_type = /obj/item/ammo_box/magazine/internal/cylinder/nt_sec
/obj/item/gun/ballistic/revolver/nt_revolver/give_manufacturer_examine()
AddElement(/datum/element/manufacturer_examine, COMPANY_NANOTRASEN)
/obj/item/storage/toolbox/guncase/skyrat/pistol/trappiste_small_case/nt_revolver
name = "10mm Auto Standard Revolver"
weapon_to_spawn = /obj/item/gun/ballistic/revolver/nt_revolver
/obj/item/storage/toolbox/guncase/skyrat/pistol/trappiste_small_case/nt_revolver/PopulateContents()
new weapon_to_spawn (src)
generate_items_inside(list(
/obj/item/ammo_box/c10mm/speedloader = 2,
/obj/item/ammo_box/c10mm/speedloader/rubber = 3,
), src)
@@ -0,0 +1,74 @@
/obj/item/ammo_casing/c460rowland
name = ".460 Rowland Magnum bullet casing"
desc = "A Romulus Tech standard lethal pistol round."
icon = 'modular_skyrat/modules/modular_weapons/icons/obj/company_and_or_faction_based/romulus_technology/ammo.dmi'
icon_state = "sl-casing"
caliber = CALIBER_460ROWLAND
projectile_type = /obj/projectile/bullet/c460rowland
/obj/projectile/bullet/c460rowland
name = ".460 Rowland Magnum"
damage = 35
stamina = 15 //knock the winds outta ya
wound_bonus = -35
bare_wound_bonus = -60
stamina_falloff_tile = 0.3
/obj/item/ammo_casing/c460rowland/dart
name = ".460 Rowland Armour Piercing bullet casing"
icon = 'modular_skyrat/modules/modular_weapons/icons/obj/company_and_or_faction_based/romulus_technology/ammo.dmi'
icon_state = "sr-casing"
caliber = CALIBER_460ROWLAND
projectile_type = /obj/projectile/bullet/c460rowland/dart
/obj/projectile/bullet/c460rowland/dart
name = ".460 Rowland Armour Piercing"
damage = 25
wound_bonus = -50
bare_wound_bonus = -10
armour_penetration = 40
damage_falloff_tile = 0
stamina_falloff_tile = 0
//457
/obj/item/ammo_casing/c457govt
name = ".457 Government bullet casing"
desc = "A Romulus Tech standard lethal pistol round."
icon = 'modular_skyrat/modules/modular_weapons/icons/obj/company_and_or_faction_based/romulus_technology/ammo.dmi'
icon_state = "sl-casing"
caliber = CALIBER_457GOVT
projectile_type = /obj/projectile/bullet/c457govt
/obj/projectile/bullet/c457govt
name = ".457 Government"
damage = 35
wound_bonus = -25
bare_wound_bonus = -35
/obj/item/ammo_casing/c457govt/dart
name = ".457 Government Accelerating"
icon = 'modular_skyrat/modules/modular_weapons/icons/obj/company_and_or_faction_based/romulus_technology/ammo.dmi'
icon_state = "sr-casing"
caliber = CALIBER_457GOVT
projectile_type = /obj/projectile/bullet/c457govt/dart
/obj/projectile/bullet/c457govt/dart
name = ".457 Government Accelerating"
damage = 15
wound_bonus = -10
bare_wound_bonus = -10
armour_penetration = 45
speed = 0.5
range = 14
@@ -0,0 +1,150 @@
#define AMMO_MATS_SHOTGUN list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 4) // not quite as thick as a half-sheet
#define AMMO_MATS_SHOTGUN_FLECH list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 2,\
/datum/material/titanium = SMALL_MATERIAL_AMOUNT * 2)
#define AMMO_MATS_SHOTGUN_HIVE list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 2,\
/datum/material/plasma = SMALL_MATERIAL_AMOUNT * 1,\
/datum/material/silver = SMALL_MATERIAL_AMOUNT * 1)
#define AMMO_MATS_SHOTGUN_TIDE list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 2,\
/datum/material/plasma = SMALL_MATERIAL_AMOUNT * 1,\
/datum/material/titanium = SMALL_MATERIAL_AMOUNT * 1)
#define AMMO_MATS_SHOTGUN_PLASMA list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 2,\
/datum/material/plasma = SMALL_MATERIAL_AMOUNT * 2)
/obj/item/ammo_casing/caflechette
name = "flechette steel penetrator"
desc = "A Romfed standard rifle flechette."
icon = 'modular_skyrat/modules/modular_weapons/icons/obj/company_and_or_faction_based/carwo_defense_systems/ammo.dmi'
icon_state = "40sol"
caliber = CALIBER_FLECHETTE
projectile_type = /obj/projectile/bullet/caflechette
custom_materials = AMMO_MATS_SHOTGUN_FLECH
advanced_print_req = TRUE
/obj/item/ammo_casing/caflechette/Initialize(mapload)
. = ..()
AddElement(/datum/element/caseless)
/obj/projectile/bullet/caflechette
name = "flechette penetrator"
damage = 15
armour_penetration = 60
wound_bonus = 10
bare_wound_bonus = 10
embed_type = /datum/embed_data/caflechette
dismemberment = 0
/datum/embed_data/caflechette
embed_chance = 55
pain_chance = 70
fall_chance = 30
jostle_chance = 80
ignore_throwspeed_threshold = TRUE
pain_stam_pct = 0.9
pain_mult = 2
rip_time = 2 SECONDS
/obj/item/ammo_casing/caflechette/ripper
name = "flechette dart"
desc = "A Romfed standard rifle flechette."
projectile_type = /obj/projectile/bullet/caflechette/ripper
custom_materials = AMMO_MATS_SHOTGUN_TIDE
/obj/projectile/bullet/caflechette/ripper
name = "flechette dart"
damage = 10
wound_bonus = 25
bare_wound_bonus = 35
embed_type = /datum/embed_data/ripper
armour_penetration = 40 //defeat basic armour
/datum/embed_data/ripper
embed_chance = 200
pain_chance = 70
fall_chance = 1
jostle_chance = 80
ignore_throwspeed_threshold = TRUE
pain_stam_pct = 0.9
pain_mult = 2
rip_time = 5 SECONDS
/obj/item/ammo_casing/caflechette/ballpoint
name = "steel ball"
desc = "A bullet casing with a large metallic ball as a projectile."
projectile_type = /obj/projectile/bullet/caflechette/ballpoint
custom_materials = AMMO_MATS_SHOTGUN_TIDE
/obj/projectile/bullet/caflechette/ballpoint
name = "high velocity steel ball"
damage = 10
wound_bonus = 20
bare_wound_bonus = 10
sharpness = SHARP_EDGED
wound_bonus = 0
bare_wound_bonus = 20
armour_penetration = 10
shrapnel_type = /obj/item/shrapnel/stingball
embed_type = /datum/embed_data/ballpoint
stamina = 20
ricochet_chance = 50
ricochets_max = 3
ricochet_auto_aim_angle = 90
ricochet_auto_aim_range = 5
/datum/embed_data/ballpoint
embed_chance = 50
fall_chance = 5
jostle_chance = 5
ignore_throwspeed_threshold = TRUE
pain_stam_pct = 0.4
pain_mult = 2
jostle_pain_mult = 3
rip_time = 1 SECONDS
/obj/item/ammo_casing/caflechette/magnesium
name = "magnesium dart"
projectile_type = /obj/projectile/bullet/caflechette/magnesium
custom_materials = AMMO_MATS_SHOTGUN_PLASMA
/obj/projectile/bullet/caflechette/magnesium
name = "high velocity magnesium rod"
damage = 5
wound_bonus = 15
bare_wound_bonus = 5
embed_type = /datum/embed_data/magnesium
armour_penetration = 100 //does really low damage
/datum/embed_data/magnesium
embed_chance = 80
pain_chance = 10
fall_chance = 10
jostle_chance = 80
ignore_throwspeed_threshold = TRUE
pain_stam_pct = 0.9
pain_mult = 2
rip_time = 10 SECONDS
/obj/projectile/bullet/caflechette/magnesium/on_hit(atom/target, blocked = 0, pierce_hit)
. = ..()
if(iscarbon(target))
var/mob/living/carbon/M = target
M.adjust_fire_stacks(12)
M.ignite_mob()
#undef AMMO_MATS_SHOTGUN
#undef AMMO_MATS_SHOTGUN_FLECH
#undef AMMO_MATS_SHOTGUN_HIVE
#undef AMMO_MATS_SHOTGUN_TIDE
#undef AMMO_MATS_SHOTGUN_PLASMA
@@ -0,0 +1,53 @@
//Handgun Magazine
/obj/item/ammo_box/magazine/m45a5
name = "\improper m45a5 magazine (Rose)"
desc = "A magazine for the m45a5 chambered in .460 Rowland, holds ten rounds. Warning, contains expanding head that deform on contact, may cause excessive bleeding."
icon = 'modular_skyrat/modules/modular_weapons/icons/obj/company_and_or_faction_based/romulus_technology/ammo.dmi'
icon_state = "rowlandmodular"
multiple_sprites = AMMO_BOX_FULL_EMPTY
w_class = WEIGHT_CLASS_NORMAL
ammo_type = /obj/item/ammo_casing/c460rowland
caliber = CALIBER_460ROWLAND
max_ammo = 10
/obj/item/ammo_box/magazine/m45a5/ap
name = "\improper m45a5 magazine (Armour Piercing)"
desc = "A magazine for the m45a5 chambered in .460 Rowland, holds ten rounds. Warning, contains lead core intended to defeat body armour."
/obj/item/ammo_box/magazine/m45a5/starts_empty
start_empty = TRUE
//Cylinder (not speedloader)
/obj/item/ammo_box/magazine/internal/cylinder/c457
caliber = CALIBER_457GOVT
ammo_type = /obj/item/ammo_casing/c457govt
//Rifle Magazine
/obj/item/ammo_box/magazine/caflechette
name = "flechette penetrator box"
ammo_type = /obj/item/ammo_casing/caflechette
caliber = CALIBER_FLECHETTE
icon = 'modular_skyrat/modules/modular_weapons/icons/obj/company_and_or_faction_based/romulus_technology/ammo.dmi'
icon_state = "cmg_penetrator"
max_ammo = 25
/obj/item/ammo_box/magazine/caflechette/ripper
name = "flechette ripper box"
ammo_type = /obj/item/ammo_casing/caflechette/ripper
icon_state = "cmg_ripper"
/obj/item/ammo_box/magazine/caflechette/ballpoint
name = "ballpoint box"
ammo_type = /obj/item/ammo_casing/caflechette/ballpoint
icon_state = "cmg_ballpoint"
/obj/item/ammo_box/magazine/caflechette/magnesium
name = "magnesium rod box"
ammo_type = /obj/item/ammo_casing/caflechette/magnesium
icon_state = "cmg_incend"
@@ -0,0 +1,145 @@
//Pistol, Handguns and Revolvers
//Now improved
/obj/item/gun/ballistic/revolver/hos_revolver
name = "\improper HR-460MS"
desc = "An experimental revolver design that can only be loaded one shot at a time, if the initial damage did not kill, the bleedout would. Chambered in .457 Government."
accepted_magazine_type = /obj/item/ammo_box/magazine/internal/cylinder/c457
icon = 'modular_skyrat/modules/modular_weapons/icons/obj/company_and_or_faction_based/romulus_technology/revolver.dmi'
icon_state = "microtracker"
fire_sound = 'modular_skyrat/modules/modular_weapons/sounds/revolver_heavy.ogg'
/obj/item/gun/ballistic/revolver/hos_revolver/give_manufacturer_examine()
AddElement(/datum/element/manufacturer_examine, COMPANY_ROMTECH)
/obj/item/gun/ballistic/revolver/hos_revolver/long
name = "\improper HR-460LR"
desc = "A long unwiedly revolver from Romulus Technology. chambered in the rare .457 Government. You might be able to kill someone by whacking it over the head"
icon_state = "tracker"
force = 18
/obj/item/storage/bag/b460reloadpouch
name = "reload pouch"
desc = "A pouch for holding loose casings for .357 ammo and .457 ammo. incompatible with anything else. Fit on your belt too"
icon = 'modular_skyrat/modules/sec_haul/icons/misc/pouches.dmi'
icon_state = "reloadpouch"
slot_flags = ITEM_SLOT_POCKETS | ITEM_SLOT_BELT
w_class = WEIGHT_CLASS_BULKY
worn_icon = 'modular_skyrat/modules/modular_weapons/icons/mob/company_and_or_faction_based/romulus_technology/guns_worn.dmi'
worn_icon_state = null
/obj/item/storage/bag/b460reloadpouch/Initialize(mapload)
. = ..()
atom_storage.max_specific_storage = WEIGHT_CLASS_SMALL
atom_storage.max_total_storage = 35
atom_storage.max_slots = 35
atom_storage.numerical_stacking = TRUE
atom_storage.set_holdable(list(
/obj/item/ammo_casing/c457govt,
/obj/item/ammo_casing/a357,
))
/obj/item/storage/bag/b460reloadpouch/PopulateContents()
new /obj/item/ammo_casing/c457govt(src)
new /obj/item/ammo_casing/c457govt(src)
new /obj/item/ammo_casing/c457govt(src)
new /obj/item/ammo_casing/c457govt(src)
new /obj/item/ammo_casing/c457govt(src)
new /obj/item/ammo_casing/c457govt(src)
new /obj/item/ammo_casing/c457govt(src)
new /obj/item/ammo_casing/c457govt(src)
new /obj/item/ammo_casing/c457govt(src)
new /obj/item/ammo_casing/c457govt(src)
new /obj/item/ammo_casing/c457govt(src)
new /obj/item/ammo_casing/c457govt(src)
new /obj/item/ammo_casing/c457govt(src)
new /obj/item/ammo_casing/c457govt(src)
new /obj/item/ammo_casing/c457govt(src)
new /obj/item/ammo_casing/c457govt(src)
new /obj/item/ammo_casing/c457govt(src)
new /obj/item/ammo_casing/c457govt(src)
new /obj/item/ammo_casing/c457govt(src)
new /obj/item/ammo_casing/c457govt(src)
new /obj/item/ammo_casing/c457govt(src)
new /obj/item/ammo_casing/c457govt(src)
new /obj/item/ammo_casing/c457govt(src)
new /obj/item/ammo_casing/c457govt(src)
new /obj/item/ammo_casing/c457govt(src)
new /obj/item/ammo_casing/c457govt(src)
new /obj/item/ammo_casing/c457govt(src)
new /obj/item/ammo_casing/c457govt(src)
/obj/item/storage/toolbox/guncase/skyrat/hos_revolver
name = "heavy revolver .457"
/obj/item/storage/toolbox/guncase/skyrat/hos_revolver/PopulateContents()
new /obj/item/gun/ballistic/revolver/hos_revolver(src)
new /obj/item/storage/bag/b460reloadpouch(src)
/obj/item/gun/ballistic/automatic/pistol/m1911/gold
name = "gold trimmed m1911"
desc = "A classic .460 ceres handgun with a small magazine capacity. Now trimmed in gold"
icon = 'modular_skyrat/modules/modular_weapons/icons/obj/company_and_or_faction_based/romulus_technology/pistol.dmi'
icon_state = "m1911"
/obj/item/gun/ballistic/automatic/pistol/m1911/gold/give_manufacturer_examine()
AddElement(/datum/element/manufacturer_examine, COMPANY_ROMTECH)
/obj/item/storage/toolbox/guncase/skyrat/m1911_gold
name = "golden m1911 .460 ceres"
weapon_to_spawn = /obj/item/gun/ballistic/automatic/pistol/m1911/gold
extra_to_spawn = /obj/item/ammo_box/magazine/m45
/obj/item/storage/toolbox/guncase/skyrat/m1911/PopulateContents()
new weapon_to_spawn (src)
generate_items_inside(list(
/obj/item/ammo_box/c45 = 2,
), src)
/obj/item/storage/toolbox/guncase/skyrat/m45a5
name = "heavy pistol .460 magnum"
/obj/item/storage/toolbox/guncase/skyrat/m45a5/PopulateContents()
new /obj/item/gun/ballistic/automatic/pistol/m45a5(src)
new /obj/item/ammo_box/magazine/m45a5(src)
new /obj/item/ammo_box/magazine/m45a5(src)
new /obj/item/ammo_box/magazine/m45a5(src)
/obj/item/gun/ballistic/automatic/pistol/m45a5
name = "M4A5"
desc = "A standard issue pistol given to pilot officers in Romulus Federation, chambered in .460 Rowland Magnum, now commonly found in the hands of high ranking NanotTrasen Staff"
icon = 'modular_skyrat/modules/modular_weapons/icons/obj/company_and_or_faction_based/romulus_technology/pistol.dmi'
icon_state = "m45a5"
fire_sound = 'modular_skyrat/modules/modular_weapons/sounds/pistol_heavy.ogg'
force = 15
fire_delay = 1.8 SECONDS
special_mags = TRUE
recoil = 3
accepted_magazine_type = /obj/item/ammo_box/magazine/m45a5
spawn_magazine_type = /obj/item/ammo_box/magazine/m45a5
/obj/item/gun/ballistic/automatic/pistol/m45a5/give_manufacturer_examine()
AddElement(/datum/element/manufacturer_examine, COMPANY_ROMTECH)
/obj/item/gun/ballistic/automatic/pistol/m45a5/examine(mob/user)
. = ..()
. += span_notice("You can <b>examine closer</b> to learn a little more about this weapon.")
/obj/item/gun/ballistic/automatic/pistol/m45a5/examine_more(mob/user)
. = ..()
. += "This Design was made by Romulus Technology for \
usage during the start of the NRI-Sol Border war. \
Following the embargo and trade restriction \
making it impossible for Romulus Federation to source weapory, \
with this design being rapidly pushed out, being made from an advanced sol design \
this pistol seems rather unassuming but it has been, itself, the new symbol of peace \
Leaving NRI weapon in the past, as it now became the symbol of the oppressive era of Romulus\
To whom it may concerns, These weapon were mostly used by the new Romulus National Army,\
it was a symbol of struggle and freedom \
Weapons cannot bring people back, but it can save your life."
return .
@@ -0,0 +1,36 @@
/obj/structure/sign/poster/official/idmarecruit
name = "Romulus Federation Marine Corp - Enlist Today"
desc = "This poster depicts a RomFed Marine in their full gear. It is printed on some sort of space resistant paper."
icon = 'modular_skyrat/modules/modular_weapons/icons/obj/company_and_or_faction_based/romulus_technology/poster.dmi'
icon_state = "idmarecruit"
/obj/structure/sign/poster/official/idmarecruit/examine_more(mob/user)
. = ..()
. += "Join the Romulus Federation Marine Corp Today! \
Service will ensure welfare, long term position as security consultant in many company \
And even opportunity to join Sol Galactic Peacekeeping Program \
What are you waiting for!?"
return .
MAPPING_DIRECTIONAL_HELPERS(/obj/structure/sign/poster/official/idmarecruit, 32)
/obj/structure/sign/poster/official/flech_rifle
name = "Weapon of the Future"
desc = "This poster depicts the CMG-1, a standard issue rifle in the RomFed Military. \
It claims that this rifle can defeat any body armour currently available, sounds utterlry insane right?"
icon = 'modular_skyrat/modules/modular_weapons/icons/obj/company_and_or_faction_based/romulus_technology/poster.dmi'
icon_state = "cmg1"
/obj/structure/sign/poster/official/flech_rifle/examine_more(mob/user)
. = ..()
. += "Small text details that certain types of magazines may not be available in your \
region depending on local weapons regulations. Suspiciously, however, if you squint at \
it a bit, the background colors of the image come together vaguely in the shape of \
a computer board and a multitool. What did they mean by this?"
return .
MAPPING_DIRECTIONAL_HELPERS(/obj/structure/sign/poster/official/carwo_magazine, 32)
@@ -0,0 +1,245 @@
//Sprite for these guns are modified from the carwil/carwo rifle, they're a pallet swap with very small modification
//Main Rifle
/obj/item/gun/ballistic/automatic/rom_carbine
name = "\improper RomTech Carbine"
desc = "An unusual variation of the Carwo-Carwil Battle rifle fielded as service rifle in Romulus Federation, preferred by some law enforcement agency for the compact nature. Accepts any standard .40 SolFed rifle magazine."
icon = 'modular_skyrat/modules/modular_weapons/icons/obj/company_and_or_faction_based/romulus_technology/gun48x32.dmi'
icon_state = "carbine"
worn_icon = 'modular_skyrat/modules/modular_weapons/icons/mob/company_and_or_faction_based/romulus_technology/guns_worn.dmi'
worn_icon_state = "carbine"
lefthand_file = 'modular_skyrat/modules/modular_weapons/icons/mob/company_and_or_faction_based/romulus_technology/guns_lefthand.dmi'
righthand_file = 'modular_skyrat/modules/modular_weapons/icons/mob/company_and_or_faction_based/romulus_technology/guns_righthand.dmi'
inhand_icon_state = "carbine"
bolt_type = BOLT_TYPE_LOCKING
special_mags = TRUE
w_class = WEIGHT_CLASS_BULKY
weapon_weight = WEAPON_HEAVY
slot_flags = ITEM_SLOT_BACK | ITEM_SLOT_SUITSTORE | ITEM_SLOT_BELT
burst_size = 1
fire_delay = 3
spread = 7
projectile_wound_bonus = -35
accepted_magazine_type = /obj/item/ammo_box/magazine/c40sol_rifle
spawn_magazine_type = /obj/item/ammo_box/magazine/c40sol_rifle/standard
actions_types = list()
/obj/item/gun/ballistic/automatic/rom_carbine/Initialize(mapload)
. = ..()
give_autofire()
/obj/item/gun/ballistic/automatic/rom_carbine/proc/give_autofire()
AddComponent(/datum/component/automatic_fire, fire_delay)
/obj/item/gun/ballistic/automatic/rom_carbine/give_manufacturer_examine()
AddElement(/datum/element/manufacturer_examine, COMPANY_ROMTECH)
/obj/item/gun/ballistic/automatic/rom_carbine/examine(mob/user)
. = ..()
. += span_notice("You can <b>examine closer</b> to learn a little more about this weapon.")
/obj/item/gun/ballistic/automatic/rom_carbine/examine_more(mob/user)
. = ..()
. += "This Design was made by Romulus Technology for \
usage during the start of the NRI-Sol Border war. \
Following the embargo and trade restriction \
making it impossible for Romulus Federation to source weapory, \
with this design being rapidly pushed out, being made from converted rifle making it easier to acquire, \
this rifle seems rather unassuming but it has been, itself, the new symbol of peace \
Leaving NRI weapon in the past, as it now became the symbol of the oppressive era of Romulus\
To whom it may concerns, These weapon were mostly used by the new Romulus National Army,\
it was a symbol of struggle and freedom \
Weapons cannot bring people back, but it can save your life."
return .
//Bolt Action Rifle
/obj/item/gun/ballistic/rifle/carwil
name = "\improper RomTech Ceremonial Rifle"
desc = "A boltaction ceremonial rifle, chambered in Sol .40 Rifle While technically outdated in modern arms markets, it still used by recreational hunter \
as rifle of this kind are much more controllable. Famously used by the royal guard of Romulus Federation."
icon = 'modular_skyrat/modules/modular_weapons/icons/obj/company_and_or_faction_based/romulus_technology/gun48x32.dmi'
icon_state = "elite"
worn_icon = 'modular_skyrat/modules/modular_weapons/icons/mob/company_and_or_faction_based/romulus_technology/guns_worn.dmi'
worn_icon_state = "carbine"
lefthand_file = 'modular_skyrat/modules/modular_weapons/icons/mob/company_and_or_faction_based/romulus_technology/guns_lefthand.dmi'
righthand_file = 'modular_skyrat/modules/modular_weapons/icons/mob/company_and_or_faction_based/romulus_technology/guns_righthand.dmi'
inhand_icon_state = "carbine"
inhand_x_dimension = 32
inhand_y_dimension = 32
weapon_weight = WEAPON_HEAVY
fire_sound = 'modular_skyrat/modules/modular_weapons/sounds/rifle_heavy.ogg'
suppressed_sound = 'modular_skyrat/modules/modular_weapons/sounds/suppressed_rifle.ogg'
fire_sound_volume = 90
load_sound = 'sound/weapons/gun/sniper/mag_insert.ogg'
rack_sound = 'sound/weapons/gun/sniper/rack.ogg'
recoil = 2
accepted_magazine_type = /obj/item/ammo_box/magazine/c40sol_rifle
spawn_magazine_type = /obj/item/ammo_box/magazine/c40sol_rifle
internal_magazine = FALSE
w_class = WEIGHT_CLASS_BULKY
slot_flags = ITEM_SLOT_BACK
mag_display = TRUE
tac_reloads = TRUE
rack_delay = 1.5 SECONDS
can_suppress = TRUE
can_unsuppress = TRUE
special_mags = TRUE
/obj/item/gun/ballistic/rifle/carwil/give_manufacturer_examine()
AddElement(/datum/element/manufacturer_examine, COMPANY_ROMTECH)
/obj/item/gun/ballistic/rifle/carwil/empty
spawnwithmagazine = FALSE
/obj/item/storage/toolbox/guncase/skyrat/ceremonial_rifle
name = "Sporting Rifle Case"
weapon_to_spawn = /obj/item/gun/ballistic/rifle/carwil/empty
extra_to_spawn = /obj/item/ammo_box/magazine/c40sol_rifle/starts_empty
/obj/item/storage/toolbox/guncase/skyrat/ceremonial_rifle/PopulateContents()
new weapon_to_spawn (src)
generate_items_inside(list(
/obj/item/ammo_box/c40sol/fragmentation = 1,
/obj/item/ammo_box/c40sol = 1,
), src)
//Flechette Rifle
//This Replace The Battle Rifle, handle with care please
//This is based on the old CMG Code from Hatterhat when he made it foldable, Dragonfruit made the sprite sometime ago and I'm using it as it's easier than remaking new sprite from the ground up
/obj/item/gun/ballistic/automatic/rom_flech
name = "\improper RomTech CMG-1 Rifle"
desc = "The Compact Machinegun-1 is an automatic rifle fielded by the Romulus Expeditionary Force, chambered in an experimental flechette cartridge capable of defeating all type of conventional body armour. Has a folding stock"
icon = 'modular_skyrat/modules/modular_weapons/icons/obj/company_and_or_faction_based/romulus_technology/gun40x32.dmi'
icon_state = "cmg1"
worn_icon = 'modular_skyrat/modules/modular_weapons/icons/mob/company_and_or_faction_based/carwo_defense_systems/guns_worn.dmi'
worn_icon_state = "infanterie_evil"
//placeeholder, I had to do this in a crunch hour.. sorry! - Kali
lefthand_file = 'modular_skyrat/modules/modular_weapons/icons/mob/company_and_or_faction_based/carwo_defense_systems/guns_lefthand.dmi'
righthand_file = 'modular_skyrat/modules/modular_weapons/icons/mob/company_and_or_faction_based/carwo_defense_systems/guns_righthand.dmi'
inhand_icon_state = "infanterie_evil"
bolt_type = BOLT_TYPE_LOCKING
mag_display = TRUE
mag_display_ammo = TRUE
empty_indicator = TRUE
w_class = WEIGHT_CLASS_BULKY
weapon_weight = WEAPON_HEAVY
slot_flags = ITEM_SLOT_BACK | ITEM_SLOT_SUITSTORE | ITEM_SLOT_BELT
selector_switch_icon = TRUE
burst_size = 2
fire_delay = 2
spread = 5
pin = /obj/item/firing_pin/alert_level
accepted_magazine_type = /obj/item/ammo_box/magazine/caflechette
spawn_magazine_type = /obj/item/ammo_box/magazine/caflechette
var/folding_sound = 'sound/weapons/batonextend.ogg'
/// is our stock collapsed?
var/folded = FALSE
/// how long does it take to extend/collapse the stock
var/toggle_time = 1 SECONDS
/// what's our spread with our extended stock (mild varedit compatibility I Guess)?
var/unfolded_spread = 5
/// what's our spread with a folded stock (see above comment)?
var/folded_spread = 20
/obj/item/gun/ballistic/automatic/rom_flech/examine(mob/user)
. = ..()
. += span_notice("<b>Alt-click</b> to [folded ? "extend" : "collapse"] the stock.")
/obj/item/gun/ballistic/automatic/rom_flech/click_alt(mob/user)
if(!user.is_holding(src))
return
if(item_flags & IN_STORAGE)
return
toggle_stock(user)
/obj/item/gun/ballistic/automatic/rom_flech/proc/toggle_stock(mob/user, var/forced)
if(!user && forced)
folded = !folded
update_fold_stats()
return
balloon_alert(user, "[folded ? "extending" : "collapsing"] stock...")
if(!do_after(user, toggle_time))
balloon_alert(user, "interrupted!")
return
folded = !folded
update_fold_stats()
balloon_alert(user, "stock [folded ? "collapsed" : "extended"]")
playsound(src.loc, folding_sound, 30, 1)
/obj/item/gun/ballistic/automatic/rom_flech/proc/update_fold_stats()
if(folded)
spread = folded_spread
else
spread = unfolded_spread
update_icon()
/obj/item/gun/ballistic/automatic/rom_flech/update_overlays()
. = ..()
. += "[icon_state]-stock[folded ? "_in" : "_out"]"
/obj/item/gun/ballistic/automatic/rom_flech/give_manufacturer_examine()
AddElement(/datum/element/manufacturer_examine, COMPANY_ROMTECH)
/obj/item/gun/ballistic/automatic/rom_flech/empty
spawnwithmagazine = FALSE
/obj/item/storage/toolbox/guncase/skyrat/rom_flech
name = "CMG-1 Rifle Case"
weapon_to_spawn = /obj/item/gun/ballistic/automatic/rom_flech/empty
/obj/item/storage/toolbox/guncase/skyrat/rom_flech/PopulateContents()
new weapon_to_spawn (src)
generate_items_inside(list(
/obj/item/ammo_box/magazine/caflechette = 2,
/obj/item/ammo_box/magazine/caflechette/ballpoint = 3,
), src)
/obj/item/gun/ballistic/automatic/rom_flech/blueshield
name = "\improper RomTech CMG-2C Rifle"
desc = "The Compact Machinegun-2 Commando is an automatic rifle used by Romulus Executive Protection Service, modified to be one handed for usage with shield."
icon_state = "cmg2"
worn_icon = 'modular_skyrat/modules/modular_weapons/icons/mob/company_and_or_faction_based/carwo_defense_systems/guns_worn.dmi'
worn_icon_state = "infanterie_evil"
lefthand_file = 'modular_skyrat/modules/modular_weapons/icons/mob/company_and_or_faction_based/carwo_defense_systems/guns_lefthand.dmi'
righthand_file = 'modular_skyrat/modules/modular_weapons/icons/mob/company_and_or_faction_based/carwo_defense_systems/guns_righthand.dmi'
inhand_icon_state = "infanterie_evil"
bolt_type = BOLT_TYPE_LOCKING
w_class = WEIGHT_CLASS_BULKY
weapon_weight = WEAPON_LIGHT
burst_size = 3
spread = 0
pin = /obj/item/firing_pin
unfolded_spread = 0
folded_spread = 7
/obj/item/gun/ballistic/automatic/rom_flech/blueshield/empty
spawnwithmagazine = FALSE
/obj/item/storage/toolbox/guncase/skyrat/blueshield_cmg
name = "CMG-2C Rifle Case"
weapon_to_spawn = /obj/item/gun/ballistic/automatic/rom_flech/blueshield/empty
/obj/item/storage/toolbox/guncase/skyrat/blueshield_cmg/PopulateContents()
new weapon_to_spawn (src)
generate_items_inside(list(
/obj/item/ammo_box/magazine/caflechette = 2,
/obj/item/ammo_box/magazine/caflechette/ripper = 2,
), src)
@@ -0,0 +1,49 @@
//While I could also just, make it a subtype, I prefer to keep it seperate incase I need to switch later
/obj/item/gun/ballistic/automatic/rom_smg
name = "\improper RomTech Submachine gun"
desc = "A horrible conversion kit of the sindano only seen in usage by PMC and in Romulus Police Force. Accepts any standard Sol pistol magazine."
icon = 'modular_skyrat/modules/modular_weapons/icons/obj/company_and_or_faction_based/romulus_technology/gun40x32.dmi'
icon_state = "gelato"
lefthand_file = 'modular_skyrat/modules/modular_weapons/icons/mob/company_and_or_faction_based/romulus_technology/guns_lefthand.dmi'
righthand_file = 'modular_skyrat/modules/modular_weapons/icons/mob/company_and_or_faction_based/romulus_technology/guns_righthand.dmi'
inhand_icon_state = "gelato"
special_mags = TRUE
bolt_type = BOLT_TYPE_OPEN
w_class = WEIGHT_CLASS_BULKY
weapon_weight = WEAPON_MEDIUM
slot_flags = ITEM_SLOT_SUITSTORE | ITEM_SLOT_BELT
accepted_magazine_type = /obj/item/ammo_box/magazine/c35sol_pistol
spawn_magazine_type = /obj/item/ammo_box/magazine/c35sol_pistol/stendo
fire_sound = 'modular_skyrat/modules/modular_weapons/sounds/smg_light.ogg'
can_suppress = TRUE
suppressor_x_offset = 11
burst_size = 1
fire_delay = 2
spread = 4
actions_types = list()
/obj/item/gun/ballistic/automatic/rom_smg/Initialize(mapload)
. = ..()
give_autofire()
/// Separate proc for handling auto fire just because one of these subtypes isn't otomatica
/obj/item/gun/ballistic/automatic/rom_smg/proc/give_autofire()
AddComponent(/datum/component/automatic_fire, fire_delay)
/obj/item/gun/ballistic/automatic/rom_smg/give_manufacturer_examine()
AddElement(/datum/element/manufacturer_examine, COMPANY_ROMTECH)
//Does not have additional examine text.. Yet
@@ -23,7 +23,7 @@
name = "Trappiste 'Wespe' gunset"
weapon_to_spawn = /obj/item/gun/ballistic/automatic/pistol/sol/no_mag
extra_to_spawn = /obj/item/ammo_box/magazine/c35sol_pistol
extra_to_spawn = /obj/item/ammo_box/magazine/c35sol_pistol/starts_empty
/obj/item/storage/toolbox/guncase/skyrat/pistol/trappiste_small_case/eland
name = "Trappiste 'Eland' gunset"
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@@ -55,6 +55,7 @@
backpack_contents = list(
/obj/item/melee/baton/telescopic = 1,
/obj/item/choice_beacon/ntc = 1,
/obj/item/gun/energy/e_gun/mini = 1,
)
skillchips = list(/obj/item/skillchip/disk_verifier)
@@ -151,20 +152,4 @@
new /obj/item/storage/photo_album/personal(src)
new /obj/item/bedsheet/centcom(src)
new /obj/item/storage/bag/garment/nanotrasen_consultant(src)
//Choice Beacon, I hope in the future they're going to be given proper unique gun but this will do.
/obj/item/choice_beacon/ntc
name = "gunset beacon"
desc = "A single use beacon to deliver a gunset of your choice. Please only call this in your office"
company_source = "Trappiste Fabriek Company"
company_message = span_bold("Supply Pod incoming please stand by")
/obj/item/choice_beacon/ntc/generate_display_names()
var/static/list/selectable_gun_types = list(
"Takbok" = /obj/item/storage/toolbox/guncase/skyrat/pistol/trappiste_small_case/takbok,
"Skild" = /obj/item/storage/toolbox/guncase/skyrat/pistol/trappiste_small_case/skild,
)
return selectable_gun_types
new /obj/item/choice_beacon/station_magistrate(src)
@@ -54,16 +54,18 @@
/obj/projectile/bullet/c9mm/rubber
name = "9x25mm rubber bullet"
icon_state = "pellet"
damage = 5
stamina = 25
damage = 18
stamina = 32
ricochets_max = 6
ricochet_incidence_leeway = 0
ricochet_chance = 130
ricochet_chance = 180
ricochet_decay_damage = 0.8
shrapnel_type = null
sharpness = NONE
embed_type = null
/obj/projectile/bullet/c9mm
damage = 25
/*
* 10mm Auto
*/
@@ -90,10 +92,13 @@
projectile_type = /obj/projectile/bullet/c10mm/rubber
harmful = FALSE
/obj/projectile/bullet/c10mm
damage = 30
/obj/projectile/bullet/c10mm/rubber
name = "10mm rubber bullet"
damage = 10
stamina = 35
stamina = 40
ricochets_max = 6
ricochet_incidence_leeway = 0
ricochet_chance = 130
@@ -123,3 +128,45 @@
pain_mult = 5
jostle_pain_mult = 6
rip_time = 1 SECONDS
// .38 Detective Bullets Override
/obj/projectile/bullet/c38
name = ".38 bullet"
damage = 30
/obj/projectile/bullet/c38/match/bouncy
name = ".38 Rubber bullet"
damage = 15
stamina = 35
weak_against_armour = TRUE
ricochets_max = 6
ricochet_incidence_leeway = 0
ricochet_chance = 130
ricochet_decay_damage = 0.8
shrapnel_type = null
sharpness = NONE
embed_data = null
// premium .38 ammo from cargo, weak against armor, lower base damage, but excellent at embedding and causing slice wounds at close range
/obj/projectile/bullet/c38/dumdum
name = ".38 DumDum bullet"
damage = 20
weak_against_armour = TRUE
ricochets_max = 0
sharpness = SHARP_EDGED
wound_bonus = 35
bare_wound_bonus = 30
embed_type = /datum/embed_data/dumdum
wound_falloff_tile = -8
embed_falloff_tile = -20
/datum/embed_data/dumdum
embed_chance = 90
fall_chance = 3
jostle_chance = 4
ignore_throwspeed_threshold = TRUE
pain_stam_pct = 0.4
pain_mult = 5
jostle_pain_mult = 6
rip_time = 1 SECONDS
@@ -1,10 +1,173 @@
//SKYRAT AND SOL AMMO
/datum/supply_pack/security/lethalsolpistols
name = ".35 Ammunition Crates"
desc = "Contains 6 boxes of lethal ammunition for Sol .35 Pistol."
cost = CARGO_CRATE_VALUE * 10
contains = list(/obj/item/ammo_box/c35sol= 3,
/obj/item/ammo_box/c35sol/ripper = 3,
)
crate_name = ".35 ammo crate"
/datum/supply_pack/security/lethalsolrifles
name = ".40 Ammunition Crates"
desc = "Contains 6 boxes of lethal ammunition for Sol .40 Rifle."
cost = CARGO_CRATE_VALUE * 10
contains = list(/obj/item/ammo_box/c40sol= 4,
/obj/item/ammo_box/c40sol/pierce = 1,
/obj/item/ammo_box/c40sol/incendiary = 1,
)
crate_name = ".40 ammo crate"
/datum/supply_pack/security/lethalskyratshotgun
name = "12 Gauge Ammunition Crates"
desc = "Contains 6 boxes of lethal ammunition for all 12 Gauge Shotguns."
cost = CARGO_CRATE_VALUE * 8
contains = list(/obj/item/ammo_box/advanced/s12gauge/buckshot= 3,
/obj/item/ammo_box/advanced/s12gauge = 3,
)
crate_name = "shotgun ammo crate"
/datum/supply_pack/security/armory/exoticskyratammo
name = "12 Gauge Exotic Ammunition Crates"
desc = "Contains 6 boxes of exotic ammunition for all 12 Gauge Shotguns."
cost = CARGO_CRATE_VALUE * 20
contains = list(/obj/item/ammo_box/advanced/s12gauge/incendiary= 1,
/obj/item/ammo_box/advanced/s12gauge/flechette = 1,
/obj/item/ammo_box/advanced/s12gauge/express = 1,
/obj/item/ammo_box/advanced/s12gauge/magnum = 1,
/obj/item/ammo_box/advanced/s12gauge/flechette = 1,
/obj/item/ammo_box/advanced/s12gauge/antitide = 1,
)
crate_name = "exotic shotgun ammo crate"
contraband = TRUE
/datum/supply_pack/security/antiriotskyratshotgunammo
name = "12 Gauge Anti Riot Ammunition Crates"
desc = "Contains 6 boxes of anti riot grade ammunition for all 12 Gauge Shotguns."
cost = CARGO_CRATE_VALUE * 12
contains = list(/obj/item/ammo_box/advanced/s12gauge/bean = 2,
/obj/item/ammo_box/advanced/s12gauge/beehive = 2,
/obj/item/ammo_box/advanced/s12gauge/rubber = 2,
)
crate_name = "anti riot shotgun ammo crate"
//SOL GUNS
/datum/supply_pack/security/wespe
name = "Wespe Three-Pack Crates"
desc = "Contains three case of the .35 sol handgun, magazines included."
cost = CARGO_CRATE_VALUE * 12
contains = list(/obj/item/storage/toolbox/guncase/skyrat/pistol/trappiste_small_case/wespe = 3,
/obj/item/ammo_box/c35sol/incapacitator = 3,
)
crate_name = "wespe pistols crate"
/datum/supply_pack/security/eland
name = "Eland Three-Pack Crates"
desc = "Contains three case of the .35 sol revolver, munition boxes included."
cost = CARGO_CRATE_VALUE * 12
contains = list(/obj/item/storage/toolbox/guncase/skyrat/pistol/trappiste_small_case/eland = 3,
/obj/item/ammo_box/c35sol/incapacitator = 3,
)
crate_name = "eland pistols crate"
/datum/supply_pack/security/armory/renoster
name = "Carwo 'Renoster' Shotgun Crate"
desc = "Contains two Carwo 'Renoster' shotguns. Additional ammmo sold separately."
cost = CARGO_CRATE_VALUE * 30
contains = list(/obj/item/gun/ballistic/shotgun/riot/sol = 2,
/obj/item/ammo_box/advanced/s12gauge/buckshot = 2,
)
crate_name = "Carwo 'Renoster' Shotgun Crate"
/* commented out until i figure what to do with it
/datum/supply_pack/security/armory/infanterie
name = "Carwil Battle Rifle Crate"
desc = "Contains two Carwil Battle Rifles, and two spare each magazines for them."
cost = CARGO_CRATE_VALUE * 20
contains = list(/obj/item/gun/ballistic/automatic/sol_rifle = 2,
/obj/item/ammo_box/magazine/c40sol_rifle = 4,
)
crate_name = "Carwil Battle Rifle Crate"
contraband = TRUE
*/
/datum/supply_pack/security/armory/cmg
name = "Romulus Technology CMG Assault Rifle Crate"
desc = "Two CMG-1, chambered in experimental steel flechette."
cost = CARGO_CRATE_VALUE * 20
contains = list(
/obj/item/storage/toolbox/guncase/skyrat/rom_flech,
/obj/item/storage/toolbox/guncase/skyrat/rom_flech,
)
crate_name = "RomTech CMG-1 Crate"
/datum/supply_pack/security/armory/sindano
name = "Carwo 'Sindano' Submachinegun Crate"
desc = "Three entirely proprietary Sindano kits, chambered in .35 Sol Short. Each kit contains three empty magazines and a box each of incapacitator and lethal rounds."
cost = CARGO_CRATE_VALUE * 20
contains = list(
/obj/item/storage/toolbox/guncase/skyrat/carwo_large_case/sindano,
/obj/item/storage/toolbox/guncase/skyrat/carwo_large_case/sindano,
/obj/item/storage/toolbox/guncase/skyrat/carwo_large_case/sindano,
/obj/item/storage/toolbox/guncase/skyrat/carwo_large_case/sindano = 3,
)
crate_name = "Carwo 'Sindano' Submachinegun Crate"
/datum/supply_pack/security/armory/marksman
name = "Carwil Marksman Rifle Crate"
desc = "Contains one Carwil Marksman Rifle, as well as 3 spare magazines for it."
cost = CARGO_CRATE_VALUE * 12
contains = list(/obj/item/gun/ballistic/automatic/sol_rifle/marksman = 1,
/obj/item/ammo_box/magazine/c40sol_rifle = 3,
)
crate_name = "Carwil Marksman Rifle Crate"
/datum/supply_pack/security/armory/rom_ceremonial_rifle
name = "Romulus Ceremonial Bolt Action Rifle Crate"
desc = "Contains Three Ceremonial Bolt Action Rifle in .40 , as well as ammo for it."
cost = CARGO_CRATE_VALUE * 12
contains = list(/obj/item/storage/toolbox/guncase/skyrat/ceremonial_rifle = 1,
)
crate_name = "Romulus Ceremonial Rifle Crate"
/datum/supply_pack/security/ammo
contains = list(/obj/item/ammo_box/advanced/s12gauge/bean = 3,
/obj/item/ammo_box/advanced/s12gauge/rubber = 3,
/obj/item/ammo_box/c38/trac,
/obj/item/ammo_box/c38/hotshot,
/obj/item/ammo_box/c38/iceblox,
)
special = FALSE
//This makes the Security ammo crate use the cool advanced ammo boxes instead of the old ones
/datum/supply_pack/security/armory/kiboko
name = "Kiboko Grenade Launcher Crate"
cost = CARGO_CRATE_VALUE * 30
desc = "Contains a Kiboko 25mm grenade launchers. A small dial on the sight allows you to set the length of the grenade fuse."
contains = list(
/obj/item/gun/ballistic/automatic/sol_grenade_launcher/no_mag = 1,
/obj/item/ammo_box/magazine/c980_grenade/starts_empty = 3
)
crate_name = "Kiboko Grenade Launcher Crate"
/datum/supply_pack/security/armory/kiboko_riot
name = "Kiboko 25mm Riot Pack"
cost = CARGO_CRATE_VALUE * 8
desc = "Contains three riot grade ammunition box."
contains = list(
/obj/item/ammo_box/c980grenade/riot = 3,
)
/datum/supply_pack/imports/lmg
name = "Smuggled Sol Light Machinegun Crate"
desc = "(*!&@#GOOD NEWS, OPERATIVE! WE GOT YOU THE BIG LEAGUE AUTOMATIC WEAPONS. BY \
SMUGGLING THIS CRATE THROUGH A FEW OUTDATED CUSTOMS CHECKPOINTS, WE'VE THE NEXT BEST THING! \
SERVICE AUTORIFLES. DON'T WORRY, THE RUMORS ABOUT THE GUN MELTING YOU ARE JUST THAT! RUMORS! \
THESE THINGS WORK FINE! MIGHT BE SLIGHTLY DIRTY.!#@*$"
hidden = TRUE
cost = CARGO_CRATE_VALUE * 52
contains = list(
/obj/item/gun/ballistic/automatic/sol_rifle/machinegun = 1,
/obj/item/ammo_box/magazine/c40sol_rifle/drum = 2,
)
//Goodies
@@ -0,0 +1,33 @@
//Security Crafting Recipe
/datum/crafting_recipe/sol_rifle_carbine_kit
name = "Sol Carbine Conversion"
result = /obj/item/gun/ballistic/automatic/rom_carbine
reqs = list(
/obj/item/gun/ballistic/automatic/sol_rifle = 1,
/obj/item/weaponcrafting/gunkit/sol_rifle_carbine_kit = 1,
)
time = 10 SECONDS
category = CAT_WEAPON_RANGED
/datum/crafting_recipe/sol_smg_rapidfire_kit
name = "Sol SMG Conversion"
result = /obj/item/gun/ballistic/automatic/rom_smg
reqs = list(
/obj/item/gun/ballistic/automatic/sol_smg = 1,
/obj/item/weaponcrafting/gunkit/sol_smg_rapidfire_kit = 1,
)
time = 10 SECONDS
category = CAT_WEAPON_RANGED
/datum/crafting_recipe/sol_bolt_to_rifle
name = "Sol Battle Rifle Conversion"
result = /obj/item/gun/ballistic/automatic/sol_rifle
reqs = list(
/obj/item/gun/ballistic/rifle/carwil = 1,
/obj/item/weaponcrafting/gunkit/sol_bolt_to_rifle = 1,
)
time = 10 SECONDS
category = CAT_WEAPON_RANGED
//Generic Gun Resource here
@@ -0,0 +1,67 @@
//Choice Beacon for blueshield, old.
/obj/item/choice_beacon/blueshield
name = "blueshield weapon beacon"
desc = "A single use beacon to deliver a weapon of your choice. Please only call this in your office"
company_source = "Sol Security Solution"
company_message = span_bold("Supply Pod incoming please stand by")
/obj/item/choice_beacon/blueshield/generate_display_names()
var/static/list/selectable_gun_types = list(
"Energy Revolver" = /obj/item/gun/energy/e_gun/blueshield,
"Energy Carbine" = /obj/item/gun/energy/e_gun/stun/blueshield,
".585 SMG" = /obj/item/storage/toolbox/guncase/skyrat/xhihao_large_case/bogseo //This can obviously be replaced out with any gun of your choice for future coder
)
return selectable_gun_types
//Both of these are defunk but still exist for archival purpose incase someone want to re-visit them later, or as references
/obj/item/choice_beacon/ntc
name = "gunset beacon"
desc = "A single use beacon to deliver a gunset of your choice. Please only call this in your office"
company_source = "Trappiste Fabriek Company"
company_message = span_bold("Supply Pod incoming please stand by")
/obj/item/choice_beacon/ntc/generate_display_names()
var/static/list/selectable_gun_types = list(
"Takbok" = /obj/item/storage/toolbox/guncase/skyrat/pistol/trappiste_small_case/takbok,
"Skild" = /obj/item/storage/toolbox/guncase/skyrat/pistol/trappiste_small_case/skild
)
return selectable_gun_types
//Station Central Command Staff
/obj/item/choice_beacon/station_magistrate
name = "nanotrasen dignitaries weapon beacon"
desc = "A single use beacon to deliver a weapon of your choice. Please only call this in your office"
company_source = "Romulus Armoury"
company_message = span_bold("Supply Pod incoming please stand by")
/obj/item/choice_beacon/station_magistrate/generate_display_names()
var/static/list/selectable_gun_types = list(
"Energy Revolver" = /obj/item/gun/energy/e_gun/blueshield,
".457 Romulus Revolver" = /obj/item/storage/toolbox/guncase/skyrat/hos_revolver,
".460 Rowland Magnum Pistol" = /obj/item/storage/toolbox/guncase/skyrat/m45a5
)
return selectable_gun_types
//Security Sidearm
/obj/item/choice_beacon/security_pistol
name = "sidearm weapon beacon"
desc = "A single use beacon to deliver a weapon of your choice. Please only call this in your office"
company_source = "Romulus Armoury"
company_message = span_bold("Supply Pod incoming please stand by")
/obj/item/choice_beacon/security_pistol/generate_display_names()
var/static/list/selectable_gun_types = list(
"Standard 9x25mm Mk2 Pistol" = /obj/item/storage/toolbox/guncase/skyrat/pistol/trappiste_small_case/nt_glock,
"Police Special 10mm Auto Revolver" = /obj/item/storage/toolbox/guncase/skyrat/pistol/trappiste_small_case/nt_revolver
)
return selectable_gun_types
@@ -15,3 +15,20 @@
/obj/item/vending_refill/wardrobe/comm_wardrobe,
)
crate_name = "Commandrobe Resupply Crate"
//Goodies..
/datum/supply_pack/goody/m1911
name = "Authentic SR Sector M1911"
desc = "Old but gold, the m1911 chambered in .460 Ceres. It is sure to give anyone daring to fight you, a second thought."
contains = list(/obj/item/storage/toolbox/guncase/skyrat/m1911_gold = 1,
)
cost = PAYCHECK_COMMAND * 25
access_view = ACCESS_WEAPONS
/datum/supply_pack/goody/ceremonial_rifle
name = "Romulus Sporting Rifle"
desc = "A sporting rifle made of light polymer material chambered in Sol .40, poor recoil handling but quite accurate."
contains = list(/obj/item/storage/toolbox/guncase/skyrat/ceremonial_rifle = 1)
cost = PAYCHECK_COMMAND * 24
access_view = ACCESS_WEAPONS
@@ -4,23 +4,25 @@
product_ads = "Crack capitalist skulls!;Beat some heads in!;Don't forget - harm is good!;Your weapons are right here.;Handcuffs!;Freeze, scumbag!;Don't tase me bro!;Tase them, bro.;Why not have a donut?"
icon = 'modular_skyrat/modules/sec_haul/icons/vending/vending.dmi'
products = list(
/obj/item/restraints/handcuffs = 8,
/obj/item/restraints/handcuffs/cable/zipties = 12,
/obj/item/grenade/flashbang = 6,
/obj/item/assembly/flash/handheld = 8,
/obj/item/restraints/handcuffs = 18,
/obj/item/restraints/handcuffs/cable/zipties = 22,
/obj/item/grenade/flashbang = 16,
/obj/item/assembly/flash/handheld = 18,
/obj/item/food/donut/plain = 12,
/obj/item/storage/box/evidence = 6,
/obj/item/flashlight/seclite = 6,
/obj/item/restraints/legcuffs/bola/energy = 10,
/obj/item/storage/box/evidence = 16,
/obj/item/flashlight/seclite = 16,
/obj/item/restraints/legcuffs/bola/energy = 20,
/obj/item/clothing/gloves/tackler/security = 5,
/obj/item/ammo_box/advanced/s12gauge/bean = 2,
)
contraband = list(
/obj/item/clothing/glasses/sunglasses = 2,
/obj/item/storage/fancy/donut_box = 2,
/obj/item/ammo_box/magazine/m9mm = 4,
)
premium = list(
/obj/item/storage/belt/security/webbing = 5,
/obj/item/storage/belt/security/webbing/peacekeeper = 5,
/obj/item/storage/belt/security/webbing = 10,
/obj/item/storage/belt/security/webbing/peacekeeper = 10,
/obj/item/coin/antagtoken = 1,
/obj/item/clothing/head/helmet/blueshirt = 3,
/obj/item/clothing/suit/armor/vest/blueshirt = 3,
@@ -28,6 +30,10 @@
/obj/item/watertank/pepperspray = 2,
/obj/item/storage/belt/holster/energy = 4,
/obj/item/storage/box/holobadge = 1,
/obj/item/ammo_box/magazine/m9mm/rubber = 12,
/obj/item/ammo_box/magazine/m9mm/ihdf = 12,
/obj/item/ammo_box/c10mm/speedloader/rubber = 12,
/obj/item/ammo_box/advanced/s12gauge/frangible = 2,
)
/obj/item/vending_refill/security
@@ -66,6 +72,7 @@
/obj/item/clothing/head/hats/warden/police/patrol = 5,
/obj/item/clothing/head/costume/ushanka/sec = 10,
/obj/item/clothing/gloves/color/black/security = 10,
/obj/item/clothing/head/helmet/sec/futuristic = 5,
)
premium = list( /obj/item/clothing/under/rank/security/officer/formal = 3,
/obj/item/clothing/suit/jacket/officer/blue = 3,
@@ -36,9 +36,8 @@
desc = "A helmet to protect any officer from bludgeoning attacks, or the occasional bullet."
icon = 'modular_skyrat/master_files/icons/obj/clothing/head/helmet.dmi'
worn_icon = 'modular_skyrat/master_files/icons/mob/clothing/head/helmet.dmi'
icon_state = "security_helmet_novisor"
base_icon_state = "security_helmet_novisor"
actions_types = NONE
icon_state = "security_helmet-novisor"
base_icon_state = "security_helmet-novisor"
supports_variations_flags = CLOTHING_SNOUTED_VARIATION_NO_NEW_ICON
armor_type = /datum/armor/head_helmet
@@ -0,0 +1,85 @@
// RESEARCH NODES
//Weaponry Research
/datum/techweb_node/magazineresearch
id = "storedmunition_tech"
display_name = "Ballisitic Research"
description = "In the wake of the NRI Border Conflict, there was a drive to advances our armament, learn how sol does it."
prereq_ids = list("exotic_ammo")
design_ids = list(
"sol40_riflstandardemag",
"solgrenade_extmag",
"sol35_shortextmag",
"ca_flech",
"ca_flechmagnesium",
"s12g_slug",
"s12c_antitide",
"s12g_buckshot"
)
research_costs = list(TECHWEB_POINT_TYPE_GENERIC = TECHWEB_TIER_2_POINTS)
/datum/techweb_node/magazineresearch_romfed
id = "storedmunition_tech_two"
display_name = "Advanced Ballistic Research"
description = "Catching up to the modern world in technological advancement, our enemies are everywhere and they are durable."
prereq_ids = list("explosives","storedmunition_tech")
design_ids = list(
"sol_rifle_carbine_gun",
"s12g_flechette",
"s12g_db"
)
research_costs = list(TECHWEB_POINT_TYPE_GENERIC = TECHWEB_TIER_2_POINTS)
/datum/techweb_node/basic_arms/New()
design_ids += "sol35_shortmag"
design_ids += "c10mm_r"
design_ids += "c10mm_rihdf"
design_ids += "s12c_fslug"
/datum/techweb_node/magazineresearch_heavy
id = "storedmunition_tech_three"
display_name = "Romulus Technology"
description = "The same technology used in the Sol 2351 Campaign.It is highly classified and resource intensive."
prereq_ids = list("syndicate_basic","storedmunition_tech_two")
design_ids = list(
"sol40_rifldrummag",
"m9mm_mag_ext_hp",
"m9mm_mag_ext",
"m9mm_mag_ext_b",
)
research_costs = list(TECHWEB_POINT_TYPE_GENERIC = TECHWEB_TIER_3_POINTS)
/datum/techweb_node/sec_equip/New()
design_ids += "m45_mag"
design_ids += "s12g_rubber"
design_ids += "s12g_bslug"
design_ids += "c457_casing"
design_ids += "sol40_riflemag"
design_ids += "m9mm_mag_rubber"
design_ids += "c10mm_rl"
. = ..()
/datum/techweb_node/riot_supression/New()
design_ids += "s12g_hornet"
design_ids += "s12g_br"
design_ids += "m9mm_mag_ihdf"
design_ids += "ca_flechballpoint"
design_ids += "m9mm_mag"
. = ..()
/datum/techweb_node/exotic_ammo/New()
design_ids += "s12g_incinslug"
design_ids += "ca_flechripper"
design_ids += "sol_bolt_to_rifle"
. = ..()
/datum/techweb_node/syndicate_basic/New()
design_ids += "s12g_magnum"
design_ids += "s12g_express"
design_ids += "s12g_antitide"
design_ids += "s12g_ion"
. = ..()
/datum/techweb_node/electric_weapons/New()
design_ids += "s12g_laser"
. = ..()
@@ -0,0 +1,8 @@
/obj/item/weaponcrafting/gunkit/sol_rifle_carbine_kit
name = "Romulus Carbine Conversion Kit"
/obj/item/weaponcrafting/gunkit/sol_smg_rapidfire_kit
name = "Romulus SMG Twin-Burst Conversion Kit"
/obj/item/weaponcrafting/gunkit/sol_bolt_to_rifle
name = "Romulus Battle Rifle Conversion Kit"
@@ -0,0 +1,512 @@
//Security Technology
//Sol 35 mag
/datum/design/sol35_mag_pistol
name = "Sol .35 Short Pistol Magazine"
desc = "A magazine for compatible Sol .35 Short Weaponry."
id = "sol35_shortmag"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/plastic = SHEET_MATERIAL_AMOUNT * 5)
build_path = /obj/item/ammo_box/magazine/c35sol_pistol/starts_empty
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/sol35_mag_ext_pistol
name = "Sol .35 Short Extended Pistol Magazine"
desc = "An extended capacity magazine for compatible Sol .35 Short Weaponry."
id = "sol35_shortextmag"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/plastic = SHEET_MATERIAL_AMOUNT * 10)
build_path = /obj/item/ammo_box/magazine/c35sol_pistol/stendo/starts_empty
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
// Sol 40 Rifle
//These use plastic so they are still material costly, but should be not as bad
/datum/design/sol40_mag_rifle
name = "Sol .40 Rifle Magazine"
desc = "A short Sol .40 Rifle magazine for compatible Weaponry."
id = "sol40_riflemag"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/plastic = SHEET_MATERIAL_AMOUNT * 5)
build_path = /obj/item/ammo_box/magazine/c40sol_rifle/starts_empty
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/sol40_mag_standard_rifle
name = "Sol .40 Rifle Standard Magazine"
desc = "A regular sized Sol .40 Rifle magazine for compatible Weaponry."
id = "sol40_riflstandardemag"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/plastic = SHEET_MATERIAL_AMOUNT * 10)
build_path = /obj/item/ammo_box/magazine/c40sol_rifle/standard/starts_empty
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/sol40_mag_drum_rifle
name = "Sol .40 Rifle Drum Magazine"
desc = "A large drum Sol .40 Rifle magazine for compatible Weaponry."
id = "sol40_rifldrummag"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/plastic = SHEET_MATERIAL_AMOUNT * 40)
build_path = /obj/item/ammo_box/magazine/c40sol_rifle/drum/starts_empty
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
//Grenade Launcher stuff
/datum/design/kiboko_mag
name = "Kiboko Grenade Magazine"
desc = "A standard magazine for compatible grenade launcher."
id = "solgrenade_mag"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 10)
build_path = /obj/item/ammo_box/magazine/c980_grenade/starts_empty
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/kiboko_box_mag
name = "Kiboko Grenade Box Magazine"
desc = "An extended capacity box magazine for compatible grenade launcher."
id = "solgrenade_extmag"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 10)
build_path = /obj/item/ammo_box/magazine/c980_grenade/drum/starts_empty
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
// 12 Gauge Shell.. Individually.
// Because People will kill me if they realised the scale of economic
/datum/design/s12c_fslug
name = "Frangible slug(Destructive)"
desc = "A 12 gauge slug intended for destroying airlocks"
id = "s12c_fslug"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 1, /datum/material/titanium = HALF_SHEET_MATERIAL_AMOUNT)
build_path = /obj/item/ammo_casing/shotgun/frangible
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/s12c_antitide
name = "12 Gauge Advanced Anti Riot Ammunition Box(Non-Lethal)"
desc = "A 12 gauge ammunition box for shotgun shells. These are less lethal and will embed into target"
id = "s12c_antitide"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/silver = SHEET_MATERIAL_AMOUNT * 2, /datum/material/gold = SHEET_MATERIAL_AMOUNT * 1)
build_path = /obj/item/ammo_casing/shotgun/antitide
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
//12 Gauge Ammunition Boxes
//This shit is a mistake but we embraced it instead of removing it, They all will require plastic to make alongside the iron cost
//I hate it
/datum/design/advancedgaugeboxes
name = "12 Gauge Advanced Buckshot Ammunition Box(Lethal)"
desc = "A 12 gauge ammunition box for shotgun shells."
id = "s12g_buckshot"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 20, /datum/material/plastic = SHEET_MATERIAL_AMOUNT * 25)
build_path = /obj/item/ammo_box/advanced/s12gauge/buckshot
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/advancedgaugeboxes_slug
name = "12 Gauge Advanced Slug Ammunition Box(Lethal)"
desc = "A 12 gauge ammunition box for shotgun shells."
id = "s12g_slug"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 25, /datum/material/plastic = SHEET_MATERIAL_AMOUNT * 25)
build_path = /obj/item/ammo_box/advanced/s12gauge
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/advancedgaugeboxes_flech
name = "12 Gauge Advanced Flechette Ammunition Box(Lethal)"
desc = "A 12 gauge ammunition box for shotgun shells."
id = "s12g_flechette"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 20, /datum/material/titanium = SHEET_MATERIAL_AMOUNT * 6, /datum/material/plastic = SHEET_MATERIAL_AMOUNT * 25)
build_path = /obj/item/ammo_box/advanced/s12gauge/flechette
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/advancedgaugeboxes_antitide
name = "12 Gauge Advanced Anti Riot Ammunition Box(Non-Lethal)"
desc = "A 12 gauge ammunition box for shotgun shells."
id = "s12g_antitide"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 10, /datum/material/silver = SHEET_MATERIAL_AMOUNT, /datum/material/plastic = SHEET_MATERIAL_AMOUNT * 25)
build_path = /obj/item/ammo_box/advanced/s12gauge/antitide
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/advancedgaugeboxes_incinslug
name = "12 Gauge Advanced Incendiary Slug Ammunition Box(Very Lethal)"
desc = "A 12 gauge ammunition box for shotgun shells."
id = "s12g_incinslug"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 25, /datum/material/plastic = SHEET_MATERIAL_AMOUNT * 25)
build_path = /obj/item/ammo_box/advanced/s12gauge/incendiary
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/advancedgaugeboxes_hornet
name = "12 Gauge Advanced Hornet Ammunition Box(Less-Lethal)"
desc = "A 12 gauge ammunition box for shotgun shells."
id = "s12g_hornet"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 8, /datum/material/silver = SHEET_MATERIAL_AMOUNT, /datum/material/plastic = SHEET_MATERIAL_AMOUNT * 25)
build_path = /obj/item/ammo_box/advanced/s12gauge/beehive
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/advancedgaugeboxes_magnum
name = "12 Gauge Advanced Magnum Ammunition Box(Very Lethal)"
desc = "A 12 gauge ammunition box for shotgun shells."
id = "s12g_magnum"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 35, /datum/material/plastic = SHEET_MATERIAL_AMOUNT * 25)
build_path = /obj/item/ammo_box/advanced/s12gauge/magnum
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/advancedgaugeboxes_express
name = "12 Gauge Advanced Express Ammunition Box(Very Lethal)"
desc = "A 12 gauge ammunition box for shotgun shells."
id = "s12g_express"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 25, /datum/material/plastic = SHEET_MATERIAL_AMOUNT * 25)
build_path = /obj/item/ammo_box/advanced/s12gauge/express
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/advancedgaugeboxes_beanbagslug
name = "12 Gauge Advanced Bean Bag Ammunition Box(Non-Lethal)"
desc = "A 12 gauge ammunition box for shotgun shells."
id = "s12g_bslug"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 10, /datum/material/plastic = SHEET_MATERIAL_AMOUNT * 25)
build_path = /obj/item/ammo_box/advanced/s12gauge/bean
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/advancedgaugeboxes_rubbershot
name = "12 Gauge Advanced Rubber Shot Ammunition Box(Less-Lethal)"
desc = "A 12 gauge ammunition box for shotgun shells."
id = "s12g_rubber"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 10, /datum/material/plastic = SHEET_MATERIAL_AMOUNT * 25)
build_path = /obj/item/ammo_box/advanced/s12gauge/rubber
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/advancedgaugeboxes_db
name = "12 Gauge Advanced Dragons Breath Ammunition Box(Very Lethal)"
desc = "A 12 gauge ammunition box for shotgun shells."
id = "s12g_db"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 20, /datum/material/plasma = SHEET_MATERIAL_AMOUNT * 15 , /datum/material/plastic = SHEET_MATERIAL_AMOUNT * 25)
build_path = /obj/item/ammo_box/advanced/s12gauge/dragonsbreath
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/advancedgaugeboxes_breaching
name = "12 Gauge Advanced Frangible Slug Ammunition Box(Destructive)"
desc = "A 12 gauge ammunition box for shotgun shells."
id = "s12g_br"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 20, /datum/material/titanium = SHEET_MATERIAL_AMOUNT * 35 , /datum/material/plastic = SHEET_MATERIAL_AMOUNT * 25)
build_path = /obj/item/ammo_box/advanced/s12gauge/frangible
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/advancedgaugeboxes_laser
name = "12 Gauge Advanced Scatter Laser Ammunition Box(Lethal)"
desc = "A 12 gauge ammunition box for shotgun shells."
id = "s12g_laser"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 15, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 15, /datum/material/gold = SHEET_MATERIAL_AMOUNT * 10)
build_path = /obj/item/ammo_box/advanced/s12gauge/laser
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/advancedgaugeboxes_ion
name = "12 Gauge Advanced Scatter Laser Ammunition Box(Very Lethal - Silicon)"
desc = "A 12 gauge ammunition box for shotgun shells."
id = "s12g_ion"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 15, /datum/material/plastic = SMALL_MATERIAL_AMOUNT * 15, /datum/material/gold = SHEET_MATERIAL_AMOUNT * 10)
build_path = /obj/item/ammo_box/advanced/s12gauge/scatterion
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
// Misc Gun Stuff
/datum/design/m9mm_mag
name = "9x25mm Mk2 Pistol Magazine(Lethal)"
desc = "A standard magazine for pistol using 9x25mm Mk2."
id = "m9mm_mag"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 12)
build_path = /obj/item/ammo_box/magazine/m9mm
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/m9mm_mag_rubber
name = "9x25mm Mk2 Pistol Magazine(Less-Lethal)"
desc = "A standard magazine for pistol using 9x25mm Mk2."
id = "m9mm_mag_rubber"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 5)
build_path = /obj/item/ammo_box/magazine/m9mm/rubber
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/m9mm_mag_ihdf
name = "9x25mm Mk2 Pistol Magazine(Non-Lethal)"
desc = "A standard magazine for pistol using 9x25mm Mk2."
id = "m9mm_mag_ihdf"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/plastic = SHEET_MATERIAL_AMOUNT * 5)
build_path = /obj/item/ammo_box/magazine/m9mm/ihdf
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/m9mm_mag_ext
name = "9x25mm Mk2 Extended Pistol Magazine(Lethal)"
desc = "A standard magazine for pistol using 9x25mm Mk2."
id = "m9mm_mag_ext"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 38)
build_path = /obj/item/ammo_box/magazine/m9mm/stendo
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/m9mm_mag_ext_rubber
name = "9x25mm Mk2 Extended Rubber Pistol Magazine(Less-Lethal)"
desc = "A standard magazine for pistol using 9x25mm Mk2."
id = "m9mm_mag_ext_b"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 38)
build_path = /obj/item/ammo_box/magazine/m9mm/stendo/rubber
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/m9mm_mag_ext_hp
name = "9x25mm Mk2 Extended Hollow Point Pistol Magazine(Very Lethal)"
desc = "A standard magazine for pistol using 9x25mm Mk2."
id = "m9mm_mag_ext_hp"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 38)
build_path = /obj/item/ammo_box/magazine/m9mm/stendo/hp
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/m45_mag
name = ".460 Ceres Pistol Magazine(Lethal)"
desc = "A standard magazine for pistol using .460 Ceres."
id = "m45_mag"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 5)
build_path = /obj/item/ammo_box/magazine/m45
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/casingfor457
name = ".457 Government Casing (Very lethal)"
desc = "A bullet casing for .457 Government."
id = "c457_casing"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 5, /datum/material/titanium = SHEET_MATERIAL_AMOUNT * 5)
build_path = /obj/item/ammo_casing/c457govt
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/c10mm_r
name = "10mm Auto Speedloader Rubber (Less lethal)"
desc = "A speedloader in 10mm Auto."
id = "c10mm_r"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/plastic = SHEET_MATERIAL_AMOUNT * 10, /datum/material/iron = SHEET_MATERIAL_AMOUNT * 15)
build_path = /obj/item/ammo_box/c10mm/speedloader/rubber
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/c10mm_rl
name = "10mm Auto Speedloader (lethal)"
desc = "A speedloader in 10mm Auto."
id = "c10mm_rl"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 15)
build_path = /obj/item/ammo_box/c10mm/speedloader
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/c10mm_rihdf
name = "10mm Auto Speedloader IHDF (non-lethal)"
desc = "A speedloader in 10mm Auto."
id = "c10mm_rihdf"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 5, /datum/material/plastic = SHEET_MATERIAL_AMOUNT * 15)
build_path = /obj/item/ammo_box/c10mm/speedloader
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
//IDMA Gun Stuff
/datum/design/caflechette
name = "Flechette Rifle Magazine (lethal)"
desc = "A magazine for the CMG-1."
id = "ca_flech"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 15, /datum/material/titanium = SHEET_MATERIAL_AMOUNT * 15, /datum/material/plastic = SHEET_MATERIAL_AMOUNT * 15)
build_path = /obj/item/ammo_box/magazine/caflechette
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/caflechette_ripper
name = "Flechette Ripper Rifle Magazine (lethal/wounding)"
desc = "A magazine for the CMG-1. Very likely to embed and cause further damage"
id = "ca_flechripper"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/silver = SHEET_MATERIAL_AMOUNT * 15, /datum/material/titanium = SHEET_MATERIAL_AMOUNT * 15, /datum/material/plastic = SHEET_MATERIAL_AMOUNT * 15)
build_path = /obj/item/ammo_box/magazine/caflechette/ripper
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/caflechette_magnesium
name = "Flechette Magnesium Rod Rifle Magazine (Very Lethal)"
desc = "A magazine for the CMG-1. Burns up on impact with target"
id = "ca_flechmagnesium"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/plasma = SHEET_MATERIAL_AMOUNT * 15, /datum/material/titanium = SHEET_MATERIAL_AMOUNT * 15, /datum/material/plastic = SHEET_MATERIAL_AMOUNT * 15)
build_path = /obj/item/ammo_box/magazine/caflechette/magnesium
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/caflechette_ballpoint
name = "Flechette Ball Point Rifle Magazine (Less Lethal)"
desc = "A magazine for the CMG-1. Great at dispersing kinetic energy on impact with target"
id = "ca_flechballpoint"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/titanium = SHEET_MATERIAL_AMOUNT * 15, /datum/material/plastic = SHEET_MATERIAL_AMOUNT * 15)
build_path = /obj/item/ammo_box/magazine/caflechette/ballpoint
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
//Conversion Kit
/datum/design/sol_rifle_carbine_kit
name = "Sol Carbine Conversion Part Kit(Very Lethal)"
desc = "The kit to brutalise your functional battle rifle into a short carbine, ideal for close quarter."
id = "sol_rifle_carbine_gun"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 5, /datum/material/glass =SHEET_MATERIAL_AMOUNT, /datum/material/plastic =SHEET_MATERIAL_AMOUNT * 3.5, /datum/material/titanium =HALF_SHEET_MATERIAL_AMOUNT)
build_path = /obj/item/weaponcrafting/gunkit/sol_rifle_carbine_kit
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_KITS
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
autolathe_exportable = FALSE
/datum/design/sol_smg_rapidfire_kit //this is currently un-balanced, please fix it when convenient
name = "Romulus SMG Twin-Burst Conversion Kit(Very Lethal)"
desc = "The kit to brutalise your functional submachine gun into a monstrosity that fires in two round-burst at a faster rate."
id = "sol_smg_rapidfire_kit"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 5, /datum/material/glass =SHEET_MATERIAL_AMOUNT, /datum/material/plastic =SHEET_MATERIAL_AMOUNT * 3.5, /datum/material/titanium =HALF_SHEET_MATERIAL_AMOUNT)
build_path = /obj/item/weaponcrafting/gunkit/sol_smg_rapidfire_kit
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_KITS
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
autolathe_exportable = FALSE
/datum/design/sol_bolt_to_rifle
name = "Sol Battle rifle Conversion Part Kit(Very Lethal)"
desc = "The kit to brutalise your functional bolt action rifle into one suitable for sustained fire."
id = "sol_bolt_to_rifle"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 5, /datum/material/glass =SHEET_MATERIAL_AMOUNT, /datum/material/plastic =SHEET_MATERIAL_AMOUNT * 3.5, /datum/material/titanium =HALF_SHEET_MATERIAL_AMOUNT)
build_path = /obj/item/weaponcrafting/gunkit/sol_bolt_to_rifle
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_KITS
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
autolathe_exportable = FALSE
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@@ -7,6 +7,15 @@
max_ammo = 15
multitype = FALSE // if you enable this and set the box's caliber var to CALIBER_SHOTGUN (at time of writing, "shotgun"), then you can have the fabled any-ammo shellbox
custom_premium_price = 500
/obj/item/ammo_box/advanced/s12gauge/laser
name = "Scatterlaser ammo box"
desc = "A box of 15 laser shells. Fires highly lethal laser shell."
icon_state = "laser"
ammo_type = /obj/item/ammo_casing/shotgun/scatterlaser
max_ammo = 15
/obj/item/ammo_box/advanced/s12gauge/buckshot
name = "Buckshot ammo box"
desc = "A box of 15 buckshot shells. These have a modest spread of weaker projectiles."
@@ -56,6 +65,13 @@
ammo_type = /obj/item/ammo_casing/shotgun/flechette
max_ammo = 15
/obj/item/ammo_box/advanced/s12gauge/dragonsbreath
name = "Dragons Breathe ammo box"
desc = "A box of 15 Dragons Breathe shells. Each shell contains plasma inside to create a massive trailing flame, excel at collateral damage."
icon_state = "dragonsbreath"
ammo_type = /obj/item/ammo_casing/shotgun/dragonsbreath
max_ammo = 15
/obj/item/ammo_box/advanced/s12gauge/beehive
name = "Hornet's nest ammo box"
desc = "A box of 15 hornet's nest shells. These are less-lethal shells that will bounce off walls and direct themselves toward nearby targets."
@@ -83,3 +99,31 @@
icon_state = "honk"
ammo_type = /obj/item/ammo_casing/shotgun/honkshot
max_ammo = 35
/obj/item/ammo_box/advanced/s12gauge/frangible
name = "Frangible Slug ammo box"
desc = "A box of 7 Frangible slug. It's able to punches through windows, airlocks whatever with ease. Less-than-effective against people"
icon_state = "fslug"
ammo_type = /obj/item/ammo_casing/shotgun/frangible
max_ammo = 7
//The one below here has a destruction damage of 200, it two shot most mech, use the one above
/obj/item/ammo_box/advanced/s12gauge/breaching
name = "Breaching Slug ammo box"
desc = "A box of 7 Breaching slug. It's able to punches through- quite literally anything with ease."
icon_state = "fslug"
ammo_type = /obj/item/ammo_casing/shotgun/breacher
max_ammo = 7
//This is intended for ERT! Have fun with it
/obj/item/ammo_box/advanced/s12gauge/pulse
name = "Pulse Slug ammo box"
desc = "A box of 15 Pulse slug. It's able to punches through structures and anything behind it."
icon_state = "pulse"
ammo_type = /obj/item/ammo_casing/shotgun/pulseslug
/obj/item/ammo_box/advanced/s12gauge/scatterion
name = "Scatter Ion ammo box"
desc = "A box of 15 Scatter ion. I hope you have no cybernetic organs."
icon_state = "pulse"
ammo_type = /obj/item/ammo_casing/shotgun/ion
@@ -35,9 +35,14 @@
desc = "A 12 gauge magnesium slug meant for \"setting shit on fire and looking cool while you do it\".\
<br><br>\
<i>INCENDIARY: Leaves a trail of fire when shot, sets targets aflame.</i>"
advanced_print_req = TRUE
custom_materials = AMMO_MATS_SHOTGUN_PLASMA
/obj/item/ammo_casing/shotgun/ion
custom_materials = AMMO_MATS_SHOTGUN_TIDE
/obj/item/ammo_casing/shotgun/scatterlaser
custom_materials = AMMO_MATS_SHOTGUN_TIDE
/obj/item/ammo_casing/shotgun/techshell
can_be_printed = FALSE // techshell... casing! so not really usable on its own but if you're gonna make these go raid a seclathe.
@@ -48,7 +53,8 @@
can_be_printed = FALSE // PRELOADED WITH TERROR CHEMS MAYBE LET'S NOT
/obj/item/ammo_casing/shotgun/dragonsbreath
can_be_printed = FALSE // techshell. assumed intended balance being a pain to assemble
advanced_print_req = TRUE
custom_materials = AMMO_MATS_SHOTGUN_PLASMA
/obj/item/ammo_casing/shotgun/stunslug
name = "taser slug"
@@ -72,12 +78,6 @@
/obj/item/ammo_casing/shotgun/pulseslug
can_be_printed = FALSE // techshell. assumed intended balance being a pain to assemble
/obj/item/ammo_casing/shotgun/laserslug
can_be_printed = FALSE // techshell. assumed intended balance being a pain to assemble
/obj/item/ammo_casing/shotgun/ion
can_be_printed = FALSE // techshell. assumed intended balance being a pain to assemble
/obj/item/ammo_casing/shotgun/incapacitate
name = "hornet's nest shell"
desc = "A 12 gauge shell filled with some kind of material that excels at incapacitating targets. Contains a lot of pellets, \
@@ -124,8 +124,9 @@
/obj/projectile/bullet/pellet/shotgun_buckshot/magnum
name = "magnum blockshot pellet"
damage = 12
damage = 15
wound_bonus = 10
weak_against_armour = FALSE
/obj/projectile/bullet/pellet/shotgun_buckshot/magnum/Initialize(mapload)
. = ..()
@@ -142,8 +143,9 @@
/obj/projectile/bullet/pellet/shotgun_buckshot/express
name = "express buckshot pellet"
damage = 4
wound_bonus = 0
damage = 5.5
wound_bonus = 10
weak_against_armour = FALSE
/obj/projectile/bullet/pellet/shotgun_buckshot/express/Initialize(mapload)
. = ..()
@@ -151,11 +153,11 @@
/obj/item/ammo_casing/shotgun/flechette
name = "flechette shell"
desc = "A 12 gauge flechette shell that specializes in ripping unarmored targets apart."
desc = "A 12 gauge flechette shell that specializes in ripping armoured targets apart."
icon_state = "fshell"
projectile_type = /obj/projectile/bullet/pellet/shotgun_buckshot/flechette
pellets = 8 //8 x 6 = 48 Damage Potential
variance = 25
pellets = 5
variance = 8
custom_materials = AMMO_MATS_SHOTGUN_FLECH
advanced_print_req = TRUE
@@ -163,10 +165,13 @@
name = "flechette"
icon = 'modular_skyrat/modules/shotgunrebalance/icons/projectiles.dmi'
icon_state = "flechette"
damage = 6
wound_bonus = 10
bare_wound_bonus = 20
damage = 10
wound_bonus = 5
bare_wound_bonus = 10
sharpness = SHARP_EDGED //Did you knew flechettes fly sideways into people
weak_against_armour = FALSE
damage_falloff_tile = 0
armour_penetration = 50
/obj/projectile/bullet/pellet/shotgun_buckshot/flechette/Initialize(mapload)
. = ..()
@@ -191,9 +196,9 @@
icon_state = "hornet"
damage = 4
stamina = 15
damage_falloff_tile = 0.1
stamina_falloff_tile = 0.1
wound_bonus = -5
damage_falloff_tile = 1
stamina_falloff_tile = 1
wound_bonus = 5
bare_wound_bonus = 5
wound_falloff_tile = 0
sharpness = NONE
@@ -204,14 +209,18 @@
ricochet_decay_damage = 1
ricochet_decay_chance = 1
ricochet_incidence_leeway = 0 //nanomachines son
homing = TRUE
homing_turn_speed = 25
homing_inaccuracy_min = 10
homing_inaccuracy_max = 80
/obj/item/ammo_casing/shotgun/antitide
name = "stardust shell"
desc = "A highly experimental shell filled with nanite electrodes that will embed themselves in soft targets. The electrodes are charged from kinetic movement which means moving targets will get punished more."
desc = "A highly experimental shell filled with nanite electrodes that will embed themselves in soft targets. The electrodes are charged from kinetic movement which means moving targets will get punished more. it also cannot be reflected by martial art"
icon_state = "lasershell"
projectile_type = /obj/projectile/bullet/pellet/shotgun_buckshot/antitide
pellets = 8 // 8 * 7 for 56 stamina damage, plus whatever the embedded shells do
variance = 30
pellets = 1
variance = 1
harmful = FALSE
fire_sound = 'sound/weapons/taser.ogg'
custom_materials = AMMO_MATS_SHOTGUN_TIDE
@@ -221,33 +230,67 @@
name = "electrode"
icon = 'modular_skyrat/modules/shotgunrebalance/icons/projectiles.dmi'
icon_state = "stardust"
damage = 2
stamina = 8
damage = 15
stamina = 10
damage_falloff_tile = 0.2
stamina_falloff_tile = 0.3
wound_bonus = 0
bare_wound_bonus = 0
wound_bonus = 15
bare_wound_bonus = 15
stutter = 3 SECONDS
jitter = 5 SECONDS
eyeblur = 1 SECONDS
sharpness = NONE
range = 8
range = 12
embed_type = /datum/embed_data/shotgun_buckshot/antitide
reflectable = FALSE
/datum/embed_data/shotgun_buckshot/antitide
embed_chance = 70
pain_chance = 25
fall_chance = 15
jostle_chance = 80
embed_chance = 200
pain_chance = 90
fall_chance = 10
jostle_chance = 10
ignore_throwspeed_threshold = TRUE
pain_stam_pct = 0.9
pain_mult = 2
pain_stam_pct = 1
pain_mult = 3
rip_time = 1 SECONDS
/obj/projectile/bullet/pellet/shotgun_buckshot/antitide/on_range()
do_sparks(1, TRUE, src)
..()
/obj/item/ammo_casing/shotgun/frangible
name = "frangible slug"
desc = "A weak anti materiel shell intended for dislodging airlock, breaking down barricades and structures. Not effective against people."
icon_state = "breacher"
projectile_type = /obj/projectile/bullet/frangible_slug
/obj/projectile/bullet/frangible_slug
name = "frangible slug"
damage = 10 //I'd kill you if you manage to kill someone with this shit
wound_bonus = 30
bare_wound_bonus = 30
demolition_mod = 40
/obj/projectile/bullet/frangible_slug/on_hit(atom/target, blocked = 0, pierce_hit)
. = ..()
if (!QDELETED(target) && (isturf(target) || isstructure(target)))
if(isobj(target))
demolition_mod = 200
damage = 30
else
demolition_mod = 40
damage = 10
if(isobj(target))
var/obj/hit_object = target
hit_object.take_damage(demolition_mod, BRUTE, BULLET, FALSE)
else if(isclosedturf(target))
damage = 0
demolition_mod = 0
if(!isindestructiblewall(target))
var/turf/closed/hit_turf = target
hit_turf.ScrapeAway()
return ..()
/obj/item/ammo_casing/shotgun/hunter
name = "hunter slug shell"
desc = "A 12 gauge slug shell that fires specially designed slugs that deal extra damage to the local planetary fauna"
@@ -260,10 +303,7 @@
/obj/projectile/bullet/shotgun_slug/hunter/Initialize(mapload)
. = ..()
AddElement(/datum/element/bane, mob_biotypes = MOB_BEAST, damage_multiplier = 5)
/obj/projectile/bullet/pellet/shotgun_improvised
weak_against_armour = TRUE // We will not have Improvised are Better 2.0
AddElement(/datum/element/bane, mob_biotypes = MOB_BEAST, damage_multiplier = 6)
/obj/item/ammo_casing/shotgun/honkshot
name = "confetti shell"
@@ -317,3 +357,6 @@
/obj/projectile/bullet/honkshot/on_range()
do_sparks(1, TRUE, src)
return ..()
/obj/item/ammo_casing/shotgun/beanbag
harmful = FALSE
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View File
@@ -8071,6 +8071,16 @@
#include "modular_skyrat\modules\modular_weapons\code\company_and_or_faction_based\carwo_defense_systems\ammo\grenade.dm"
#include "modular_skyrat\modules\modular_weapons\code\company_and_or_faction_based\carwo_defense_systems\ammo\pistol.dm"
#include "modular_skyrat\modules\modular_weapons\code\company_and_or_faction_based\carwo_defense_systems\ammo\rifle.dm"
#include "modular_skyrat\modules\modular_weapons\code\company_and_or_faction_based\nanotrasen_system_inc\alert_pin.dm"
#include "modular_skyrat\modules\modular_weapons\code\company_and_or_faction_based\nanotrasen_system_inc\magazine.dm"
#include "modular_skyrat\modules\modular_weapons\code\company_and_or_faction_based\nanotrasen_system_inc\pistol.dm"
#include "modular_skyrat\modules\modular_weapons\code\company_and_or_faction_based\romulus_technology\magazines.dm"
#include "modular_skyrat\modules\modular_weapons\code\company_and_or_faction_based\romulus_technology\pistol.dm"
#include "modular_skyrat\modules\modular_weapons\code\company_and_or_faction_based\romulus_technology\poster.dm"
#include "modular_skyrat\modules\modular_weapons\code\company_and_or_faction_based\romulus_technology\rifle.dm"
#include "modular_skyrat\modules\modular_weapons\code\company_and_or_faction_based\romulus_technology\smg.dm"
#include "modular_skyrat\modules\modular_weapons\code\company_and_or_faction_based\romulus_technology\ammo\pistol.dm"
#include "modular_skyrat\modules\modular_weapons\code\company_and_or_faction_based\romulus_technology\ammo\rifle.dm"
#include "modular_skyrat\modules\modular_weapons\code\company_and_or_faction_based\saibasan\laser_guns.dm"
#include "modular_skyrat\modules\modular_weapons\code\company_and_or_faction_based\saibasan\mode_datums.dm"
#include "modular_skyrat\modules\modular_weapons\code\company_and_or_faction_based\saibasan\projectiles.dm"
@@ -8343,15 +8353,20 @@
#include "modular_skyrat\modules\sec_haul\code\guns\armory_spawns.dm"
#include "modular_skyrat\modules\sec_haul\code\guns\bullets.dm"
#include "modular_skyrat\modules\sec_haul\code\guns\cargo_stuff.dm"
#include "modular_skyrat\modules\sec_haul\code\guns\sec_gun_rs.dm"
#include "modular_skyrat\modules\sec_haul\code\misc\ai_module.dm"
#include "modular_skyrat\modules\sec_haul\code\misc\bullet_drive.dm"
#include "modular_skyrat\modules\sec_haul\code\misc\decals.dm"
#include "modular_skyrat\modules\sec_haul\code\misc\gun_redemption.dm"
#include "modular_skyrat\modules\sec_haul\code\misc\packs.dm"
#include "modular_skyrat\modules\sec_haul\code\misc\vending.dm"
#include "modular_skyrat\modules\sec_haul\code\peacekeeper\armadyne_clothing.dm"
#include "modular_skyrat\modules\sec_haul\code\peacekeeper\peacekeeper_clothing.dm"
#include "modular_skyrat\modules\sec_haul\code\peacekeeper\peacekeeper_hammer.dm"
#include "modular_skyrat\modules\sec_haul\code\peacekeeper\peacekeeper_lockers.dm"
#include "modular_skyrat\modules\sec_haul\code\technode\all_nodes.dm"
#include "modular_skyrat\modules\sec_haul\code\technode\conversion_kit.dm"
#include "modular_skyrat\modules\sec_haul\code\technode\sec_research.dm"
#include "modular_skyrat\modules\self_actualization_device\code\self_actualization_device.dm"
#include "modular_skyrat\modules\server_overflow\code\chat_link.dm"
#include "modular_skyrat\modules\server_overflow\code\client_procs.dm"