// Shotgun /obj/item/ammo_casing/shotgun name = "shotgun slug" desc = "A 12 gauge lead slug." icon_state = "blshell" worn_icon_state = "shell" caliber = CALIBER_SHOTGUN custom_materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*2) projectile_type = /obj/projectile/bullet/shotgun_slug newtonian_force = 1.25 /obj/item/ammo_casing/shotgun/executioner name = "executioner slug" desc = "A 12 gauge lead slug purpose built to annihilate flesh on impact." icon_state = "stunshell" projectile_type = /obj/projectile/bullet/shotgun_slug/executioner /obj/item/ammo_casing/shotgun/pulverizer name = "pulverizer slug" desc = "A 12 gauge lead slug purpose built to annihilate bones on impact." icon_state = "stunshell" projectile_type = /obj/projectile/bullet/shotgun_slug/pulverizer /obj/item/ammo_casing/shotgun/beanbag name = "beanbag slug" desc = "A weak beanbag slug for riot control." icon_state = "bshell" custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*2.5) projectile_type = /obj/projectile/bullet/shotgun_beanbag /obj/item/ammo_casing/shotgun/incendiary name = "incendiary slug" desc = "An incendiary-coated shotgun slug." icon_state = "ishell" projectile_type = /obj/projectile/bullet/incendiary/shotgun /obj/item/ammo_casing/shotgun/incendiary/no_trail name = "precision incendiary slug" desc = "An incendiary-coated shotgun slug, specially treated to only ignite on impact." projectile_type = /obj/projectile/bullet/incendiary/shotgun/no_trail /obj/item/ammo_casing/shotgun/dragonsbreath name = "dragonsbreath shell" desc = "A shotgun shell which fires a spread of incendiary pellets." icon_state = "ishell2" projectile_type = /obj/projectile/bullet/incendiary/shotgun/dragonsbreath pellets = 4 variance = 35 /obj/item/ammo_casing/shotgun/stunslug name = "taser slug" desc = "A stunning taser slug." icon_state = "stunshell" projectile_type = /obj/projectile/bullet/shotgun_stunslug custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*2.5) /obj/item/ammo_casing/shotgun/meteorslug name = "meteorslug shell" desc = "A shotgun shell rigged with CMC technology, which launches a massive slug when fired." icon_state = "mshell" projectile_type = /obj/projectile/bullet/cannonball/meteorslug /obj/item/ammo_casing/shotgun/pulseslug name = "pulse slug" desc = "A delicate device which can be loaded into a shotgun. The primer acts as a button which triggers the gain medium and fires a powerful \ energy blast. While the heat and power drain limit it to one use, it can still allow an operator to engage targets that ballistic ammunition \ would have difficulty with." icon_state = "pshell" projectile_type = /obj/projectile/beam/pulse/shotgun /obj/item/ammo_casing/shotgun/frag12 name = "FRAG-12 slug" desc = "A high explosive breaching round for a 12 gauge shotgun." icon_state = "heshell" projectile_type = /obj/projectile/bullet/shotgun_frag12 /obj/item/ammo_casing/shotgun/buckshot name = "buckshot shell" desc = "A 12 gauge buckshot shell." icon_state = "gshell" projectile_type = /obj/projectile/bullet/pellet/shotgun_buckshot pellets = 6 variance = 25 /obj/item/ammo_casing/shotgun/buckshot/old projectile_type = /obj/projectile/bullet/pellet/shotgun_buckshot/old can_misfire = TRUE misfire_increment = 2 integrity_damage = 4 /obj/item/ammo_casing/shotgun/buckshot/old/fire_casing(atom/target, mob/living/user, params, distro, quiet, zone_override, spread, atom/fired_from) . = ..() if(!fired_from) return var/datum/effect_system/fluid_spread/smoke/smoke = new smoke.set_up(0, holder = fired_from, location = fired_from) /obj/item/ammo_casing/shotgun/buckshot/spent projectile_type = null /obj/item/ammo_casing/shotgun/rubbershot name = "rubber shot" desc = "A shotgun casing filled with densely-packed rubber balls, used to incapacitate crowds from a distance." icon_state = "rshell" projectile_type = /obj/projectile/bullet/pellet/shotgun_rubbershot pellets = 6 variance = 20 custom_materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*2) /obj/item/ammo_casing/shotgun/incapacitate name = "custom incapacitating shot" desc = "A shotgun casing filled with... something. used to incapacitate targets." icon_state = "bountyshell" projectile_type = /obj/projectile/bullet/pellet/shotgun_incapacitate pellets = 12//double the pellets, but half the stun power of each, which makes this best for just dumping right in someone's face. variance = 25 custom_materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*2) /obj/item/ammo_casing/shotgun/fletchette name = "\improper Donk Co Flechette Shell" desc = "A shotgun casing filled with small metal darts. Has poor armor penetration and velocity, but is good at destroying most electronic devices and injuring unarmored humanoids." icon_state = "fletchette" projectile_type = /obj/projectile/bullet/pellet/flechette custom_materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*2, /datum/material/glass=SMALL_MATERIAL_AMOUNT*1) pellets = 6 variance = 20 /obj/item/ammo_casing/shotgun/ion name = "ion shell" desc = "An advanced shotgun shell which uses a subspace ansible crystal to produce an effect similar to a standard ion rifle. \ The unique properties of the crystal split the pulse into a spread of individually weaker bolts." icon_state = "ionshell" projectile_type = /obj/projectile/ion/weak pellets = 4 variance = 35 /obj/item/ammo_casing/shotgun/scatterlaser name = "scatter laser shell" desc = "An advanced shotgun shell that uses a micro laser to replicate the effects of a scatter laser weapon in a ballistic package." icon_state = "lshell" projectile_type = /obj/projectile/beam/scatter pellets = 6 variance = 35 /obj/item/ammo_casing/shotgun/scatterlaser/emp_act(severity) . = ..() if(isnull(loaded_projectile) || !prob(40/severity)) return name = "malfunctioning laser shell" desc = "An advanced shotgun shell that uses a micro laser to replicate the effects of a scatter laser weapon in a ballistic package. The capacitor powering this assembly appears to be smoking." projectile_type = /obj/projectile/beam/scatter/pathetic loaded_projectile = new projectile_type(src) /obj/item/ammo_casing/shotgun/techshell name = "unloaded technological shell" desc = "A high-tech shotgun shell which can be loaded with materials to produce unique effects." icon_state = "cshell" projectile_type = null /obj/item/ammo_casing/shotgun/techshell/Initialize(mapload) . = ..() var/static/list/slapcraft_recipe_list = list(/datum/crafting_recipe/meteorslug, /datum/crafting_recipe/pulseslug, /datum/crafting_recipe/dragonsbreath, /datum/crafting_recipe/ionslug) AddElement( /datum/element/slapcrafting,\ slapcraft_recipes = slapcraft_recipe_list,\ ) /obj/item/ammo_casing/shotgun/dart name = "shotgun dart" desc = "A dart for use in shotguns. Can be injected with up to 15 units of any chemical." icon_state = "cshell" projectile_type = /obj/projectile/bullet/dart var/reagent_amount = 15 /obj/item/ammo_casing/shotgun/dart/Initialize(mapload) . = ..() create_reagents(reagent_amount, OPENCONTAINER) /obj/item/ammo_casing/shotgun/dart/attackby() return /obj/item/ammo_casing/shotgun/dart/large name = "XL shotgun dart" desc = "A dart for use in shotguns. Can be injected with up to 25 units of any chemical." reagent_amount = 25 /obj/item/ammo_casing/shotgun/dart/bioterror name = "bioterror dart" desc = "An improved shotgun dart filled with deadly toxins. Can be injected with up to 30 units of any chemical." reagent_amount = 30 /obj/item/ammo_casing/shotgun/dart/bioterror/Initialize(mapload) . = ..() reagents.add_reagent(/datum/reagent/consumable/ethanol/neurotoxin, 6) reagents.add_reagent(/datum/reagent/toxin/spore, 6) reagents.add_reagent(/datum/reagent/toxin/mutetoxin, 6) //;HELP OPS IN MAINT reagents.add_reagent(/datum/reagent/toxin/coniine, 6) reagents.add_reagent(/datum/reagent/toxin/sodium_thiopental, 6) /obj/item/ammo_casing/shotgun/breacher name = "breaching slug" desc = "A 12 gauge anti-material slug. Great for breaching airlocks and windows, quickly and efficiently." icon_state = "breacher" projectile_type = /obj/projectile/bullet/shotgun_breaching custom_materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*2)