/obj/projectile/bullet/foam_dart name = "foam dart" desc = "I hope you're wearing eye protection." damage = 0 // It's a damn toy. damage_type = OXY icon = 'icons/obj/weapons/guns/toy.dmi' icon_state = "foamdart_proj" base_icon_state = "foamdart" range = 10 embed_type = /datum/embedding/foam_dart shrapnel_type = /obj/item/ammo_casing/foam_dart embed_falloff_tile = 0 var/modified = FALSE /datum/embedding/foam_dart embed_chance = 85 fall_chance = 2 jostle_chance = 0 ignore_throwspeed_threshold = TRUE pain_mult = 0 jostle_pain_mult = 0 rip_time = 0.5 SECONDS /obj/projectile/bullet/foam_dart/Initialize(mapload) . = ..() RegisterSignals(src, list(COMSIG_PROJECTILE_ON_SPAWN_DROP, COMSIG_PROJECTILE_ON_SPAWN_EMBEDDED), PROC_REF(handle_drop)) /obj/projectile/bullet/foam_dart/proc/handle_drop(datum/source, obj/item/ammo_casing/foam_dart/newcasing) SIGNAL_HANDLER newcasing.modified = modified newcasing.update_appearance() var/obj/projectile/bullet/foam_dart/newdart = newcasing.loaded_projectile newdart.modified = modified newdart.damage_type = damage_type newdart.update_appearance() /obj/projectile/bullet/foam_dart/riot name = "riot foam dart" icon_state = "foamdart_riot_proj" base_icon_state = "foamdart_riot" shrapnel_type = /obj/item/ammo_casing/foam_dart/riot stamina = 25 /datum/embedding/foam_dart/riot fall_chance = 1.5 jostle_chance = 5 pain_mult = 1 jostle_pain_mult = 4 // These things are heavy and weigh you down a bit when stuck pain_stam_pct = 1 rip_time = 1 SECONDS