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+37 21b4095dfd [MDB IGNORE] [IDB IGNORE] Upstream Sync - 04/17/2026 (#5453)
Upstream 04/17/2026

fixes https://github.com/Bubberstation/Bubberstation/issues/5549

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2026-05-16 00:56:00 +02:00

205 lines
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/obj/projectile/bullet/shotgun_slug
name = "12g shotgun slug"
icon_state = "pellet"
damage = 25
armour_penetration = 30
sharpness = SHARP_POINTY
wound_bonus = 0
exposed_wound_bonus = 15
/obj/projectile/bullet/shotgun_slug/milspec
name = "12g shotgun milspec slug"
icon_state = "pellet"
damage = 50
/obj/projectile/bullet/shotgun_slug/executioner
name = "executioner slug" // admin only, can dismember limbs
sharpness = SHARP_EDGED
wound_bonus = 80
/obj/projectile/bullet/shotgun_slug/pulverizer
name = "pulverizer slug" // admin only, can crush bones
sharpness = NONE
wound_bonus = 80
/obj/projectile/bullet/shotgun_beanbag
name = "beanbag slug"
icon_state = "pellet"
damage = 10
stamina = 55
wound_bonus = 20
sharpness = NONE
embed_type = null
/obj/projectile/bullet/shotgun_beanbag/a40mm
name = "rubber puck"
icon_state = "cannonball"
damage = 10
stamina = 80 //BONK
knockdown = 10
wound_bonus = 30
ricochets_max = 4
ricochet_chance = 100
ricochet_decay_chance = 1
ricochet_decay_damage = 0.8
ricochet_auto_aim_range = 2
ricochet_auto_aim_angle = 30
ricochet_incidence_leeway = 75
/obj/projectile/bullet/incendiary/shotgun
name = "incendiary slug"
icon_state = "pellet"
damage = 20
/obj/projectile/bullet/incendiary/shotgun/no_trail
name = "precision incendiary slug"
damage = 35
leaves_fire_trail = FALSE
/obj/projectile/bullet/incendiary/shotgun/dragonsbreath
name = "dragonsbreath pellet"
damage = 5
/obj/projectile/bullet/shotgun_stunslug
name = "stunslug"
damage = 5
paralyze = 100
stutter = 10 SECONDS
jitter = 40 SECONDS
range = 7
icon_state = "spark"
color = COLOR_YELLOW
embed_type = null
/obj/projectile/bullet/shotgun_frag12
name ="frag12 slug"
icon_state = "pellet"
damage = 15
paralyze = 10
/obj/projectile/bullet/shotgun_frag12/on_hit(atom/target, blocked = 0, pierce_hit)
..()
explosion(target, devastation_range = -1, light_impact_range = 1, explosion_cause = src)
return BULLET_ACT_HIT
/obj/projectile/bullet/pellet
icon_state = "pellet"
damage_falloff_tile = -0.25
/obj/projectile/bullet/pellet/shotgun_buckshot
name = "buckshot pellet"
damage = 5
wound_bonus = 5
exposed_wound_bonus = 5
speed = 1.1
wound_falloff_tile = -0.5 //We would very much like this to cause wounds despite the low damage, so the drop off is relatively slow
sharpness = SHARP_EDGED
/**
* A slightly weaker version of the buckshot, available from the blackmarket.
* The casings they're in have a very small chance to misfire and will gradually damage the firearm, making it weaker.
*/
/obj/projectile/bullet/pellet/shotgun_buckshot/old
damage_falloff_tile = -1
wound_bonus = -100
exposed_wound_bonus = -100
/obj/projectile/bullet/pellet/shotgun_buckshot/milspec
name = "milspec buckshot pellet"
damage = 7.5
/obj/projectile/bullet/pellet/shotgun_buckshot/milspec/flak
name = "titanium ball bearing"
damage = 10
damage_falloff_tile = -0.5 //much harsher falloff
wound_bonus = 0
armour_penetration = 20
/obj/projectile/bullet/pellet/shotgun_rubbershot
name = "rubber shot pellet"
damage = 3
stamina = 10
sharpness = NONE
embed_type = null
speed = 0.8
stamina_falloff_tile = -0.25
ricochets_max = 4
ricochet_chance = 120
ricochet_decay_chance = 0.9
ricochet_decay_damage = 0.8
ricochet_auto_aim_range = 2
ricochet_auto_aim_angle = 30
ricochet_incidence_leeway = 75
/// Subtracted from the ricochet chance for each tile traveled
var/tile_dropoff_ricochet = 4
/obj/projectile/bullet/pellet/shotgun_rubbershot/reduce_range()
if(ricochet_chance > 0)
ricochet_chance -= tile_dropoff_ricochet
. = ..()
/obj/projectile/bullet/pellet/shotgun_incapacitate
name = "incapacitating pellet"
damage = 1
stamina = 6
embed_type = null
/obj/projectile/bullet/pellet/flechette
name = "flechette"
icon_state = "flechette"
damage = 2
wound_bonus = 5
exposed_wound_bonus = 5
armour_penetration = 30
damage_falloff_tile = -0.2
wound_falloff_tile = -0.5
speed = 1.2
sharpness = SHARP_POINTY
embed_type = /datum/embedding/bullet/flechette
/datum/embedding/bullet/flechette
embed_chance = 25
fall_chance = 10
jostle_chance = 20
ignore_throwspeed_threshold = TRUE
pain_stam_pct = 0.1
pain_mult = 0.5
jostle_pain_mult = 1.5
rip_time = 0.5 SECONDS
/obj/projectile/bullet/pellet/flechette/donk
name = "\improper Donk Co. 'Donk Spike' flechette"
desc = "Your internal evisceration! As sponsored by the Donk Corporation!"
icon_state = "flechette_plastic"
damage = 1 // good god its awful
wound_bonus = 20 // but it WILL mulch you if you don't have armor.
exposed_wound_bonus = 20
armour_penetration = 0
damage_falloff_tile = -0.1
wound_falloff_tile = -2
embed_type = /datum/embedding/bullet/flechette_donk // the true power of the donk spike.
/datum/embedding/bullet/flechette_donk
embed_chance = 100
fall_chance = 0
jostle_chance = 50
ignore_throwspeed_threshold = TRUE
pain_mult = 1
jostle_pain_mult = 1
rip_time = 1 SECONDS
// Mech Scattershot
/obj/projectile/bullet/scattershot
icon_state = "pellet"
damage = 24
//Breaching Ammo
/obj/projectile/bullet/shotgun_breaching
name = "12g breaching round"
desc = "A breaching round designed to destroy airlocks and windows with only a few shots. Ineffective against other targets."
hitsound = 'sound/items/weapons/sonic_jackhammer.ogg'
damage = 5 //does shit damage to everything except doors and windows
demolition_mod = 200 //one shot to break a window or grille, or two shots to breach an airlock door