Files
Bubberstation/code/modules/projectiles/projectile/bullets.dm
phil235 b7efc2cef4 Make energy guns able to use burst fire. (#21005)
* Make energy guns able to use burst fire.

* Changed obj/item/weapon/gun/projectile to /gun/ballistic and the name of the folder from "projectile" to "ballistic" to avoid confusion between actually projectiles and guns.

Syringe gun, energy guns and magic guns can now use burst fire.

* fixing merge conflict shit

* fixing map conflicts

* more map conflict fix

* two tiny fixes.

* tiny tweak

* fixing merge conflicts.
Moving the practice mini egun to the gun module.
Renamed nuclear.dm to energy_gun.dm

* map conflict fixes
2016-11-02 16:16:21 +13:00

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/obj/item/projectile/bullet
name = "bullet"
icon_state = "bullet"
damage = 60
damage_type = BRUTE
nodamage = 0
flag = "bullet"
hitsound_wall = "ricochet"
impact_effect_type = /obj/effect/overlay/temp/impact_effect
/obj/item/projectile/bullet/weakbullet //beanbag, heavy stamina damage
damage = 5
stamina = 80
/obj/item/projectile/bullet/weakbullet2 //detective revolver instastuns, but multiple shots are better for keeping punks down
damage = 15
weaken = 3
stamina = 50
/obj/item/projectile/bullet/weakbullet3
damage = 20
/obj/item/projectile/bullet/toxinbullet
damage = 15
damage_type = TOX
/obj/item/projectile/bullet/incendiary/firebullet
damage = 10
/obj/item/projectile/bullet/armourpiercing
damage = 17
armour_penetration = 10
/obj/item/projectile/bullet/pellet
name = "pellet"
damage = 15
/obj/item/projectile/bullet/pellet/weak/New()
damage = 6
range = rand(8)
/obj/item/projectile/bullet/pellet/weak/on_range()
var/datum/effect_system/spark_spread/sparks = new /datum/effect_system/spark_spread
sparks.set_up(1, 1, src)
sparks.start()
..()
/obj/item/projectile/bullet/pellet/overload/New()
damage = 3
range = rand(10)
/obj/item/projectile/bullet/pellet/overload/on_hit(atom/target, blocked = 0)
..()
explosion(target, 0, 0, 2)
/obj/item/projectile/bullet/pellet/overload/on_range()
explosion(src, 0, 0, 2)
var/datum/effect_system/spark_spread/sparks = new /datum/effect_system/spark_spread
sparks.set_up(3, 3, src)
sparks.start()
..()
/obj/item/projectile/bullet/midbullet
damage = 20
stamina = 65 //two round bursts from the c20r knocks people down
/obj/item/projectile/bullet/midbullet2
damage = 25
/obj/item/projectile/bullet/midbullet3
damage = 30
/obj/item/projectile/bullet/heavybullet
damage = 35
/obj/item/projectile/bullet/rpellet
damage = 3
stamina = 25
/obj/item/projectile/bullet/stunshot //taser slugs for shotguns, nothing special
name = "stunshot"
damage = 5
stun = 5
weaken = 5
stutter = 5
jitter = 20
range = 7
icon_state = "spark"
color = "#FFFF00"
/obj/item/projectile/bullet/incendiary/on_hit(atom/target, blocked = 0)
. = ..()
if(iscarbon(target))
var/mob/living/carbon/M = target
M.adjust_fire_stacks(4)
M.IgniteMob()
/obj/item/projectile/bullet/incendiary/shell
name = "incendiary slug"
damage = 20
/obj/item/projectile/bullet/incendiary/shell/Move()
..()
var/turf/location = get_turf(src)
if(location)
PoolOrNew(/obj/effect/hotspot, location)
location.hotspot_expose(700, 50, 1)
/obj/item/projectile/bullet/incendiary/shell/dragonsbreath
name = "dragonsbreath round"
damage = 5
/obj/item/projectile/bullet/meteorshot
name = "meteor"
icon = 'icons/obj/meteor.dmi'
icon_state = "dust"
damage = 30
weaken = 8
stun = 8
hitsound = 'sound/effects/meteorimpact.ogg'
/obj/item/projectile/bullet/meteorshot/weak
damage = 10
weaken = 4
stun = 4
/obj/item/projectile/bullet/honker
damage = 0
weaken = 3
stun = 3
forcedodge = 1
nodamage = 1
hitsound = 'sound/items/bikehorn.ogg'
icon = 'icons/obj/hydroponics/harvest.dmi'
icon_state = "banana"
range = 200
/obj/item/projectile/bullet/honker/New()
..()
SpinAnimation()
/obj/item/projectile/bullet/meteorshot/on_hit(atom/target, blocked = 0)
. = ..()
if(istype(target, /atom/movable))
var/atom/movable/M = target
var/atom/throw_target = get_edge_target_turf(M, get_dir(src, get_step_away(M, src)))
M.throw_at(throw_target, 3, 2)
/obj/item/projectile/bullet/meteorshot/New()
..()
SpinAnimation()
/obj/item/projectile/bullet/mime
damage = 20
/obj/item/projectile/bullet/mime/on_hit(atom/target, blocked = 0)
. = ..()
if(iscarbon(target))
var/mob/living/carbon/M = target
M.silent = max(M.silent, 10)
/obj/item/projectile/bullet/dart
name = "dart"
icon_state = "cbbolt"
damage = 6
var/piercing = 0
/obj/item/projectile/bullet/dart/New()
..()
create_reagents(50)
reagents.set_reacting(FALSE)
/obj/item/projectile/bullet/dart/on_hit(atom/target, blocked = 0)
if(iscarbon(target))
var/mob/living/carbon/M = target
if(blocked != 100) // not completely blocked
if(M.can_inject(null, 0, def_zone, piercing)) // Pass the hit zone to see if it can inject by whether it hit the head or the body.
..()
reagents.reaction(M, INJECT)
reagents.trans_to(M, reagents.total_volume)
return 1
else
blocked = 100
target.visible_message("<span class='danger'>The [name] was deflected!</span>", \
"<span class='userdanger'>You were protected against the [name]!</span>")
..(target, blocked)
reagents.set_reacting(TRUE)
reagents.handle_reactions()
return 1
/obj/item/projectile/bullet/dart/metalfoam/New()
..()
reagents.add_reagent("aluminium", 15)
reagents.add_reagent("foaming_agent", 5)
reagents.add_reagent("facid", 5)
//This one is for future syringe guns update
/obj/item/projectile/bullet/dart/syringe
name = "syringe"
icon_state = "syringeproj"
/obj/item/projectile/bullet/neurotoxin
name = "neurotoxin spit"
icon_state = "neurotoxin"
damage = 5
damage_type = TOX
weaken = 5
/obj/item/projectile/bullet/neurotoxin/on_hit(atom/target, blocked = 0)
if(isalien(target))
weaken = 0
nodamage = 1
. = ..() // Execute the rest of the code.
//// SNIPER BULLETS
/obj/item/projectile/bullet/sniper
speed = 0 //360 alwaysscope.
damage = 70
stun = 5
weaken = 5
dismemberment = 50
armour_penetration = 50
var/breakthings = TRUE
/obj/item/projectile/bullet/sniper/on_hit(atom/target, blocked = 0)
if((blocked != 100) && (!ismob(target) && breakthings))
target.ex_act(rand(1,2))
return ..()
/obj/item/projectile/bullet/sniper/soporific
armour_penetration = 0
nodamage = 1
stun = 0
dismemberment = 0
weaken = 0
breakthings = FALSE
/obj/item/projectile/bullet/sniper/soporific/on_hit(atom/target, blocked = 0)
if((blocked != 100) && isliving(target))
var/mob/living/L = target
L.Sleeping(20)
return ..()
/obj/item/projectile/bullet/sniper/haemorrhage
armour_penetration = 15
damage = 15
stun = 0
dismemberment = 0
weaken = 0
breakthings = FALSE
/obj/item/projectile/bullet/sniper/haemorrhage/on_hit(atom/target, blocked = 0)
if((blocked != 100) && iscarbon(target))
var/mob/living/carbon/C = target
C.bleed(100)
return ..()
/obj/item/projectile/bullet/sniper/penetrator
icon_state = "gauss"
name = "penetrator round"
damage = 60
forcedodge = 1
dismemberment = 0 //It goes through you cleanly.
stun = 0
weaken = 0
breakthings = FALSE
//// SAW BULLETS
/obj/item/projectile/bullet/saw
damage = 45
armour_penetration = 5
/obj/item/projectile/bullet/saw/bleeding
damage = 20
armour_penetration = 0
/obj/item/projectile/bullet/saw/bleeding/on_hit(atom/target, blocked = 0)
. = ..()
if((blocked != 100) && iscarbon(target))
var/mob/living/carbon/C = target
C.bleed(35)
/obj/item/projectile/bullet/saw/hollow
damage = 60
armour_penetration = -10
/obj/item/projectile/bullet/saw/ap
damage = 40
armour_penetration = 75
/obj/item/projectile/bullet/saw/incen
damage = 7
armour_penetration = 0
obj/item/projectile/bullet/saw/incen/Move()
..()
var/turf/location = get_turf(src)
if(location)
PoolOrNew(/obj/effect/hotspot, location)
location.hotspot_expose(700, 50, 1)
/obj/item/projectile/bullet/saw/incen/on_hit(atom/target, blocked = 0)
. = ..()
if(iscarbon(target))
var/mob/living/carbon/M = target
M.adjust_fire_stacks(3)
M.IgniteMob()