mirror of
https://github.com/Bubberstation/Bubberstation.git
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114 lines
2.5 KiB
Plaintext
114 lines
2.5 KiB
Plaintext
/obj/projectile/bullet/shotgun_slug
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name = "12g shotgun slug"
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damage = 60
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/obj/projectile/bullet/shotgun_slug/executioner
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name = "executioner slug" // admin only, can dismember limbs
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sharpness = TRUE
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wound_bonus = 0
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/obj/projectile/bullet/shotgun_slug/pulverizer
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name = "pulverizer slug" // admin only, can crush bones
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sharpness = FALSE
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wound_bonus = 0
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/obj/projectile/bullet/shotgun_beanbag
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name = "beanbag slug"
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damage = 10
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stamina = 55
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wound_bonus = 20
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sharpness = FALSE
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/obj/projectile/bullet/incendiary/shotgun
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name = "incendiary slug"
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damage = 20
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/obj/projectile/bullet/incendiary/shotgun/dragonsbreath
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name = "dragonsbreath pellet"
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damage = 5
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/obj/projectile/bullet/shotgun_stunslug
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name = "stunslug"
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damage = 5
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paralyze = 100
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stutter = 5
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jitter = 20
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range = 7
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icon_state = "spark"
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color = "#FFFF00"
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/obj/projectile/bullet/shotgun_meteorslug
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name = "meteorslug"
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icon = 'icons/obj/meteor.dmi'
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icon_state = "dust"
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damage = 30
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paralyze = 15
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knockdown = 80
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hitsound = 'sound/effects/meteorimpact.ogg'
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/obj/projectile/bullet/shotgun_meteorslug/on_hit(atom/target, blocked = FALSE)
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. = ..()
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if(ismovable(target))
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var/atom/movable/M = target
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var/atom/throw_target = get_edge_target_turf(M, get_dir(src, get_step_away(M, src)))
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M.safe_throw_at(throw_target, 3, 2)
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/obj/projectile/bullet/shotgun_meteorslug/Initialize()
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. = ..()
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SpinAnimation()
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/obj/projectile/bullet/shotgun_frag12
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name ="frag12 slug"
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damage = 25
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paralyze = 50
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/obj/projectile/bullet/shotgun_frag12/on_hit(atom/target, blocked = FALSE)
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..()
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explosion(target, -1, 0, 1)
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return BULLET_ACT_HIT
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/obj/projectile/bullet/pellet
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var/tile_dropoff = 0.75
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var/tile_dropoff_s = 0.5
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/obj/projectile/bullet/pellet/shotgun_buckshot
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name = "buckshot pellet"
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damage = 12.5
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wound_bonus = -10
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/obj/projectile/bullet/pellet/shotgun_rubbershot
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name = "rubbershot pellet"
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damage = 3
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stamina = 11
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/obj/projectile/bullet/pellet/shotgun_incapacitate
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name = "incapacitating pellet"
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damage = 1
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stamina = 6
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/obj/projectile/bullet/pellet/Range()
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..()
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if(damage > 0)
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damage -= tile_dropoff
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if(stamina > 0)
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stamina -= tile_dropoff_s
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if(damage < 0 && stamina < 0)
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qdel(src)
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/obj/projectile/bullet/pellet/shotgun_improvised
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tile_dropoff = 0.55 //Come on it does 6 damage don't be like that.
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damage = 6
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/obj/projectile/bullet/pellet/shotgun_improvised/Initialize()
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. = ..()
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range = rand(1, 8)
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/obj/projectile/bullet/pellet/shotgun_improvised/on_range()
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do_sparks(1, TRUE, src)
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..()
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// Mech Scattershot
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/obj/projectile/bullet/scattershot
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damage = 24
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