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adds 3 new types of shotgun ammo. make them by crafting the special shell in RND, and then using table-crafting to make the unique ammo.dmi meteorshot, made with compressed matter cartridges pulse slugs, shotgun rounds with the properties of a laser weapon. dragonsbreath rounds, area-of-effect flame weapons. renames ammunition/bullets.dm to ammunition/ammo_casings.dm, which is more accurate splits RND designs up into their own files
167 lines
3.7 KiB
Plaintext
167 lines
3.7 KiB
Plaintext
/obj/item/projectile/bullet
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name = "bullet"
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icon_state = "bullet"
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damage = 60
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damage_type = BRUTE
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nodamage = 0
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flag = "bullet"
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/obj/item/projectile/bullet/weakbullet
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damage = 5
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stun = 5
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weaken = 5
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/obj/item/projectile/bullet/weakbullet2
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damage = 15
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stun = 5
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weaken = 5
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/obj/item/projectile/bullet/pellet
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name = "pellet"
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damage = 15
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/obj/item/projectile/bullet/midbullet
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damage = 20
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stun = 5
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weaken = 5
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/obj/item/projectile/bullet/midbullet2
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damage = 25
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/obj/item/projectile/bullet/midbullet3 //Only used with the Stechkin Pistol - RobRichards
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damage = 30
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/obj/item/projectile/bullet/suffocationbullet//How does this even work?
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name = "co bullet"
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damage = 20
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damage_type = OXY
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/obj/item/projectile/bullet/cyanideround
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name = "poison bullet"
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damage = 40
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damage_type = TOX
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/obj/item/projectile/bullet/stunshot
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name = "stunshot"
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damage = 5
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stun = 5
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weaken = 5
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stutter = 5
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/obj/item/projectile/bullet/a762
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damage = 25
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/obj/item/projectile/bullet/incendiary
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/obj/item/projectile/bullet/incendiary/on_hit(var/atom/target, var/blocked = 0)
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..()
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if(istype(target, /mob/living/carbon))
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var/mob/living/carbon/M = target
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M.adjust_fire_stacks(1)
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M.IgniteMob()
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/obj/item/projectile/bullet/incendiary/shell
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name = "incendiary slug"
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damage = 20
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/obj/item/projectile/bullet/incendiary/shell/Move()
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..()
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var/turf/location = get_turf(src)
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new/obj/effect/hotspot(location)
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location.hotspot_expose(700, 50, 1)
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/obj/item/projectile/bullet/incendiary/shell/dragonsbreath
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name = "dragonsbreath round"
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damage = 5
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/obj/item/projectile/bullet/meteorshot
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name = "meteor"
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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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weaken = 8
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stun = 8
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hitsound = 'sound/effects/meteorimpact.ogg'
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/obj/item/projectile/bullet/meteorshot/on_hit(var/atom/target, var/blocked = 0)
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..()
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if(istype(target, /atom/movable))
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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.throw_at(throw_target, 3, 2)
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/obj/item/projectile/bullet/meteorshot/New()
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..()
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SpinAnimation()
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/obj/item/projectile/bullet/mime
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damage = 20
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/obj/item/projectile/bullet/mime/on_hit(var/atom/target, var/blocked = 0)
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if(istype(target, /mob/living/carbon))
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var/mob/living/carbon/M = target
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M.silent = max(M.silent, 10)
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/obj/item/projectile/bullet/dart
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name = "dart"
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icon_state = "cbbolt"
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damage = 6
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New()
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..()
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flags |= NOREACT
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create_reagents(50)
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on_hit(var/atom/target, var/blocked = 0, var/hit_zone)
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if(istype(target, /mob/living/carbon))
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var/mob/living/carbon/M = target
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if(M.can_inject(null,0,hit_zone)) // Pass the hit zone to see if it can inject by whether it hit the head or the body.
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reagents.trans_to(M, reagents.total_volume)
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return 1
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else
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target.visible_message("<span class='danger'>The [name] was deflected!</span>", \
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"<span class='userdanger'>You were protected against the [name]!</span>")
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flags &= ~NOREACT
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reagents.handle_reactions()
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return 1
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/obj/item/projectile/bullet/dart/metalfoam
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New()
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..()
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reagents.add_reagent("aluminium", 15)
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reagents.add_reagent("foaming_agent", 5)
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reagents.add_reagent("pacid", 5)
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//This one is for future syringe guns update
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/obj/item/projectile/bullet/dart/syringe
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name = "syringe"
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icon = 'icons/obj/chemical.dmi'
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icon_state = "syringeproj"
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/obj/item/projectile/bullet/neurotoxin
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name = "neurotoxin spit"
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icon_state = "neurotoxin"
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damage = 5
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damage_type = TOX
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weaken = 5
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/obj/item/projectile/bullet/neurotoxin/on_hit(var/atom/target, var/blocked = 0)
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if(isalien(target))
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return 0
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..() // Execute the rest of the code.
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