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The reusable and caseless types only purposes are the behaviors of deleting the casing when fired and spawning a new object when the projectile ultimately reaches its maximum range or hits a target, both of which are easily "elementizable". Also, I don't like those barely filled sub-folders in the projectile module, and the fact we've divergent reusable and single use arrow types.
43 lines
1.3 KiB
Plaintext
43 lines
1.3 KiB
Plaintext
/obj/item/ammo_casing/rocket
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name = "\improper PM-9HE"
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desc = "An 84mm High Explosive rocket. Fire at people and pray."
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caliber = CALIBER_84MM
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icon_state = "srm-8"
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base_icon_state = "srm-8"
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projectile_type = /obj/projectile/bullet/rocket
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/obj/item/ammo_casing/rocket/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/caseless)
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/obj/item/ammo_casing/rocket/update_icon_state()
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. = ..()
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icon_state = "[base_icon_state]"
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/obj/item/ammo_casing/rocket/heap
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name = "\improper PM-9HEAP"
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desc = "An 84mm High Explosive All Purpose rocket. For when you just need something to not exist anymore."
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icon_state = "84mm-heap"
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base_icon_state = "84mm-heap"
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projectile_type = /obj/projectile/bullet/rocket/heap
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/obj/item/ammo_casing/rocket/weak
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name = "\improper PM-9HE Low-Yield"
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desc = "An 84mm High Explosive rocket. This one isn't quite as devastating."
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projectile_type = /obj/projectile/bullet/rocket/weak
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/obj/item/ammo_casing/a75
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desc = "A .75 bullet casing."
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caliber = CALIBER_75
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icon_state = "s-casing-live"
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base_icon_state = "s-casing-live"
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projectile_type = /obj/projectile/bullet/gyro
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/obj/item/ammo_casing/a75/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/caseless)
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/obj/item/ammo_casing/a75/update_icon_state()
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. = ..()
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icon_state = "[base_icon_state]"
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