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Bubberstation/code/game/objects/structures/cannons/cannonballs.dm
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san7890andGitHub 7f7688b60a Demotes the "electrical conductivity" flag from flags_1 to obj_flags (#80033)
## About The Pull Request

Code to handle this flag only ever existed on the `/obj` sublevel, so
there's no need for it to be on the `/atom` level `flags_1`. There was
probably a point in time in which mobs or turfs conducted electricity
but there's zero code for it anymore so we truly just live in a society
now.
## Why It's Good For The Game

Frees up a slot on `flags_1` (which is really nice actually), proper
scoping of certain bitflag stuff, etc.
## Changelog
Not relevant to players.

I may have screwed something up, will be doing a few passes on this
myself to ensure all the search and replaces went alright but we should
be good™️
2023-12-01 21:43:46 -05:00

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/obj/item/stack/cannonball
name = "cannonballs"
desc = "A stack of heavy plasteel cannonballs. Gunnery for the space age!"
icon_state = "cannonballs"
base_icon_state = "cannonballs"
max_amount = 14
singular_name = "cannonball"
merge_type = /obj/item/stack/cannonball
throwforce = 10
obj_flags = CONDUCTS_ELECTRICITY
custom_materials = list(/datum/material/alloy/plasteel=SHEET_MATERIAL_AMOUNT)
resistance_flags = FIRE_PROOF
throw_speed = 5
throw_range = 3
///the type of projectile this type of cannonball item turns into.
var/obj/projectile/projectile_type = /obj/projectile/bullet/cannonball
/obj/item/stack/cannonball/update_icon_state()
. = ..()
icon_state = (amount == 1) ? "[base_icon_state]" : "[base_icon_state]_[min(amount, 14)]"
/obj/item/stack/cannonball/fourteen
amount = 14
/obj/item/stack/cannonball/four
amount = 4
/obj/item/stack/cannonball/shellball
name = "explosive shellballs"
singular_name = "explosive shellball"
desc = "An explosive anti-materiel and counter-battery projectile cannonball. Makes great work out of any wall, for easy entrances."
color = "#FF0000"
merge_type = /obj/item/stack/cannonball/shellball
projectile_type = /obj/projectile/bullet/cannonball/explosive
/obj/item/stack/cannonball/shellball/seven
amount = 7
/obj/item/stack/cannonball/shellball/fourteen
amount = 14
/obj/item/stack/cannonball/emp
name = "malfunction shots"
singular_name = "malfunction shot"
icon_state = "emp_cannonballs"
base_icon_state = "emp_cannonballs"
desc = "A shot filled with two chambers that combine on impact, creating a chemical EMP. What does any of that mean? Who knows. Modern piracy really lost its soul with these newfangled things."
max_amount = 4
merge_type = /obj/item/stack/cannonball/emp
projectile_type = /obj/projectile/bullet/cannonball/emp
/obj/item/stack/cannonball/the_big_one
name = "\"The Biggest Ones\""
singular_name = "\"The Biggest One\""
desc = "An insane amount of explosives jammed into a massive cannonball. The last cannonball you'll ever fire in a fight, mostly because there'll be nothing left to shoot at afterwards."
max_amount = 5
icon_state = "biggest_cannonballs"
base_icon_state = "biggest_cannonballs"
merge_type = /obj/item/stack/cannonball/the_big_one
projectile_type = /obj/projectile/bullet/cannonball/biggest_one
/obj/item/stack/cannonball/the_big_one/five
amount = 5
/obj/item/stack/cannonball/trashball
name = "trashballs"
singular_name = "trashball"
desc = "A clump of tightly packed garbage. It'll work as a cannonball, but it may be unhealthy to actually put this in a real cannon."
max_amount = 4
icon_state = "trashballs"
base_icon_state = "trashballs"
merge_type = /obj/item/stack/cannonball/trashball
projectile_type = /obj/projectile/bullet/cannonball/trashball
/obj/item/stack/cannonball/trashball/four
amount = 4