Files
Bubberstation/code/modules/projectiles/projectile/bullets/shotgun.dm
Da Cool Boss c31c364e3a Fully deletes improvised shotgun shells from the game. (#83436)
## About The Pull Request
For whatever reason, these were partially deleted but the projectile was
left in. Since the thing that spawns these projectiles is 100% gone from
the game and can't even be spawned by admins there's no reason to keep
this vestigial code.
## Why It's Good For The Game
Why waste lines of code and storage space on something that is now gone?
It's just clutter.
## Changelog
🆑
no player facing change
/🆑
2024-05-26 10:02:01 +12:00

125 lines
3.2 KiB
Plaintext

/obj/projectile/bullet/shotgun_slug
name = "12g shotgun slug"
icon_state = "pellet"
damage = 50
sharpness = SHARP_POINTY
wound_bonus = 0
/obj/projectile/bullet/shotgun_slug/executioner
name = "executioner slug" // admin only, can dismember limbs
sharpness = SHARP_EDGED
wound_bonus = 80
/obj/projectile/bullet/shotgun_slug/pulverizer
name = "pulverizer slug" // admin only, can crush bones
sharpness = NONE
wound_bonus = 80
/obj/projectile/bullet/shotgun_beanbag
name = "beanbag slug"
icon_state = "pellet"
damage = 10
stamina = 55
wound_bonus = 20
sharpness = NONE
embedding = null
/obj/projectile/bullet/shotgun_beanbag/a40mm
name = "rubber slug"
icon_state = "cannonball"
damage = 20
stamina = 160 //BONK
wound_bonus = 30
weak_against_armour = TRUE
/obj/projectile/bullet/incendiary/shotgun
name = "incendiary slug"
icon_state = "pellet"
damage = 20
/obj/projectile/bullet/incendiary/shotgun/no_trail
name = "precision incendiary slug"
damage = 35
leaves_fire_trail = FALSE
/obj/projectile/bullet/incendiary/shotgun/dragonsbreath
name = "dragonsbreath pellet"
damage = 5
/obj/projectile/bullet/shotgun_stunslug
name = "stunslug"
damage = 5
paralyze = 100
stutter = 10 SECONDS
jitter = 40 SECONDS
range = 7
icon_state = "spark"
color = COLOR_YELLOW
embedding = null
/obj/projectile/bullet/shotgun_frag12
name ="frag12 slug"
icon_state = "pellet"
damage = 15
paralyze = 10
/obj/projectile/bullet/shotgun_frag12/on_hit(atom/target, blocked = 0, pierce_hit)
..()
explosion(target, devastation_range = -1, light_impact_range = 1, explosion_cause = src)
return BULLET_ACT_HIT
/obj/projectile/bullet/pellet
icon_state = "pellet"
damage_falloff_tile = -0.45
/obj/projectile/bullet/pellet/shotgun_buckshot
name = "buckshot pellet"
damage = 7.5
wound_bonus = 5
bare_wound_bonus = 5
wound_falloff_tile = -2.5 // low damage + additional dropoff will already curb wounding potential anything past point blank
/obj/projectile/bullet/pellet/shotgun_rubbershot
name = "rubber shot pellet"
damage = 3
stamina = 11
sharpness = NONE
embedding = null
speed = 1.2
stamina_falloff_tile = -0.25
ricochets_max = 4
ricochet_chance = 120
ricochet_decay_chance = 0.9
ricochet_decay_damage = 0.8
ricochet_auto_aim_range = 2
ricochet_auto_aim_angle = 30
ricochet_incidence_leeway = 75
/// Subtracted from the ricochet chance for each tile traveled
var/tile_dropoff_ricochet = 4
/obj/projectile/bullet/pellet/shotgun_rubbershot/Range()
if(ricochet_chance > 0)
ricochet_chance -= tile_dropoff_ricochet
. = ..()
/obj/projectile/bullet/pellet/shotgun_incapacitate
name = "incapacitating pellet"
damage = 1
stamina = 6
embedding = null
// Mech Scattershot
/obj/projectile/bullet/scattershot
icon_state = "pellet"
damage = 24
//Breaching Ammo
/obj/projectile/bullet/shotgun_breaching
name = "12g breaching round"
desc = "A breaching round designed to destroy airlocks and windows with only a few shots. Ineffective against other targets."
hitsound = 'sound/weapons/sonic_jackhammer.ogg'
damage = 5 //does shit damage to everything except doors and windows
demolition_mod = 200 //one shot to break a window or grille, or two shots to breach an airlock door