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Bubberstation/code/modules/projectiles/ammunition/ballistic/shotgun.dm
TemporalOroboros 0782e92d1d Defines calibers (#56476)
Adds defines for all of the ammo calibers
Replaces all current magic strings with defines
Docs what guns use what calibers
Corrects the name of the incendiary .45 ammo casing to indicate that it fires incendiary rounds rather than armor piercing rounds
2021-01-30 22:16:30 -03:00

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// Shotgun
/obj/item/ammo_casing/shotgun
name = "shotgun slug"
desc = "A 12 gauge lead slug."
icon_state = "blshell"
worn_icon_state = "shell"
caliber = CALIBER_SHOTGUN
custom_materials = list(/datum/material/iron=4000)
projectile_type = /obj/projectile/bullet/shotgun_slug
/obj/item/ammo_casing/shotgun/executioner
name = "executioner slug"
desc = "A 12 gauge lead slug purpose built to annihilate flesh on impact."
icon_state = "stunshell"
projectile_type = /obj/projectile/bullet/shotgun_slug/executioner
/obj/item/ammo_casing/shotgun/pulverizer
name = "pulverizer slug"
desc = "A 12 gauge lead slug purpose built to annihilate bones on impact."
icon_state = "stunshell"
projectile_type = /obj/projectile/bullet/shotgun_slug/pulverizer
/obj/item/ammo_casing/shotgun/beanbag
name = "beanbag slug"
desc = "A weak beanbag slug for riot control."
icon_state = "bshell"
custom_materials = list(/datum/material/iron=250)
projectile_type = /obj/projectile/bullet/shotgun_beanbag
/obj/item/ammo_casing/shotgun/incendiary
name = "incendiary slug"
desc = "An incendiary-coated shotgun slug."
icon_state = "ishell"
projectile_type = /obj/projectile/bullet/incendiary/shotgun
/obj/item/ammo_casing/shotgun/dragonsbreath
name = "dragonsbreath shell"
desc = "A shotgun shell which fires a spread of incendiary pellets."
icon_state = "ishell2"
projectile_type = /obj/projectile/bullet/incendiary/shotgun/dragonsbreath
pellets = 4
variance = 35
/obj/item/ammo_casing/shotgun/stunslug
name = "taser slug"
desc = "A stunning taser slug."
icon_state = "stunshell"
projectile_type = /obj/projectile/bullet/shotgun_stunslug
custom_materials = list(/datum/material/iron=250)
/obj/item/ammo_casing/shotgun/meteorslug
name = "meteorslug shell"
desc = "A shotgun shell rigged with CMC technology, which launches a massive slug when fired."
icon_state = "mshell"
projectile_type = /obj/projectile/bullet/shotgun_meteorslug
/obj/item/ammo_casing/shotgun/pulseslug
name = "pulse slug"
desc = "A delicate device which can be loaded into a shotgun. The primer acts as a button which triggers the gain medium and fires a powerful \
energy blast. While the heat and power drain limit it to one use, it can still allow an operator to engage targets that ballistic ammunition \
would have difficulty with."
icon_state = "pshell"
projectile_type = /obj/projectile/beam/pulse/shotgun
/obj/item/ammo_casing/shotgun/frag12
name = "FRAG-12 slug"
desc = "A high explosive breaching round for a 12 gauge shotgun."
icon_state = "heshell"
projectile_type = /obj/projectile/bullet/shotgun_frag12
/obj/item/ammo_casing/shotgun/buckshot
name = "buckshot shell"
desc = "A 12 gauge buckshot shell."
icon_state = "gshell"
projectile_type = /obj/projectile/bullet/pellet/shotgun_buckshot
pellets = 6
variance = 25
/obj/item/ammo_casing/shotgun/rubbershot
name = "rubber shot"
desc = "A shotgun casing filled with densely-packed rubber balls, used to incapacitate crowds from a distance."
icon_state = "bshell"
projectile_type = /obj/projectile/bullet/pellet/shotgun_rubbershot
pellets = 6
variance = 25
custom_materials = list(/datum/material/iron=4000)
/obj/item/ammo_casing/shotgun/incapacitate
name = "custom incapacitating shot"
desc = "A shotgun casing filled with... something. used to incapacitate targets."
icon_state = "bountyshell"
projectile_type = /obj/projectile/bullet/pellet/shotgun_incapacitate
pellets = 12//double the pellets, but half the stun power of each, which makes this best for just dumping right in someone's face.
variance = 25
custom_materials = list(/datum/material/iron=4000)
/obj/item/ammo_casing/shotgun/improvised
name = "improvised shell"
desc = "An extremely weak shotgun shell with multiple small pellets made out of metal shards."
icon_state = "improvshell"
projectile_type = /obj/projectile/bullet/pellet/shotgun_improvised
custom_materials = list(/datum/material/iron=250)
pellets = 10
variance = 25
/obj/item/ammo_casing/shotgun/ion
name = "ion shell"
desc = "An advanced shotgun shell which uses a subspace ansible crystal to produce an effect similar to a standard ion rifle. \
The unique properties of the crystal split the pulse into a spread of individually weaker bolts."
icon_state = "ionshell"
projectile_type = /obj/projectile/ion/weak
pellets = 4
variance = 35
/obj/item/ammo_casing/shotgun/laserslug
name = "scatter laser shell"
desc = "An advanced shotgun shell that uses a micro laser to replicate the effects of a scatter laser weapon in a ballistic package."
icon_state = "lshell"
projectile_type = /obj/projectile/beam/weak
pellets = 6
variance = 35
/obj/item/ammo_casing/shotgun/techshell
name = "unloaded technological shell"
desc = "A high-tech shotgun shell which can be loaded with materials to produce unique effects."
icon_state = "cshell"
projectile_type = null
/obj/item/ammo_casing/shotgun/dart
name = "shotgun dart"
desc = "A dart for use in shotguns. Can be injected with up to 30 units of any chemical."
icon_state = "cshell"
projectile_type = /obj/projectile/bullet/dart
var/reagent_amount = 30
/obj/item/ammo_casing/shotgun/dart/Initialize()
. = ..()
create_reagents(reagent_amount, OPENCONTAINER)
/obj/item/ammo_casing/shotgun/dart/attackby()
return
/obj/item/ammo_casing/shotgun/dart/bioterror
desc = "A shotgun dart filled with deadly toxins."
/obj/item/ammo_casing/shotgun/dart/bioterror/Initialize()
. = ..()
reagents.add_reagent(/datum/reagent/consumable/ethanol/neurotoxin, 6)
reagents.add_reagent(/datum/reagent/toxin/spore, 6)
reagents.add_reagent(/datum/reagent/toxin/mutetoxin, 6) //;HELP OPS IN MAINT
reagents.add_reagent(/datum/reagent/toxin/coniine, 6)
reagents.add_reagent(/datum/reagent/toxin/sodium_thiopental, 6)