/obj/item/projectile/bullet name = "bullet" icon_state = "bullet" fire_sound = 'sound/weapons/gunshot/gunshot_strong.ogg' damage = 60 damage_type = BRUTE nodamage = 0 check_armour = "bullet" embed_chance = 20 //Modified in the actual embed process, but this should keep embed chance about the same sharp = 1 var/mob_passthrough_check = 0 muzzle_type = /obj/effect/projectile/bullet/muzzle /obj/item/projectile/bullet/on_hit(var/atom/target, var/blocked = 0) if (..(target, blocked)) var/mob/living/L = target shake_camera(L, 3, 2) /obj/item/projectile/bullet/attack_mob(var/mob/living/target_mob, var/distance, var/miss_modifier) if(penetrating > 0 && damage > 20 && prob(damage)) mob_passthrough_check = 1 else mob_passthrough_check = 0 return ..() /obj/item/projectile/bullet/can_embed() //prevent embedding if the projectile is passing through the mob if(mob_passthrough_check) return 0 return ..() /obj/item/projectile/bullet/check_penetrate(var/atom/A) if(!A || !A.density) return 1 //if whatever it was got destroyed when we hit it, then I guess we can just keep going if(istype(A, /obj/mecha)) return 1 //mecha have their own penetration handling if(ismob(A)) if(!mob_passthrough_check) return 0 if(iscarbon(A)) damage *= 0.7 //squishy mobs absorb KE return 1 var/chance = damage if(istype(A, /turf/simulated/wall)) var/turf/simulated/wall/W = A chance = round(damage/W.material.integrity*180) else if(istype(A, /obj/machinery/door)) var/obj/machinery/door/D = A chance = round(damage/D.maxhealth*180) if(D.glass) chance *= 2 else if(istype(A, /obj/structure/girder)) chance = 100 if(prob(chance)) if(A.opacity) //display a message so that people on the other side aren't so confused A.visible_message("\The [src] pierces through \the [A]!") return 1 return 0 /* short-casing projectiles, like the kind used in pistols or SMGs */ /obj/item/projectile/bullet/pistol // 9mm pistols and most SMGs. Sacrifice power for capacity. fire_sound = 'sound/weapons/gunshot/gunshot_pistol.ogg' // ToDo: Different shot sounds for different strength pistols. -Ace damage = 20 /obj/item/projectile/bullet/pistol/ap damage = 15 armor_penetration = 30 /obj/item/projectile/bullet/pistol/hp damage = 25 armor_penetration = -50 /obj/item/projectile/bullet/pistol/medium // .45 (and maybe .40 if it ever gets added) caliber security pistols. Balance between capacity and power. // fire_sound = 'sound/weapons/gunshot3.ogg' // ToDo: Different shot sounds for different strength pistols. damage = 25 /obj/item/projectile/bullet/pistol/medium/ap damage = 20 armor_penetration = 15 /obj/item/projectile/bullet/pistol/medium/hp damage = 30 armor_penetration = -50 /obj/item/projectile/bullet/pistol/strong // .357 and .44 caliber stuff. High power pistols like the Mateba or Desert Eagle. Sacrifice capacity for power. fire_sound = 'sound/weapons/gunshot/gunshot_strong.ogg' // ToDo: Replace with something less ugly. I recommend weapons/gunshot3.ogg damage = 60 /obj/item/projectile/bullet/pistol/rubber/strong // "Rubber" bullets for high power pistols. fire_sound = 'sound/weapons/gunshot/gunshot_strong.ogg' // ToDo: Same as above. damage = 10 agony = 60 embed_chance = 0 sharp = 0 check_armour = "melee" /obj/item/projectile/bullet/pistol/rubber // "Rubber" bullets for all other pistols. name = "rubber bullet" damage = 5 agony = 40 embed_chance = 0 sharp = 0 check_armour = "melee" /* shotgun projectiles */ /obj/item/projectile/bullet/shotgun name = "slug" fire_sound = 'sound/weapons/gunshot/shotgun.ogg' damage = 50 armor_penetration = 15 /obj/item/projectile/bullet/shotgun/beanbag //because beanbags are not bullets name = "beanbag" damage = 20 agony = 60 embed_chance = 0 sharp = 0 check_armour = "melee" //Should do about 80 damage at 1 tile distance (adjacent), and 50 damage at 3 tiles distance. //Overall less damage than slugs in exchange for more damage at very close range and more embedding /obj/item/projectile/bullet/pellet/shotgun name = "shrapnel" fire_sound = 'sound/weapons/gunshot/shotgun.ogg' damage = 13 pellets = 6 range_step = 1 spread_step = 10 /obj/item/projectile/bullet/pellet/shotgun/flak damage = 2 //The main weapon using these fires four at a time, usually with different destinations. Usually. range_step = 2 spread_step = 30 armor_penetration = 10 //EMP shotgun 'slug', it's basically a beanbag that pops a tiny emp when it hits. //Not currently used /obj/item/projectile/bullet/shotgun/ion name = "ion slug" fire_sound = 'sound/weapons/Laser.ogg' damage = 15 embed_chance = 0 sharp = 0 check_armour = "melee" combustion = FALSE /obj/item/projectile/bullet/shotgun/ion/on_hit(var/atom/target, var/blocked = 0) ..() empulse(target, 0, 0, 0, 0) //Only affects what it hits return 1 /* "Rifle" rounds */ /obj/item/projectile/bullet/rifle fire_sound = 'sound/weapons/gunshot/gunshot3.ogg' armor_penetration = 15 penetrating = 1 /obj/item/projectile/bullet/rifle/a762 fire_sound = 'sound/weapons/gunshot/gunshot2.ogg' damage = 35 /obj/item/projectile/bullet/rifle/a762/ap damage = 30 armor_penetration = 50 // At 30 or more armor, this will do more damage than standard rounds. /obj/item/projectile/bullet/rifle/a762/hp damage = 40 armor_penetration = -50 penetrating = 0 /obj/item/projectile/bullet/rifle/a762/hunter // Optimized for killing simple animals and not people, because Balance. damage = 20 SA_bonus_damage = 50 // 70 total on animals. SA_vulnerability = SA_ANIMAL /obj/item/projectile/bullet/rifle/a545 damage = 25 /obj/item/projectile/bullet/rifle/a545/ap damage = 20 armor_penetration = 50 // At 40 or more armor, this will do more damage than standard rounds. /obj/item/projectile/bullet/rifle/a545/hp damage = 35 armor_penetration = -50 penetrating = 0 /obj/item/projectile/bullet/rifle/a545/hunter damage = 15 SA_bonus_damage = 35 // 50 total on animals. SA_vulnerability = SA_ANIMAL /obj/item/projectile/bullet/rifle/a145 fire_sound = 'sound/weapons/gunshot/sniper.ogg' damage = 80 stun = 3 weaken = 3 penetrating = 5 armor_penetration = 80 hitscan = 1 //so the PTR isn't useless as a sniper weapon /* Miscellaneous */ /obj/item/projectile/bullet/suffocationbullet//How does this even work? name = "co bullet" damage = 20 damage_type = OXY /obj/item/projectile/bullet/cyanideround name = "poison bullet" damage = 40 damage_type = TOX /obj/item/projectile/bullet/burstbullet name = "exploding bullet" fire_sound = 'sound/effects/Explosion1.ogg' damage = 20 embed_chance = 0 edge = 1 /obj/item/projectile/bullet/burstbullet/on_hit(var/atom/target, var/blocked = 0) if(isturf(target)) explosion(target, -1, 0, 2) ..() /* Incendiary */ /obj/item/projectile/bullet/incendiary name = "incendiary bullet" icon_state = "bullet_alt" damage = 15 damage_type = BURN incendiary = 1 flammability = 2 /obj/item/projectile/bullet/incendiary/flamethrower name = "ball of fire" desc = "Don't stand in the fire." icon_state = "fireball" damage = 10 embed_chance = 0 incendiary = 2 flammability = 4 agony = 30 kill_count = 4 vacuum_traversal = 0 /obj/item/projectile/bullet/incendiary/flamethrower/large damage = 15 kill_count = 6 /obj/item/projectile/bullet/blank invisibility = 101 damage = 1 embed_chance = 0 /* Practice */ /obj/item/projectile/bullet/pistol/practice damage = 5 /obj/item/projectile/bullet/rifle/practice damage = 5 penetrating = 0 /obj/item/projectile/bullet/shotgun/practice name = "practice" damage = 5 /obj/item/projectile/bullet/pistol/cap name = "cap" damage_type = HALLOSS fire_sound = null damage = 0 nodamage = 1 embed_chance = 0 sharp = 0 combustion = FALSE /obj/item/projectile/bullet/pistol/cap/process() loc = null qdel(src)