/************************************************************************/ /* # An explaination of the naming format for guns and ammo: # # a = Ammo, as in individual rounds of ammunition. # b = Box, intended to have ammo taken out one at a time by hand. # c = Clips, intended to reload magazines or guns quickly. # m = Magazine, intended to hold rounds of ammo. # s = Speedloaders, intended to reload guns quickly. # # Use this format, followed by the caliber. For example, a shotgun's caliber # variable is "12g" as a result. Ergo, a shotgun round's path would have "a12g", # or a magazine with shotgun shells would be "m12g" instead. To avoid confusion # for developers and in-game admins spawning these items, stick to this format. # Likewise, when creating new rounds, the caliber variable should match whatever # the name says. # # This comment is copied in magazines.dm as well. */ /************************************************************************/ /* * .357 */ /obj/item/ammo_casing/a357 desc = "A .357 bullet casing." caliber = ".357" projectile_type = /obj/item/projectile/bullet/pistol/strong /* * .38 */ /obj/item/ammo_casing/a38 desc = "A .38 bullet casing." caliber = ".38" projectile_type = /obj/item/projectile/bullet/pistol /obj/item/ammo_casing/a38r desc = "A .38 rubber bullet casing." caliber = ".38" icon_state = "r-casing" projectile_type = /obj/item/projectile/bullet/pistol/rubber /obj/item/ammo_casing/a38/emp name = ".38 haywire round" desc = "A .38 bullet casing fitted with a single-use ion pulse generator." icon_state = "empcasing" projectile_type = /obj/item/projectile/ion/small matter = list(DEFAULT_WALL_MATERIAL = 130, "uranium" = 100) /* * .50 Action Express */ /obj/item/ammo_casing/a44 desc = "A .44 bullet casing." caliber = ".44" projectile_type = /obj/item/projectile/bullet/pistol/strong /obj/item/ammo_casing/a44r icon_state = "r-casing" desc = "A .44 rubber bullet casing." caliber = ".44" projectile_type = /obj/item/projectile/bullet/pistol/rubber/strong /* * .75 (aka Gyrojet Rockets, aka admin abuse) */ /obj/item/ammo_casing/a75 desc = "A .75 gyrojet rocket sheathe." caliber = ".75" projectile_type = /obj/item/projectile/bullet/gyro /* * 9mm */ /obj/item/ammo_casing/a9mm desc = "A 9mm bullet casing." caliber = "9mm" projectile_type = /obj/item/projectile/bullet/pistol /obj/item/ammo_casing/a9mm/ap desc = "A 9mm armor-piercing bullet casing." projectile_type = /obj/item/projectile/bullet/pistol/ap /obj/item/ammo_casing/a9mmf desc = "A 9mm flash shell casing." caliber = "9mm" icon_state = "r-casing" projectile_type = /obj/item/projectile/energy/flash /obj/item/ammo_casing/a9mmr desc = "A 9mm rubber bullet casing." caliber = "9mm" icon_state = "r-casing" projectile_type = /obj/item/projectile/bullet/pistol/rubber /obj/item/ammo_casing/a9mmp desc = "A 9mm practice bullet casing." caliber = "9mm" icon_state = "r-casing" projectile_type = /obj/item/projectile/bullet/pistol/practice /* * .45 */ /obj/item/ammo_casing/a45 desc = "A .45 bullet casing." caliber = ".45" projectile_type = /obj/item/projectile/bullet/pistol/medium /obj/item/ammo_casing/a45ap desc = "A .45 Armor-Piercing bullet casing." caliber = ".45" icon_state = "r-casing" projectile_type = /obj/item/projectile/bullet/pistol/medium/ap /obj/item/ammo_casing/a45p desc = "A .45 practice bullet casing." caliber = ".45" icon_state = "r-casing" projectile_type = /obj/item/projectile/bullet/pistol/practice /obj/item/ammo_casing/a45r desc = "A .45 rubber bullet casing." caliber = ".45" icon_state = "r-casing" projectile_type = /obj/item/projectile/bullet/pistol/rubber /obj/item/ammo_casing/a45f desc = "A .45 flash shell casing." caliber = ".45" icon_state = "r-casing" projectile_type = /obj/item/projectile/energy/flash /obj/item/ammo_casing/a45/emp name = ".45 haywire round" desc = "A .45 bullet casing fitted with a single-use ion pulse generator." projectile_type = /obj/item/projectile/ion/small icon_state = "empcasing" matter = list(DEFAULT_WALL_MATERIAL = 130, "uranium" = 100) /obj/item/ammo_casing/a45/hp desc = "A .45 hollow-point bullet casing." projectile_type = /obj/item/projectile/bullet/pistol/medium/hollow /* * 10mm */ /obj/item/ammo_casing/a10mm desc = "A 10mm bullet casing." caliber = "10mm" projectile_type = /obj/item/projectile/bullet/pistol/medium /obj/item/ammo_casing/a10mm/emp name = "10mm haywire round" desc = "A 10mm bullet casing fitted with a single-use ion pulse generator." projectile_type = /obj/item/projectile/ion/small icon_state = "empcasing" matter = list(DEFAULT_WALL_MATERIAL = 130, "uranium" = 100) /* * 12g (aka shotgun ammo) */ /obj/item/ammo_casing/a12g name = "shotgun slug" desc = "A 12 gauge slug." icon_state = "slshell" caliber = "12g" projectile_type = /obj/item/projectile/bullet/shotgun matter = list(DEFAULT_WALL_MATERIAL = 360) /obj/item/ammo_casing/a12g/pellet name = "shotgun shell" desc = "A 12 gauge shell." icon_state = "gshell" projectile_type = /obj/item/projectile/bullet/pellet/shotgun matter = list(DEFAULT_WALL_MATERIAL = 360) /obj/item/ammo_casing/a12g/blank name = "shotgun shell" desc = "A blank shell." icon_state = "blshell" projectile_type = /obj/item/projectile/bullet/blank matter = list(DEFAULT_WALL_MATERIAL = 90) /obj/item/ammo_casing/a12g/practice name = "shotgun shell" desc = "A practice shell." icon_state = "pshell" projectile_type = /obj/item/projectile/bullet/shotgun/practice matter = list("metal" = 90) /obj/item/ammo_casing/a12g/beanbag name = "beanbag shell" desc = "A beanbag shell." icon_state = "bshell" projectile_type = /obj/item/projectile/bullet/shotgun/beanbag matter = list(DEFAULT_WALL_MATERIAL = 180) //Can stun in one hit if aimed at the head, but //is blocked by clothing that stops tasers and is vulnerable to EMP /obj/item/ammo_casing/a12g/stunshell name = "stun shell" desc = "A 12 gauge taser cartridge." icon_state = "stunshell" projectile_type = /obj/item/projectile/energy/electrode/stunshot matter = list(DEFAULT_WALL_MATERIAL = 360, "glass" = 720) /obj/item/ammo_casing/a12g/stunshell/emp_act(severity) if(prob(100/severity)) BB = null update_icon() //Does not stun, only blinds, but has area of effect. /obj/item/ammo_casing/a12g/flash name = "flash shell" desc = "A chemical shell used to signal distress or provide illumination." icon_state = "fshell" projectile_type = /obj/item/projectile/energy/flash/flare matter = list(DEFAULT_WALL_MATERIAL = 90, "glass" = 90) /obj/item/ammo_casing/a12g/emp name = "ion shell" desc = "An advanced shotgun round that creates a small EMP when it strikes a target." icon_state = "empshell" projectile_type = /obj/item/projectile/ion // projectile_type = /obj/item/projectile/bullet/shotgun/ion matter = list(DEFAULT_WALL_MATERIAL = 360, "uranium" = 240) /* * 7.62mm */ /obj/item/ammo_casing/a762 desc = "A 7.62mm bullet casing." caliber = "7.62mm" icon_state = "rifle-casing" projectile_type = /obj/item/projectile/bullet/rifle/a762 /obj/item/ammo_casing/a762/ap desc = "A 7.62mm armor-piercing bullet casing." projectile_type = /obj/item/projectile/bullet/rifle/a762/ap /obj/item/ammo_casing/a762p desc = "A 7.62mm practice bullet casing." caliber = "7.62mm" icon_state = "rifle-casing" // Need to make an icon for these projectile_type = /obj/item/projectile/bullet/rifle/practice /obj/item/ammo_casing/a762/blank desc = "A blank 7.62mm bullet casing." projectile_type = /obj/item/projectile/bullet/blank matter = list(DEFAULT_WALL_MATERIAL = 90) /obj/item/ammo_casing/a762/hp desc = "A 7.62mm hollow-point bullet casing." projectile_type = /obj/item/projectile/bullet/rifle/a762/hollow /obj/item/ammo_casing/a762/hunter desc = "A 7.62mm hunting bullet casing." projectile_type = /obj/item/projectile/bullet/rifle/a762/hunter /* * 14.5mm (anti-materiel rifle round) */ /obj/item/ammo_casing/a145 desc = "A 14.5mm shell." icon_state = "lcasing" caliber = "14.5mm" projectile_type = /obj/item/projectile/bullet/rifle/a145 matter = list(DEFAULT_WALL_MATERIAL = 1250) /* * 5.45mm */ /obj/item/ammo_casing/a545 desc = "A 5.45mm bullet casing." caliber = "5.45mm" icon_state = "rifle-casing" projectile_type = /obj/item/projectile/bullet/rifle/a545 /obj/item/ammo_casing/a545/ap desc = "A 5.45mm armor-piercing bullet casing." projectile_type = /obj/item/projectile/bullet/rifle/a545/ap /obj/item/ammo_casing/a545p desc = "A 5.45mm practice bullet casing." caliber = "5.45mm" icon_state = "rifle-casing" // Need to make an icon for these projectile_type = /obj/item/projectile/bullet/rifle/practice /obj/item/ammo_casing/a545/blank desc = "A blank 5.45mm bullet casing." projectile_type = /obj/item/projectile/bullet/blank matter = list(DEFAULT_WALL_MATERIAL = 90) /obj/item/ammo_casing/a545/hp desc = "A 5.45mm hollow-point bullet casing." projectile_type = /obj/item/projectile/bullet/rifle/a545/hollow /obj/item/ammo_casing/a545/hunter desc = "A 5.45mm hunting bullet casing." projectile_type = /obj/item/projectile/bullet/rifle/a545/hunter /* * Misc */ /obj/item/ammo_casing/rocket name = "rocket shell" desc = "A high explosive designed to be fired from a launcher." icon_state = "rocketshell" projectile_type = /obj/item/missile caliber = "rocket" /obj/item/ammo_casing/cap name = "cap" desc = "A cap for children toys." caliber = "caps" icon_state = "r-casing" color = "#FF0000" projectile_type = /obj/item/projectile/bullet/pistol/cap /obj/item/ammo_casing/spent // For simple hostile mobs only, so they don't cough up usable bullets when firing. This is for literally nothing else. icon_state = "s-casing-spent" BB = null projectile_type = null