/obj/item/projectile/bullet name = "bullet" icon_state = "bullet" damage = 60 damage_type = BRUTE nodamage = 0 check_armour = "bullet" embed = 1 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 = 0 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 else if(istype(A, /obj/machinery) || istype(A, /obj/structure)) chance = damage 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 //For projectiles that actually represent clouds of projectiles /obj/item/projectile/bullet/pellet name = "shrapnel" //'shrapnel' sounds more dangerous (i.e. cooler) than 'pellet' damage = 20 //icon_state = "bullet" //TODO: would be nice to have it's own icon state var/pellets = 4 //number of pellets var/range_step = 2 //effective pellet count decreases every few tiles var/base_spread = 90 //lower means the pellets spread more across body parts var/spread_step = 10 //higher means the pellets spread more across body parts with distance /obj/item/projectile/bullet/pellet/Bumped() . = ..() bumped = 0 //can hit all mobs in a tile. pellets is decremented inside attack_mob so this should be fine. /obj/item/projectile/bullet/pellet/attack_mob(var/mob/living/target_mob, var/distance) if (pellets < 0) return 1 var/pellet_loss = round((distance - 1)/range_step) //pellets lost due to distance var/total_pellets = max(pellets - pellet_loss, 1) var/spread = max(base_spread - (spread_step*distance), 0) var/hits = 0 for (var/i in 1 to total_pellets) //pellet hits spread out across different zones, but 'aim at' the targeted zone with higher probability //whether the pellet actually hits the def_zone or a different zone should still be determined by the parent using get_zone_with_miss_chance(). var/old_zone = def_zone def_zone = ran_zone(def_zone, spread) if (..()) hits++ def_zone = old_zone //restore the original zone the projectile was aimed at pellets -= hits //each hit reduces the number of pellets left if (hits >= total_pellets || pellets <= 0) return 1 return 0 /* short-casing projectiles, like the kind used in pistols or SMGs */ /obj/item/projectile/bullet/pistol damage = 20 /obj/item/projectile/bullet/pistol/medium damage = 25 /obj/item/projectile/bullet/pistol/strong //revolvers and matebas damage = 60 /obj/item/projectile/bullet/pistol/rubber //"rubber" bullets name = "rubber bullet" damage = 10 agony = 40 embed = 0 sharp = 0 /* shotgun projectiles */ /obj/item/projectile/bullet/shotgun name = "slug" damage = 60 /obj/item/projectile/bullet/shotgun/beanbag //because beanbags are not bullets name = "beanbag" damage = 20 agony = 60 embed = 0 sharp = 0 //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" damage = 13 pellets = 6 range_step = 1 spread_step = 10 /* "Rifle" rounds */ /obj/item/projectile/bullet/rifle/a762 damage = 30 penetrating = 1 /obj/item/projectile/bullet/rifle/a145 damage = 80 stun = 3 weaken = 3 penetrating = 5 hitscan = 1 //so the PTR isn't useless as a sniper weapon /obj/item/projectile/bullet/rifle/a556 damage = 40 penetrating = 1 /* 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" damage = 20 embed = 0 edge = 1 /obj/item/projectile/bullet/gyro/on_hit(var/atom/target, var/blocked = 0) if(isturf(target)) explosion(target, -1, 0, 2) ..() /obj/item/projectile/bullet/blank invisibility = 101 damage = 1 embed = 0 /* Practice */ /obj/item/projectile/bullet/pistol/practice damage = 5 /obj/item/projectile/bullet/rifle/a556/practice damage = 5 /obj/item/projectile/bullet/shotgun/practice name = "practice" damage = 5