/obj/item/projectile/bullet damage = 25 //seems many bullets use this value for some reason //These are projectiles that do not have damage defined anywhere. Gonna follow laser weapons sorta with a extra kick, 25/35/60 /obj/item/projectile/bullet/a38 //These projectiles are used but dont exist, revolvers were super underpowered forever damage = 25 //.38 pretty bwoomp /obj/item/projectile/bullet/a10mm damage = 20 //CR-20 do 20 lol /obj/item/projectile/bullet/rifle/a45lc damage = 35 //.45 used by a one revolver /obj/item/projectile/bullet/rifle/a762/lmg damage = 30 /obj/item/projectile/bullet/a57 //P90s pack a punch? damage = 30 /obj/item/projectile/bullet/rifle/a545 fire_sound = 'sound/weapons/Gunshot_light.ogg' damage = 30 hud_state = "rifle" /obj/item/projectile/bullet/rifle/a545/ap damage = 25 armor_penetration = 50 // At 40 or more armor, this will do more damage than standard rounds. hud_state = "rifle_ap" /obj/item/projectile/bullet/rifle/a545/hp damage = 40 armor_penetration = -50 penetrating = 0 hud_state = "hivelo_iff" /obj/item/projectile/bullet/rifle/a545/hunter damage = 15 SA_bonus_damage = 35 // 50 total on animals. SA_vulnerability = SA_ANIMAL hud_state = "rifle_heavy" /* Combat refactor walkback, default bullets do 60 damage I think so im keeping this, were not getting the CR20 incident again lol /obj/item/projectile/bullet/pistol damage = 10 /obj/item/projectile/bullet/pistol/ap damage = 5 armor_penetration = 30 /obj/item/projectile/bullet/pistol/hp damage = 15 armor_penetration = -50 /obj/item/projectile/bullet/pistol/medium damage = 15 /obj/item/projectile/bullet/pistol/medium/ap damage = 10 armor_penetration = 15 /obj/item/projectile/bullet/pistol/medium/hp damage = 20 armor_penetration = -50 /obj/item/projectile/bullet/pistol/strong damage = 30 /obj/item/projectile/bullet/pistol/rubber/strong damage = 10 agony = 60 /obj/item/projectile/bullet/pistol/rubber damage = 5 agony = 40 embed_chance = 0 /obj/item/projectile/bullet/shotgun damage = 30 armor_penetration = 40 /obj/item/projectile/bullet/shotgun/beanbag damage = 5 agony = 60 embed_chance = 0 /obj/item/projectile/bullet/pellet/shotgun damage = 6 pellets = 6 range_step = 1 spread_step = 10 /obj/item/projectile/bullet/pellet/shotgun/flak damage = 2 range_step = 2 spread_step = 30 armor_penetration = 10 /obj/item/projectile/bullet/shotgun/ion damage = 15 /* "Rifle" rounds */ /obj/item/projectile/bullet/rifle armor_penetration = 15 penetrating = 1 /obj/item/projectile/bullet/rifle/a762 damage = 25 /obj/item/projectile/bullet/rifle/a762/sniper hitscan = 1 /obj/item/projectile/bullet/rifle/a762/ap damage = 20 armor_penetration = 50 /obj/item/projectile/bullet/rifle/a762/hp damage = 30 armor_penetration = -50 penetrating = 0 /obj/item/projectile/bullet/rifle/a762/hunter damage = 10 SA_bonus_damage = 30 /obj/item/projectile/bullet/rifle/a545 damage = 20 /obj/item/projectile/bullet/rifle/a545/ap damage = 15 armor_penetration = 50 /obj/item/projectile/bullet/rifle/a545/hp damage = 30 armor_penetration = -50 penetrating = 0 /obj/item/projectile/bullet/rifle/a545/hunter damage = 5 SA_bonus_damage = 25 /obj/item/projectile/bullet/rifle/a145 damage = 60 stun = 3 weaken = 3 penetrating = 5 armor_penetration = 80 /obj/item/projectile/bullet/rifle/a145/highvel damage = 20 stun = 3 weaken = 3 penetrating = 20 armor_penetration = 90 /obj/item/projectile/bullet/rifle/a44rifle damage = 30 /obj/item/projectile/bullet/pellet damage = 10 /obj/item/projectile/bullet/pellet/fragment damage = 5 muzzle_type = null /obj/item/projectile/bullet/pellet/fragment/strong damage = 7 */