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CHOMPStation2/modular_chomp/code/modules/projectiles/guns/bullet.dm

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/obj/item/projectile/bullet
damage = 25 //seems many bullets use this value for some reason
/* Old balance stuff, check the modular_chomp/zBallisticPort folder for the new stuff
//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
*/
*/