mirror of
https://github.com/Citadel-Station-13/Citadel-Station-13-RP.git
synced 2025-12-09 23:04:05 +00:00
451 lines
13 KiB
Plaintext
451 lines
13 KiB
Plaintext
/obj/item/projectile/bullet
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name = "bullet"
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icon_state = "bullet"
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fire_sound = 'sound/weapons/weaponsounds_rifleshot.ogg'
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damage = 60
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damage_type = BRUTE
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nodamage = 0
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check_armour = "bullet"
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embed_chance = 20 //Modified in the actual embed process, but this should keep embed chance about the same
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sharp = 1
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var/mob_passthrough_check = 0
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muzzle_type = /obj/effect/projectile/muzzle/bullet
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miss_sounds = list('sound/weapons/guns/miss1.ogg','sound/weapons/guns/miss2.ogg','sound/weapons/guns/miss3.ogg','sound/weapons/guns/miss4.ogg')
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ricochet_sounds = list('sound/weapons/guns/ricochet1.ogg', 'sound/weapons/guns/ricochet2.ogg',
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'sound/weapons/guns/ricochet3.ogg', 'sound/weapons/guns/ricochet4.ogg')
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impact_sounds = list(BULLET_IMPACT_MEAT = SOUNDS_BULLET_MEAT, BULLET_IMPACT_METAL = SOUNDS_BULLET_METAL)
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/obj/item/projectile/bullet/on_hit(var/atom/target, var/blocked = 0)
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if (..(target, blocked))
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var/mob/living/L = target
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shake_camera(L, 3, 2)
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/obj/item/projectile/bullet/attack_mob(var/mob/living/target_mob, var/distance, var/miss_modifier)
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if(penetrating > 0 && damage > 20 && prob(damage))
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mob_passthrough_check = 1
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else
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mob_passthrough_check = 0
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return ..()
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/obj/item/projectile/bullet/can_embed()
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//prevent embedding if the projectile is passing through the mob
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if(mob_passthrough_check)
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return 0
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return ..()
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/obj/item/projectile/bullet/check_penetrate(var/atom/A)
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if(!A || !A.density) return 1 //if whatever it was got destroyed when we hit it, then I guess we can just keep going
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if(istype(A, /obj/mecha))
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return 1 //mecha have their own penetration handling
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if(ismob(A))
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if(!mob_passthrough_check)
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return 0
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if(iscarbon(A))
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damage *= 0.7 //squishy mobs absorb KE
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return 1
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var/chance = damage
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if(istype(A, /turf/simulated/wall))
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var/turf/simulated/wall/W = A
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chance = round(damage/W.material.integrity*180)
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else if(istype(A, /obj/machinery/door))
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var/obj/machinery/door/D = A
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chance = round(damage/D.maxhealth*180)
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if(D.glass) chance *= 2
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else if(istype(A, /obj/structure/girder))
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chance = 100
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if(prob(chance))
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if(A.opacity)
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//display a message so that people on the other side aren't so confused
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A.visible_message("<span class='warning'>\The [src] pierces through \the [A]!</span>")
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return 1
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return 0
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/* short-casing projectiles, like the kind used in pistols or SMGs */
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/obj/item/projectile/bullet/pistol // 9mm pistols and most SMGs. Sacrifice power for capacity.
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fire_sound = 'sound/weapons/weaponsounds_smallpistolshot.ogg'
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damage = 20
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/obj/item/projectile/bullet/pistol/lap //Light Armor Piercing
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damage = 20
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armor_penetration = 10
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/obj/item/projectile/bullet/pistol/ap
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damage = 15
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armor_penetration = 30
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/obj/item/projectile/bullet/pistol/hp
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damage = 25
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armor_penetration = -50
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/obj/item/projectile/bullet/pistol/hunter
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damage = 15
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SA_bonus_damage = 25 // 40 total against animals
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SA_vulnerability = MOB_CLASS_ANIMAL
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embed_chance = -1
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/obj/item/projectile/bullet/pistol/silver
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damage = 15
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SA_bonus_damage = 25 // 40 total against demons
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SA_vulnerability = MOB_CLASS_DEMONIC
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embed_chance = -1
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holy = TRUE
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/obj/item/projectile/bullet/pistol/medium // .45 (and maybe .40 if it ever gets added) caliber security pistols. Balance between capacity and power.
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fire_sound = 'sound/weapons/weaponsounds_pistolshot.ogg' // Snappier sound.
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damage = 25
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/obj/item/projectile/bullet/pistol/medium/ap
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damage = 20
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armor_penetration = 15
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/obj/item/projectile/bullet/pistol/medium/hp
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damage = 30
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armor_penetration = -50
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/obj/item/projectile/bullet/pistol/medium/hunter
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damage = 15
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SA_bonus_damage = 45 // 60 total against animals
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SA_vulnerability = MOB_CLASS_ANIMAL
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embed_chance = -1
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/obj/item/projectile/bullet/pistol/medium/silver
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damage = 15
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SA_bonus_damage = 45 // 60 total against demons
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SA_vulnerability = MOB_CLASS_DEMONIC | MOB_CLASS_ABERRATION
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embed_chance = -1
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holy = TRUE
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/obj/item/projectile/bullet/pistol/medium/ap/suppressor // adminspawn only
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name = "suppressor bullet" // this guy is Important and also Hates You
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fire_sound = 'sound/weapons/doompistol.ogg' // converted from .wavs extracted from doom 2
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damage = 10 // high rof kinda fucked up lets be real
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agony = 10 // brute easily heals, agony not so much
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armor_penetration = 30 // reduces shield blockchance
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accuracy = -20 // he do miss actually
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speed = 0.4 // if the pathfinder gets a funny burst rifle, they deserve a rival
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// that's 2x projectile speed btw
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/obj/item/projectile/bullet/pistol/medium/ap/suppressor/turbo // spicy boys
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speed = 0.2 // this is 4x projectile speed
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/obj/item/projectile/bullet/pistol/strong // .357 and .44 caliber stuff. High power pistols like the Mateba or Desert Eagle. Sacrifice capacity for power.
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fire_sound = 'sound/weapons/weaponsounds_heavypistolshot.ogg'
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damage = 60
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/obj/item/projectile/bullet/pistol/strong/silver //Because all Demons need to die
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fire_sound = 'sound/weapons/weaponsounds_heavypistolshot.ogg'
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damage = 40
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SA_bonus_damage = 80 // 120 total against demons
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SA_vulnerability = MOB_CLASS_DEMONIC | MOB_CLASS_ABERRATION
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embed_chance = -1
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holy = TRUE
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/obj/item/projectile/bullet/pistol/rubber/strong // "Rubber" bullets for high power pistols.
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fire_sound = 'sound/weapons/weaponsounds_heavypistolshot.ogg' // Rubber shots have less powder, but these still have more punch than normal rubber shot.
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damage = 10
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agony = 60
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embed_chance = 0
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sharp = 0
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check_armour = "melee"
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/obj/item/projectile/bullet/pistol/rubber // "Rubber" bullets for all other pistols.
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name = "rubber bullet"
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damage = 5
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agony = 40
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embed_chance = 0
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sharp = 0
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check_armour = "melee"
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fire_sound ='sound/weapons/weaponsounds_smallpistolshot.ogg' // It may be rubber shots but it's still a gun homie it shouldn't be as pathetic as it was
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/obj/item/projectile/bullet/pistol/spin // Special weak ammo for Service Spin mode.
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fire_sound = 'sound/weapons/weaponsounds_smallpistolshot.ogg'
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damage = 5
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SA_bonus_damage = 10 // 15 total against demons
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SA_vulnerability = MOB_CLASS_DEMONIC | MOB_CLASS_ABERRATION
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holy = TRUE
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/* shotgun projectiles */
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/obj/item/projectile/bullet/shotgun
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name = "slug"
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fire_sound = 'sound/weapons/weaponsounds_shotgunshot.ogg'
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damage = 50
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armor_penetration = 15
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/obj/item/projectile/bullet/shotgun/beanbag //because beanbags are not bullets
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name = "beanbag"
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damage = 20
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agony = 60
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embed_chance = 0
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sharp = 0
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check_armour = "melee"
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//Should do about 80 damage at 1 tile distance (adjacent), and 50 damage at 3 tiles distance.
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//Overall less damage than slugs in exchange for more damage at very close range and more embedding
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/obj/item/projectile/bullet/pellet/shotgun
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name = "shrapnel"
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fire_sound = 'sound/weapons/weaponsounds_shotgunshot.ogg'
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damage = 13
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pellets = 6
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range_step = 1
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spread_step = 10
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/obj/item/projectile/bullet/pellet/shotgun_improvised
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name = "shrapnel"
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damage = 1
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pellets = 10
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range_step = 1
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spread_step = 10
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/obj/item/projectile/bullet/pellet/shotgun/flak
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damage = 2 //The main weapon using these fires four at a time, usually with different destinations. Usually.
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range_step = 2
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spread_step = 30
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armor_penetration = 10
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// This is my boomstick,
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/obj/item/projectile/bullet/pellet/shotgun/silver
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name = "shrapnel"
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fire_sound = 'sound/weapons/weaponsounds_shotgunshot.ogg'
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damage = 10
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SA_bonus_damage = 16 // Potential 156 Damage against demons at point blank.
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SA_vulnerability = MOB_CLASS_DEMONIC | MOB_CLASS_ABERRATION
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embed_chance = -1
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pellets = 6
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range_step = 1
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spread_step = 20
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holy = TRUE
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/obj/item/projectile/bullet/shotgun/stake
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name = "stake"
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fire_sound = 'sound/weapons/weaponsounds_shotgunshot.ogg'
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damage = 50
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armor_penetration = 15
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SA_bonus_damage = 16 // Potential 156 Damage against demons at point blank.
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SA_vulnerability = MOB_CLASS_DEMONIC | MOB_CLASS_ABERRATION
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holy = TRUE
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//EMP shotgun 'slug', it's basically a beanbag that pops a tiny emp when it hits. //Not currently used
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/obj/item/projectile/bullet/shotgun/ion
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name = "ion slug"
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fire_sound = 'sound/weapons/Laser.ogg' // Really? We got nothing better than this?
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damage = 15
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embed_chance = 0
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sharp = 0
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check_armour = "melee"
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combustion = FALSE
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/obj/item/projectile/bullet/shotgun/ion/on_hit(var/atom/target, var/blocked = 0)
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..()
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empulse(target, 0, 0, 2, 0) //Only affects what it hits
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return 1
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//Frag shot
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/obj/item/projectile/bullet/shotgun/frag12
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name ="frag12 slug"
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damage = 25
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/obj/item/projectile/bullet/shotgun/frag12/on_hit(atom/target, blocked = FALSE)
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..()
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explosion(target, -1, 0, 1)
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return 1
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/* "Rifle" rounds */
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/obj/item/projectile/bullet/rifle
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fire_sound = 'sound/weapons/Gunshot_generic_rifle.ogg'
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armor_penetration = 15
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penetrating = 1
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/obj/item/projectile/bullet/rifle/a762
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fire_sound = 'sound/weapons/weaponsounds_heavyrifleshot.ogg'
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damage = 35
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/obj/item/projectile/bullet/rifle/a762/sniper // Hitscan specifically for sniper ammo; to be implimented at a later date, probably for the SVD. -Ace
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fire_sound = 'sound/weapons/weaponsounds_heavyrifleshot.ogg'
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hitscan = 1 //so the ammo isn't useless as a sniper weapon
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/obj/item/projectile/bullet/rifle/a762/ap
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damage = 30
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armor_penetration = 50 // At 30 or more armor, this will do more damage than standard rounds.
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/obj/item/projectile/bullet/rifle/a762/ap/silver
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damage = 30
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armor_penetration = 50 // At 30 or more armor, this will do more damage than standard rounds.
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SA_bonus_damage = 30 // 60 total against demons
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SA_vulnerability = MOB_CLASS_DEMONIC | MOB_CLASS_ABERRATION
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holy = TRUE
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/obj/item/projectile/bullet/rifle/a762/hp
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damage = 40
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armor_penetration = -50
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penetrating = 0
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/obj/item/projectile/bullet/rifle/a762/hunter // Optimized for killing simple animals and not people, because Balance(tm)
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damage = 25
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SA_bonus_damage = 45 // 70 total on animals.
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SA_vulnerability = MOB_CLASS_ANIMAL
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embed_chance = -1
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/obj/item/projectile/bullet/rifle/a762/sniperhunter
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damage = 25
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SA_bonus_damage = 45 // 70 total on animals.
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SA_vulnerability = MOB_CLASS_ANIMAL
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embed_chance = -1
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speed = 0.4
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/obj/item/projectile/bullet/rifle/a762/silver // Hunting Demons with bolt action rifles.
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damage = 20
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SA_bonus_damage = 50 // 70 total on animals.
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SA_vulnerability = MOB_CLASS_DEMONIC
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holy = TRUE
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/obj/item/projectile/bullet/rifle/a545
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fire_sound = 'sound/weapons/weaponsounds_rifleshot.ogg'
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damage = 25
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/obj/item/projectile/bullet/rifle/a545/ap
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damage = 20
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armor_penetration = 50 // At 40 or more armor, this will do more damage than standard rounds.
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/obj/item/projectile/bullet/rifle/a545/hp
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damage = 35
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armor_penetration = -50
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penetrating = 0
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/obj/item/projectile/bullet/rifle/a545/hunter
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damage = 15
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SA_bonus_damage = 35 // 50 total on animals.
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SA_vulnerability = MOB_CLASS_ANIMAL
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/obj/item/projectile/bullet/rifle/a145 // 14.5×114mm is bigger than a .50 BMG round.
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fire_sound = 'sound/weapons/Gunshot_cannon.ogg' // This is literally an anti-tank rifle caliber. It better sound like a fucking cannon.
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damage = 80
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stun = 3
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weaken = 3
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penetrating = 5
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armor_penetration = 80
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hitscan = 1 //so the PTR isn't useless as a sniper weapon
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/* Miscellaneous */
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/obj/item/projectile/bullet/suffocationbullet//How does this even work?
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name = "co bullet"
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damage = 20
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damage_type = OXY
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/obj/item/projectile/bullet/cyanideround
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name = "poison bullet"
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damage = 40
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damage_type = TOX
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/obj/item/projectile/bullet/cyanideround/jezzail
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name = "toxic penetrator shard"
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damage = 25
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armor_penetration = 20
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agony = 5
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embed_chance = 1
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damage_type = TOX
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/obj/item/projectile/bullet/burstbullet
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name = "exploding bullet"
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fire_sound = 'sound/effects/Explosion1.ogg'
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damage = 20
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embed_chance = 0
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edge = 1
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/obj/item/projectile/bullet/burstbullet/on_hit(var/atom/target, var/blocked = 0)
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if(isturf(target))
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explosion(target, -1, 0, 2)
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..()
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/obj/item/projectile/bullet/burstbullet/service
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name = "charge bullet"
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fire_sound = 'sound/effects/Explosion1.ogg'
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damage = 20
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embed_chance = 0
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edge = 1
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SA_bonus_damage = 40 // 60 total damage against demons.
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SA_vulnerability = MOB_CLASS_DEMONIC | MOB_CLASS_ABERRATION
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holy = TRUE
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/obj/item/projectile/bullet/burstbullet/service/on_hit(var/atom/target, var/blocked = 0)
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if(isturf(target))
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explosion(target, 0, 1, 2)
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..()
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/* Incendiary */
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/obj/item/projectile/bullet/incendiary
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name = "incendiary bullet"
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icon_state = "bullet_alt"
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damage = 15
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damage_type = BURN
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incendiary = 1
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flammability = 2
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/obj/item/projectile/bullet/incendiary/shotgun
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name = "dragonsbreath pellet"
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icon_state = "bullet_alt"
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damage = 10
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damage_type = BURN
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incendiary = 1
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flammability = 2
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/obj/item/projectile/bullet/incendiary/flamethrower
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name = "ball of fire"
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desc = "Don't stand in the fire."
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icon_state = "fireball"
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damage = 10
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embed_chance = 0
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incendiary = 2
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flammability = 4
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agony = 30
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range = 4
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vacuum_traversal = 0
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/obj/item/projectile/bullet/incendiary/flamethrower/large
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damage = 15
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range = 6
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/* Practice rounds and blanks */
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/obj/item/projectile/bullet/practice
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damage = 5
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/obj/item/projectile/bullet/pistol/cap // Just the primer, such as a cap gun.
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name = "cap"
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damage_type = HALLOSS
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fire_sound = 'sound/effects/snap.ogg'
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damage = 0
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nodamage = 1
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embed_chance = 0
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sharp = 0
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combustion = FALSE
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/obj/item/projectile/bullet/pistol/cap/process(delta_time)
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loc = null
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qdel(src)
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/obj/item/projectile/bullet/blank
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name = "blank"
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damage_type = HALLOSS
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fire_sound = 'sound/weapons/weaponsounds_rifleshot.ogg' // Blanks still make loud noises.
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damage = 0
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nodamage = 1
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embed_chance = 0
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sharp = 0
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/obj/item/projectile/bullet/blank/cap/process(delta_time)
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loc = null
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qdel(src)
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