mirror of
https://github.com/KabKebab/GS13.git
synced 2026-08-22 20:46:55 +01:00
Ports reagents id removal and typepath usage.
This commit is contained in:
@@ -1,141 +1,141 @@
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// Shotgun
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/obj/item/ammo_casing/shotgun
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name = "shotgun slug"
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desc = "A 12 gauge lead slug."
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icon_state = "blshell"
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caliber = "shotgun"
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projectile_type = /obj/item/projectile/bullet/shotgun_slug
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materials = list(MAT_METAL=4000)
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/obj/item/ammo_casing/shotgun/beanbag
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name = "beanbag slug"
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desc = "A weak beanbag slug for riot control."
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icon_state = "bshell"
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projectile_type = /obj/item/projectile/bullet/shotgun_beanbag
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materials = list(MAT_METAL=250)
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/obj/item/ammo_casing/shotgun/incendiary
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name = "incendiary slug"
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desc = "An incendiary-coated shotgun slug."
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icon_state = "ishell"
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projectile_type = /obj/item/projectile/bullet/incendiary/shotgun
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/obj/item/ammo_casing/shotgun/dragonsbreath
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name = "dragonsbreath shell"
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desc = "A shotgun shell which fires a spread of incendiary pellets."
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icon_state = "ishell2"
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projectile_type = /obj/item/projectile/bullet/incendiary/shotgun/dragonsbreath
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pellets = 4
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variance = 35
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/obj/item/ammo_casing/shotgun/stunslug
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name = "taser slug"
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desc = "A stunning taser slug."
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icon_state = "stunshell"
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projectile_type = /obj/item/projectile/bullet/shotgun_stunslug
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materials = list(MAT_METAL=250)
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/obj/item/ammo_casing/shotgun/meteorslug
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name = "meteorslug shell"
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desc = "A shotgun shell rigged with CMC technology, which launches a massive slug when fired."
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icon_state = "mshell"
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projectile_type = /obj/item/projectile/bullet/shotgun_meteorslug
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/obj/item/ammo_casing/shotgun/pulseslug
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name = "pulse slug"
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desc = "A delicate device which can be loaded into a shotgun. The primer acts as a button which triggers the gain medium and fires a powerful \
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energy blast. While the heat and power drain limit it to one use, it can still allow an operator to engage targets that ballistic ammunition \
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would have difficulty with."
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icon_state = "pshell"
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projectile_type = /obj/item/projectile/beam/pulse/shotgun
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/obj/item/ammo_casing/shotgun/frag12
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name = "FRAG-12 slug"
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desc = "A high explosive breaching round for a 12 gauge shotgun."
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icon_state = "heshell"
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projectile_type = /obj/item/projectile/bullet/shotgun_frag12
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/obj/item/ammo_casing/shotgun/buckshot
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name = "buckshot shell"
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desc = "A 12 gauge buckshot shell."
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icon_state = "gshell"
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projectile_type = /obj/item/projectile/bullet/pellet/shotgun_buckshot
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pellets = 6
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variance = 25
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/obj/item/ammo_casing/shotgun/rubbershot
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name = "rubber shot"
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desc = "A shotgun casing filled with densely-packed rubber balls, used to incapacitate crowds from a distance."
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icon_state = "bshell"
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projectile_type = /obj/item/projectile/bullet/pellet/shotgun_rubbershot
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pellets = 6
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variance = 25
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materials = list(MAT_METAL=4000)
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/obj/item/ammo_casing/shotgun/improvised
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name = "improvised shell"
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desc = "An extremely weak shotgun shell with multiple small pellets made out of metal shards."
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icon_state = "improvshell"
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projectile_type = /obj/item/projectile/bullet/pellet/shotgun_improvised
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materials = list(MAT_METAL=250)
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pellets = 10
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variance = 25
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/obj/item/ammo_casing/shotgun/ion
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name = "ion shell"
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desc = "An advanced shotgun shell which uses a subspace ansible crystal to produce an effect similar to a standard ion rifle. \
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The unique properties of the crystal split the pulse into a spread of individually weaker bolts."
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icon_state = "ionshell"
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projectile_type = /obj/item/projectile/ion/weak
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pellets = 4
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variance = 35
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/obj/item/ammo_casing/shotgun/laserslug
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name = "scatter laser shell"
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desc = "An advanced shotgun shell that uses a micro laser to replicate the effects of a scatter laser weapon in a ballistic package."
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icon_state = "lshell"
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projectile_type = /obj/item/projectile/beam/weak
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pellets = 6
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variance = 35
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/obj/item/ammo_casing/shotgun/techshell
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name = "unloaded technological shell"
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desc = "A high-tech shotgun shell which can be loaded with materials to produce unique effects."
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icon_state = "cshell"
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projectile_type = null
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/obj/item/ammo_casing/shotgun/dart
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name = "shotgun dart"
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desc = "A dart for use in shotguns. Can be injected with up to 30 units of any chemical."
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icon_state = "cshell"
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projectile_type = /obj/item/projectile/bullet/dart
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var/reagent_amount = 30
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/obj/item/ammo_casing/shotgun/dart/Initialize()
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. = ..()
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create_reagents(reagent_amount, OPENCONTAINER)
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/obj/item/ammo_casing/shotgun/dart/attackby()
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return
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/obj/item/ammo_casing/shotgun/dart/noreact
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name = "cryostasis shotgun dart"
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desc = "A dart for use in shotguns. Uses technology similar to cryostasis beakers to keep internal reagents from reacting. Can be injected with up to 10 units of any chemical."
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icon_state = "cnrshell"
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reagent_amount = 10
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/obj/item/ammo_casing/shotgun/dart/noreact/Initialize()
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. = ..()
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ENABLE_BITFIELD(reagents.reagents_holder_flags, NO_REACT)
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/obj/item/ammo_casing/shotgun/dart/bioterror
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desc = "A shotgun dart filled with deadly toxins."
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/obj/item/ammo_casing/shotgun/dart/bioterror/Initialize()
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. = ..()
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reagents.add_reagent("neurotoxin", 6)
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reagents.add_reagent("spore", 6)
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reagents.add_reagent("mutetoxin", 6) //;HELP OPS IN MAINT
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reagents.add_reagent("coniine", 6)
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reagents.add_reagent("sodium_thiopental", 6)
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// Shotgun
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/obj/item/ammo_casing/shotgun
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name = "shotgun slug"
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desc = "A 12 gauge lead slug."
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icon_state = "blshell"
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caliber = "shotgun"
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projectile_type = /obj/item/projectile/bullet/shotgun_slug
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materials = list(MAT_METAL=4000)
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/obj/item/ammo_casing/shotgun/beanbag
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name = "beanbag slug"
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desc = "A weak beanbag slug for riot control."
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icon_state = "bshell"
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projectile_type = /obj/item/projectile/bullet/shotgun_beanbag
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materials = list(MAT_METAL=250)
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/obj/item/ammo_casing/shotgun/incendiary
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name = "incendiary slug"
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desc = "An incendiary-coated shotgun slug."
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icon_state = "ishell"
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projectile_type = /obj/item/projectile/bullet/incendiary/shotgun
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/obj/item/ammo_casing/shotgun/dragonsbreath
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name = "dragonsbreath shell"
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desc = "A shotgun shell which fires a spread of incendiary pellets."
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icon_state = "ishell2"
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projectile_type = /obj/item/projectile/bullet/incendiary/shotgun/dragonsbreath
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pellets = 4
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variance = 35
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/obj/item/ammo_casing/shotgun/stunslug
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name = "taser slug"
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desc = "A stunning taser slug."
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icon_state = "stunshell"
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projectile_type = /obj/item/projectile/bullet/shotgun_stunslug
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materials = list(MAT_METAL=250)
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/obj/item/ammo_casing/shotgun/meteorslug
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name = "meteorslug shell"
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desc = "A shotgun shell rigged with CMC technology, which launches a massive slug when fired."
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icon_state = "mshell"
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projectile_type = /obj/item/projectile/bullet/shotgun_meteorslug
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/obj/item/ammo_casing/shotgun/pulseslug
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name = "pulse slug"
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desc = "A delicate device which can be loaded into a shotgun. The primer acts as a button which triggers the gain medium and fires a powerful \
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energy blast. While the heat and power drain limit it to one use, it can still allow an operator to engage targets that ballistic ammunition \
|
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would have difficulty with."
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icon_state = "pshell"
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projectile_type = /obj/item/projectile/beam/pulse/shotgun
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/obj/item/ammo_casing/shotgun/frag12
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name = "FRAG-12 slug"
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desc = "A high explosive breaching round for a 12 gauge shotgun."
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icon_state = "heshell"
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projectile_type = /obj/item/projectile/bullet/shotgun_frag12
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/obj/item/ammo_casing/shotgun/buckshot
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name = "buckshot shell"
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desc = "A 12 gauge buckshot shell."
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icon_state = "gshell"
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projectile_type = /obj/item/projectile/bullet/pellet/shotgun_buckshot
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pellets = 6
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variance = 25
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/obj/item/ammo_casing/shotgun/rubbershot
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name = "rubber shot"
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desc = "A shotgun casing filled with densely-packed rubber balls, used to incapacitate crowds from a distance."
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icon_state = "bshell"
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projectile_type = /obj/item/projectile/bullet/pellet/shotgun_rubbershot
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pellets = 6
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variance = 25
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materials = list(MAT_METAL=4000)
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/obj/item/ammo_casing/shotgun/improvised
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name = "improvised shell"
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desc = "An extremely weak shotgun shell with multiple small pellets made out of metal shards."
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icon_state = "improvshell"
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projectile_type = /obj/item/projectile/bullet/pellet/shotgun_improvised
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materials = list(MAT_METAL=250)
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pellets = 10
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variance = 25
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/obj/item/ammo_casing/shotgun/ion
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name = "ion shell"
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desc = "An advanced shotgun shell which uses a subspace ansible crystal to produce an effect similar to a standard ion rifle. \
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The unique properties of the crystal split the pulse into a spread of individually weaker bolts."
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icon_state = "ionshell"
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projectile_type = /obj/item/projectile/ion/weak
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pellets = 4
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variance = 35
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/obj/item/ammo_casing/shotgun/laserslug
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name = "scatter laser shell"
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desc = "An advanced shotgun shell that uses a micro laser to replicate the effects of a scatter laser weapon in a ballistic package."
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icon_state = "lshell"
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projectile_type = /obj/item/projectile/beam/weak
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pellets = 6
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variance = 35
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/obj/item/ammo_casing/shotgun/techshell
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name = "unloaded technological shell"
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desc = "A high-tech shotgun shell which can be loaded with materials to produce unique effects."
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icon_state = "cshell"
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projectile_type = null
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/obj/item/ammo_casing/shotgun/dart
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name = "shotgun dart"
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desc = "A dart for use in shotguns. Can be injected with up to 30 units of any chemical."
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icon_state = "cshell"
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projectile_type = /obj/item/projectile/bullet/dart
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var/reagent_amount = 30
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/obj/item/ammo_casing/shotgun/dart/Initialize()
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. = ..()
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create_reagents(reagent_amount, OPENCONTAINER)
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/obj/item/ammo_casing/shotgun/dart/attackby()
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return
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/obj/item/ammo_casing/shotgun/dart/noreact
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name = "cryostasis shotgun dart"
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desc = "A dart for use in shotguns. Uses technology similar to cryostasis beakers to keep internal reagents from reacting. Can be injected with up to 10 units of any chemical."
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icon_state = "cnrshell"
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reagent_amount = 10
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/obj/item/ammo_casing/shotgun/dart/noreact/Initialize()
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. = ..()
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ENABLE_BITFIELD(reagents.reagents_holder_flags, NO_REACT)
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/obj/item/ammo_casing/shotgun/dart/bioterror
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desc = "A shotgun dart filled with deadly toxins."
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/obj/item/ammo_casing/shotgun/dart/bioterror/Initialize()
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. = ..()
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reagents.add_reagent(/datum/reagent/toxin/fentanyl, 6)
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reagents.add_reagent(/datum/reagent/toxin/spore, 6)
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reagents.add_reagent(/datum/reagent/toxin/mutetoxin, 6) //;HELP OPS IN MAINT
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reagents.add_reagent(/datum/reagent/toxin/coniine, 6)
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reagents.add_reagent(/datum/reagent/toxin/sodium_thiopental, 6)
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File diff suppressed because it is too large
Load Diff
@@ -1,88 +1,87 @@
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/obj/item/projectile/bullet/dart
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name = "dart"
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icon_state = "cbbolt"
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damage = 6
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var/piercing = FALSE
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/obj/item/projectile/bullet/dart/Initialize()
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. = ..()
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create_reagents(50, NO_REACT)
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/obj/item/projectile/bullet/dart/on_hit(atom/target, blocked = FALSE, skip = FALSE)
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if(iscarbon(target))
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var/mob/living/carbon/M = target
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if(blocked != 100) // not completely blocked
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if(M.can_inject(null, FALSE, def_zone, piercing)) // Pass the hit zone to see if it can inject by whether it hit the head or the body.
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..()
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if(skip == TRUE)
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return
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reagents.reaction(M, INJECT)
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reagents.trans_to(M, reagents.total_volume)
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return TRUE
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else
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blocked = 100
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target.visible_message("<span class='danger'>\The [src] was deflected!</span>", \
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"<span class='userdanger'>You were protected against \the [src]!</span>")
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..(target, blocked)
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DISABLE_BITFIELD(reagents.reagents_holder_flags, NO_REACT)
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reagents.handle_reactions()
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return TRUE
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/obj/item/projectile/bullet/dart/metalfoam/Initialize()
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. = ..()
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reagents.add_reagent("aluminium", 15)
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reagents.add_reagent("foaming_agent", 5)
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reagents.add_reagent("facid", 5)
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/obj/item/projectile/bullet/dart/syringe
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name = "syringe"
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icon_state = "syringeproj"
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//I am in a mess of my own making
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/obj/item/projectile/bullet/dart/syringe/dart
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name = "Smartdart"
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icon_state = "dartproj"
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damage = 0
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var/emptrig = FALSE
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/obj/item/projectile/bullet/dart/syringe/dart/on_hit(atom/target, blocked = FALSE)
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if(iscarbon(target))
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var/mob/living/carbon/M = target
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if(blocked != 100)
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if(M.can_inject(null, FALSE, def_zone, piercing)) // Pass the hit zone to see if it can inject by whether it hit the head or the body.
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..(target, blocked, TRUE)
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for(var/datum/reagent/R in reagents.reagent_list) //OD prevention time!
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if(istype(R, /datum/reagent/medicine)) //Is this a medicine?
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if(M.reagents.has_reagent(R.id))
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if(R.overdose_threshold == 0 || emptrig == TRUE) //Is there a possible OD?
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M.reagents.add_reagent(R.id, R.volume)
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else
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var/transVol = CLAMP(R.volume, 0, (R.overdose_threshold - M.reagents.get_reagent_amount(R.id)) -1)
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M.reagents.add_reagent(R.id, transVol)
|
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else
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if(!R.overdose_threshold == 0)
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var/transVol = CLAMP(R.volume, 0, R.overdose_threshold-1)
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M.reagents.add_reagent(R.id, transVol)
|
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else
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M.reagents.add_reagent(R.id, R.volume)
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|
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|
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|
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target.visible_message("<span class='notice'>\The [src] beeps!</span>")
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to_chat("<span class='notice'><i>You feel a tiny prick as a smartdart embeds itself in you with a beep.</i></span>")
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return TRUE
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else
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blocked = 100
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target.visible_message("<span class='danger'>\The [src] was deflected!</span>", \
|
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"<span class='userdanger'>You see a [src] bounce off you, booping sadly!</span>")
|
||||
|
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target.visible_message("<span class='danger'>\The [src] fails to land on target!</span>")
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return TRUE
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|
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//Chemlight was here, adding dumb bussing things
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/obj/item/projectile/bullet/dart/syringe/debug
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name = "syringe"
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icon_state = "syringeproj"
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/obj/item/projectile/bullet/dart
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name = "dart"
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||||
icon_state = "cbbolt"
|
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damage = 6
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var/piercing = FALSE
|
||||
|
||||
/obj/item/projectile/bullet/dart/Initialize()
|
||||
. = ..()
|
||||
create_reagents(50, NO_REACT)
|
||||
|
||||
/obj/item/projectile/bullet/dart/on_hit(atom/target, blocked = FALSE, skip = FALSE)
|
||||
if(iscarbon(target))
|
||||
var/mob/living/carbon/M = target
|
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if(blocked != 100) // not completely blocked
|
||||
if(M.can_inject(null, FALSE, def_zone, piercing)) // Pass the hit zone to see if it can inject by whether it hit the head or the body.
|
||||
..()
|
||||
if(skip == TRUE)
|
||||
return
|
||||
reagents.reaction(M, INJECT)
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||||
reagents.trans_to(M, reagents.total_volume)
|
||||
return TRUE
|
||||
else
|
||||
blocked = 100
|
||||
target.visible_message("<span class='danger'>\The [src] was deflected!</span>", \
|
||||
"<span class='userdanger'>You were protected against \the [src]!</span>")
|
||||
|
||||
..(target, blocked)
|
||||
DISABLE_BITFIELD(reagents.reagents_holder_flags, NO_REACT)
|
||||
reagents.handle_reactions()
|
||||
return TRUE
|
||||
|
||||
/obj/item/projectile/bullet/dart/metalfoam/Initialize()
|
||||
. = ..()
|
||||
reagents.add_reagent(/datum/reagent/aluminium, 15)
|
||||
reagents.add_reagent(/datum/reagent/foaming_agent, 5)
|
||||
reagents.add_reagent(/datum/reagent/toxin/acid, 5)
|
||||
|
||||
/obj/item/projectile/bullet/dart/syringe
|
||||
name = "syringe"
|
||||
icon_state = "syringeproj"
|
||||
|
||||
//I am in a mess of my own making
|
||||
/obj/item/projectile/bullet/dart/syringe/dart
|
||||
name = "Smartdart"
|
||||
icon_state = "dartproj"
|
||||
damage = 0
|
||||
var/emptrig = FALSE
|
||||
|
||||
/obj/item/projectile/bullet/dart/syringe/dart/on_hit(atom/target, blocked = FALSE)
|
||||
if(iscarbon(target))
|
||||
var/mob/living/carbon/M = target
|
||||
if(blocked != 100)
|
||||
if(M.can_inject(null, FALSE, def_zone, piercing)) // Pass the hit zone to see if it can inject by whether it hit the head or the body.
|
||||
..(target, blocked, TRUE)
|
||||
for(var/datum/reagent/medicine/R in reagents.reagent_list) //OD prevention time!
|
||||
if(M.reagents.has_reagent(R.type))
|
||||
if(R.overdose_threshold == 0 || emptrig == TRUE) //Is there a possible OD?
|
||||
M.reagents.add_reagent(R.type, R.volume)
|
||||
else
|
||||
var/transVol = CLAMP(R.volume, 0, (R.overdose_threshold - M.reagents.get_reagent_amount(R.type)) -1)
|
||||
M.reagents.add_reagent(R.type, transVol)
|
||||
else
|
||||
if(!R.overdose_threshold == 0)
|
||||
var/transVol = CLAMP(R.volume, 0, R.overdose_threshold-1)
|
||||
M.reagents.add_reagent(R.type, transVol)
|
||||
else
|
||||
M.reagents.add_reagent(R.type, R.volume)
|
||||
|
||||
|
||||
|
||||
target.visible_message("<span class='notice'>\The [src] beeps!</span>")
|
||||
to_chat("<span class='notice'><i>You feel a tiny prick as a smartdart embeds itself in you with a beep.</i></span>")
|
||||
return TRUE
|
||||
else
|
||||
blocked = 100
|
||||
target.visible_message("<span class='danger'>\The [src] was deflected!</span>", \
|
||||
"<span class='userdanger'>You see a [src] bounce off you, booping sadly!</span>")
|
||||
|
||||
target.visible_message("<span class='danger'>\The [src] fails to land on target!</span>")
|
||||
return TRUE
|
||||
|
||||
//Chemlight was here, adding dumb bussing things
|
||||
|
||||
/obj/item/projectile/bullet/dart/syringe/debug
|
||||
name = "syringe"
|
||||
icon_state = "syringeproj"
|
||||
damage = 0
|
||||
Reference in New Issue
Block a user