/obj/item/ammo_casing/a357 desc = "A .357 bullet casing." caliber = "357" projectile_type = /obj/item/projectile/bullet /obj/item/ammo_casing/rubber9mm desc = "A 9mm rubber bullet casing." caliber = "9mm" icon_state = "r-casing" projectile_type = /obj/item/projectile/bullet/weakbullet4 /obj/item/ammo_casing/a762 desc = "A 7.62mm bullet casing." icon_state = "762-casing" caliber = "a762" projectile_type = /obj/item/projectile/bullet /obj/item/ammo_casing/a762/enchanted projectile_type = /obj/item/projectile/bullet/weakbullet3 /obj/item/ammo_casing/a50 desc = "A .50AE bullet casing." caliber = ".50" projectile_type = /obj/item/projectile/bullet /obj/item/ammo_casing/c38 desc = "A .38 bullet casing." caliber = "38" icon_state = "r-casing" projectile_type = /obj/item/projectile/bullet/weakbullet2 /obj/item/ammo_casing/c38/invisible projectile_type = /obj/item/projectile/bullet/weakbullet2/invisible /obj/item/ammo_casing/c38/invisible/fake projectile_type = /obj/item/projectile/bullet/weakbullet2/invisible/fake /obj/item/ammo_casing/c10mm desc = "A 10mm bullet casing." caliber = "10mm" projectile_type = /obj/item/projectile/bullet/midbullet3 /obj/item/ammo_casing/c10mm/ap projectile_type = /obj/item/projectile/bullet/midbullet3/ap /obj/item/ammo_casing/c10mm/fire projectile_type = /obj/item/projectile/bullet/midbullet3/fire /obj/item/ammo_casing/c10mm/hp projectile_type = /obj/item/projectile/bullet/midbullet3/hp /obj/item/ammo_casing/c9mm desc = "A 9mm bullet casing." caliber = "9mm" projectile_type = /obj/item/projectile/bullet/weakbullet3 /obj/item/ammo_casing/c9mmap desc = "A 9mm bullet casing." caliber = "9mm" projectile_type = /obj/item/projectile/bullet/armourpiercing /obj/item/ammo_casing/c9mmtox desc = "A 9mm bullet casing." caliber = "9mm" projectile_type = /obj/item/projectile/bullet/toxinbullet /obj/item/ammo_casing/c9mminc desc = "A 9mm bullet casing." caliber = "9mm" projectile_type = /obj/item/projectile/bullet/incendiary/firebullet /obj/item/ammo_casing/c46x30mm desc = "A 4.6x30mm bullet casing." caliber = "4.6x30mm" projectile_type = /obj/item/projectile/bullet/weakbullet3 /obj/item/ammo_casing/c46x30mmap desc = "A 4.6x30mm bullet casing." caliber = "4.6x30mm" projectile_type = /obj/item/projectile/bullet/armourpiercing /obj/item/ammo_casing/c46x30mmtox desc = "A 4.6x30mm bullet casing." caliber = "4.6x30mm" projectile_type = /obj/item/projectile/bullet/toxinbullet /obj/item/ammo_casing/c46x30mminc desc = "A 4.6x30mm bullet casing." caliber = "4.6x30mm" projectile_type = /obj/item/projectile/bullet/incendiary/firebullet /obj/item/ammo_casing/rubber45 desc = "A .45 rubber bullet casing." caliber = ".45" icon_state = "r-casing" projectile_type = /obj/item/projectile/bullet/midbullet_r /obj/item/ammo_casing/c45 desc = "A .45 bullet casing." caliber = ".45" projectile_type = /obj/item/projectile/bullet/midbullet /obj/item/ammo_casing/c45nostamina desc = "A .45 bullet casing." caliber = ".45" projectile_type = /obj/item/projectile/bullet/midbullet3 /obj/item/ammo_casing/n762 desc = "A 7.62x38mmR bullet casing." caliber = "n762" projectile_type = /obj/item/projectile/bullet /obj/item/ammo_casing/caseless/magspear name = "magnetic spear" desc = "A reusable spear that is typically loaded into kinetic spearguns." projectile_type = /obj/item/projectile/bullet/reusable/magspear caliber = "speargun" icon_state = "magspear" throwforce = 15 //still deadly when thrown throw_speed = 3 /obj/item/ammo_casing/shotgun name = "shotgun slug" desc = "A 12 gauge lead slug." icon_state = "blshell" caliber = "shotgun" projectile_type = /obj/item/projectile/bullet materials = list(MAT_METAL=4000) /obj/item/ammo_casing/shotgun/buckshot name = "buckshot shell" desc = "A 12 gauge buckshot shell." icon_state = "gshell" projectile_type = /obj/item/projectile/bullet/pellet pellets = 6 variance = 25 /obj/item/ammo_casing/shotgun/rubbershot name = "rubber shot" desc = "A shotgun casing filled with densely-packed rubber balls, used to incapacitate crowds from a distance." icon_state = "cshell" projectile_type = /obj/item/projectile/bullet/pellet/rubber pellets = 6 variance = 25 materials = list(MAT_METAL=4000) /obj/item/ammo_casing/shotgun/beanbag name = "beanbag slug" desc = "A weak beanbag slug for riot control." icon_state = "bshell" projectile_type = /obj/item/projectile/bullet/weakbullet materials = list(MAT_METAL=250) /obj/item/ammo_casing/shotgun/improvised name = "improvised shell" desc = "An extremely weak shotgun shell with multiple small pellets made out of metal shards." icon_state = "improvshell" projectile_type = /obj/item/projectile/bullet/pellet/weak materials = list(MAT_METAL=250) pellets = 10 variance = 25 /obj/item/ammo_casing/shotgun/improvised/overload name = "overloaded improvised shell" desc = "An extremely weak shotgun shell with multiple small pellets made out of metal shards. This one has been packed with even more \ propellant. It's like playing russian roulette, with a shotgun." icon_state = "improvshell" projectile_type = /obj/item/projectile/bullet/pellet/overload materials = list(MAT_METAL=250) pellets = 4 variance = 40 /obj/item/ammo_casing/shotgun/stunslug name = "taser slug" desc = "A stunning taser slug." icon_state = "stunshell" projectile_type = /obj/item/projectile/bullet/stunshot materials = list(MAT_METAL=250) /obj/item/ammo_casing/shotgun/meteorshot name = "meteorshot shell" desc = "A shotgun shell rigged with CMC technology, which launches a massive slug when fired." icon_state = "mshell" projectile_type = /obj/item/projectile/bullet/meteorshot /obj/item/ammo_casing/shotgun/breaching name = "breaching shell" desc = "An economic version of the meteorshot, utilizing similar technologies. Great for busting down doors." icon_state = "mshell" projectile_type = /obj/item/projectile/bullet/meteorshot/weak /obj/item/ammo_casing/shotgun/pulseslug name = "pulse slug" 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 \ 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 \ would have difficulty with." icon_state = "pshell" projectile_type = /obj/item/projectile/beam/pulse/shot /obj/item/ammo_casing/shotgun/incendiary name = "incendiary slug" desc = "An incendiary-coated shotgun slug." icon_state = "ishell" projectile_type = /obj/item/projectile/bullet/incendiary/shell /obj/item/ammo_casing/shotgun/frag12 name = "FRAG-12 slug" desc = "A high explosive breaching round for a 12 gauge shotgun." icon_state = "heshell" projectile_type = /obj/item/projectile/bullet/frag12 /obj/item/ammo_casing/shotgun/incendiary/dragonsbreath name = "dragonsbreath shell" desc = "A shotgun shell which fires a spread of incendiary pellets." icon_state = "ishell2" projectile_type = /obj/item/projectile/bullet/incendiary/shell/dragonsbreath pellets = 4 variance = 35 /obj/item/ammo_casing/shotgun/ion name = "ion shell" desc = "An advanced shotgun shell which uses a subspace ansible crystal to produce an effect similar to a standard ion rifle. \ The unique properties of the crystal splot the pulse into a spread of individually weaker bolts." icon_state = "ionshell" projectile_type = /obj/item/projectile/ion/weak pellets = 4 variance = 35 /obj/item/ammo_casing/shotgun/laserslug name = "laser slug" desc = "An advanced shotgun shell that uses a micro laser to replicate the effects of a laser weapon in a ballistic package." icon_state = "lshell" projectile_type = /obj/item/projectile/beam/laser /obj/item/ammo_casing/shotgun/techshell name = "unloaded technological shell" desc = "A high-tech shotgun shell which can be loaded with materials to produce unique effects." icon_state = "cshell" projectile_type = null /obj/item/ammo_casing/shotgun/dart name = "shotgun dart" desc = "A dart for use in shotguns. Can be injected with up to 30 units of any chemical." icon_state = "cshell" container_type = OPENCONTAINER projectile_type = /obj/item/projectile/bullet/dart /obj/item/ammo_casing/shotgun/dart/New() ..() create_reagents(30) /obj/item/ammo_casing/shotgun/dart/attackby() return /obj/item/ammo_casing/shotgun/dart/bioterror desc = "A shotgun dart filled with deadly toxins." /obj/item/ammo_casing/shotgun/dart/bioterror/New() ..() reagents.add_reagent("neurotoxin", 6) reagents.add_reagent("spore", 6) reagents.add_reagent("capulettium_plus", 6) //;HELP OPS IN MAINT reagents.add_reagent("coniine", 6) reagents.add_reagent("sodium_thiopental", 6) /obj/item/ammo_casing/shotgun/tranquilizer name = "tranquilizer darts" desc = "A tranquilizer round used to subdue individuals utilizing stimulants." icon_state = "nshell" projectile_type = /obj/item/projectile/bullet/dart/syringe/tranquilizer materials = list(MAT_METAL=250) /obj/item/ammo_casing/a556 desc = "A 5.56mm bullet casing." caliber = "a556" projectile_type = /obj/item/projectile/bullet/heavybullet /obj/item/ammo_casing/shotgun/fakebeanbag name = "beanbag shell" desc = "A weak beanbag shell." icon_state = "bshell" projectile_type = /obj/item/projectile/bullet/weakbullet/booze /obj/item/ammo_casing/rocket name = "rocket shell" desc = "A high explosive designed to be fired from a launcher." icon_state = "rocketshell" projectile_type = /obj/item/missile caliber = "rocket" /obj/item/ammo_casing/caseless desc = "A caseless bullet casing." /obj/item/ammo_casing/caseless/fire(atom/target as mob|obj|turf, mob/living/user as mob|obj, params, distro, quiet) if(..()) loc = null return 1 else return 0 /obj/item/ammo_casing/caseless/a75 desc = "A .75 bullet casing." caliber = "75" projectile_type = /obj/item/projectile/bullet/gyro /obj/item/ammo_casing/a40mm name = "40mm HE shell" desc = "A cased high explosive grenade that can only be activated once fired out of a grenade launcher." caliber = "40mm" icon_state = "40mmHE" projectile_type = /obj/item/projectile/bullet/a40mm /obj/item/ammo_casing/caseless/foam_dart name = "foam dart" desc = "It's nerf or nothing! Ages 8 and up." projectile_type = /obj/item/projectile/bullet/reusable/foam_dart caliber = "foam_force" icon = 'icons/obj/guns/toy.dmi' icon_state = "foamdart" var/modified = 0 /obj/item/ammo_casing/caseless/foam_dart/update_icon() ..() if(modified) icon_state = "foamdart_empty" desc = "Its nerf or nothing! ... Although, this one doesn't look too safe." if(BB) BB.icon_state = "foamdart_empty" else icon_state = initial(icon_state) if(BB) BB.icon_state = initial(BB.icon_state) /obj/item/ammo_casing/caseless/foam_dart/attackby(obj/item/A, mob/user, params) ..() var/obj/item/projectile/bullet/reusable/foam_dart/FD = BB if(istype(A, /obj/item/screwdriver) && !modified) modified = 1 FD.damage_type = BRUTE update_icon() else if((istype(A, /obj/item/pen)) && modified && !FD.pen) if(!user.unEquip(A)) return A.loc = FD FD.pen = A FD.damage = 5 FD.nodamage = 0 to_chat(user, "You insert [A] into [src].") return /obj/item/ammo_casing/caseless/foam_dart/attack_self(mob/living/user) var/obj/item/projectile/bullet/reusable/foam_dart/FD = BB if(FD.pen) FD.damage = initial(FD.damage) FD.nodamage = initial(FD.nodamage) user.put_in_hands(FD.pen) to_chat(user, "You remove [FD.pen] from [src].") FD.pen = null /obj/item/ammo_casing/caseless/foam_dart/riot name = "riot foam dart" desc = "Whose smart idea was it to use toys as crowd control? Ages 18 and up." projectile_type = /obj/item/projectile/bullet/reusable/foam_dart/riot icon_state = "foamdart_riot" /obj/item/ammo_casing/shotgun/dart/assassination desc = "A specialist shotgun dart designed to inncapacitate and kill the target over time, so you can get very far away from your target" /obj/item/ammo_casing/shotgun/dart/assassination/New() ..() reagents.add_reagent("neurotoxin", 6) /obj/item/ammo_casing/cap desc = "A cap for children toys." caliber = "caps" projectile_type = /obj/item/projectile/bullet/cap /obj/item/ammo_casing/laser desc = "An experimental laser casing." caliber = "laser" projectile_type = /obj/item/projectile/beam/laser icon_state = "lasercasing"