/obj/item/projectile/bullet name = "bullet" icon_state = "bullet" damage = 60 damage_type = BRUTE nodamage = 0 flag = "bullet" embed = 1 on_hit(var/atom/target, var/blocked = 0) if (..(target, blocked)) var/mob/living/L = target shake_camera(L, 3, 2) return 1 return 0 /obj/item/projectile/bullet/weakbullet damage = 10 stun = 5 weaken = 5 embed = 0 /obj/item/projectile/bullet/weakbullet/booze embed = 0 on_hit(var/atom/target, var/blocked = 0) if(..(target, blocked)) var/mob/living/M = target M.dizziness += 20 M:slurring += 20 M.confused += 20 M.eye_blurry += 20 M.drowsyness += 20 for(var/datum/reagent/ethanol/A in M.reagents.reagent_list) M.paralysis += 2 M.dizziness += 10 M:slurring += 10 M.confused += 10 M.eye_blurry += 10 M.drowsyness += 10 A.volume += 5 //Because we can /obj/item/projectile/bullet/midbullet damage = 20 stun = 5 weaken = 5 embed = 0 /obj/item/projectile/bullet/midbullet2 damage = 25 /obj/item/projectile/bullet/suffocationbullet//How does this even work? name = "co bullet" damage = 20 damage_type = OXY /obj/item/projectile/bullet/cyanideround name = "poison bullet" damage = 40 damage_type = TOX /obj/item/projectile/bullet/burstbullet//I think this one needs something for the on hit name = "exploding bullet" damage = 20 /obj/item/projectile/bullet/stunshot name = "stunshot" damage = 5 stun = 10 weaken = 10 stutter = 10 /obj/item/projectile/bullet/a762 damage = 25