/obj/item/projectile/ion name = "ion bolt" icon_state = "ion" damage = 0 alwayslog = TRUE damage_type = BURN nodamage = 1 impact_effect_type = /obj/effect/temp_visual/impact_effect/ion flag = "energy" var/strong_emp = 1 var/weak_emp = 1 /obj/item/projectile/ion/on_hit(atom/target, blocked = 0) ..() empulse(target, strong_emp, weak_emp, TRUE, cause = "[type] fired by [key_name(firer)]") return TRUE /obj/item/projectile/ion/weak strong_emp = -1 weak_emp = 0 /obj/item/projectile/bullet/gyro name ="explosive bolt" icon_state= "bolter" damage = 50 alwayslog = TRUE flag = "bullet" /obj/item/projectile/bullet/gyro/on_hit(atom/target, blocked = 0) ..() explosion(target, -1, 0, 2, cause = "[type] fired by [key_name(firer)]") return TRUE /obj/item/projectile/bullet/a40mm name ="40mm grenade" desc = "USE A WEEL GUN" icon_state= "bolter" alwayslog = TRUE damage = 60 flag = "bullet" /obj/item/projectile/bullet/a40mm/on_hit(atom/target, blocked = 0) ..() explosion(target, -1, 0, 2, 1, 0, flame_range = 3, cause = "[type] fired by [key_name(firer)]") return TRUE /obj/item/projectile/temp name = "temperature beam" icon_state = "temp_4" damage = 0 damage_type = BURN nodamage = 1 flag = "energy" var/temperature = 300 pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE /obj/item/projectile/temp/New(loc, shot_temp) ..() if(!isnull(shot_temp)) temperature = shot_temp switch(temperature) if(501 to INFINITY) name = "searing beam" //if emagged icon_state = "temp_8" if(400 to 500) name = "burning beam" //temp at which mobs start taking HEAT_DAMAGE_LEVEL_2 icon_state = "temp_7" if(360 to 400) name = "hot beam" //temp at which mobs start taking HEAT_DAMAGE_LEVEL_1 icon_state = "temp_6" if(335 to 360) name = "warm beam" //temp at which players get notified of their high body temp icon_state = "temp_5" if(295 to 335) name = "ambient beam" icon_state = "temp_4" if(260 to 295) name = "cool beam" //temp at which players get notified of their low body temp icon_state = "temp_3" if(200 to 260) name = "cold beam" //temp at which mobs start taking COLD_DAMAGE_LEVEL_1 icon_state = "temp_2" if(120 to 260) name = "ice beam" //temp at which mobs start taking COLD_DAMAGE_LEVEL_2 icon_state = "temp_1" if(-INFINITY to 120) name = "freeze beam" //temp at which mobs start taking COLD_DAMAGE_LEVEL_3 icon_state = "temp_0" else name = "temperature beam"//failsafe icon_state = "temp_4" /obj/item/projectile/temp/on_hit(atom/target, blocked = 0)//These two could likely check temp protection on the mob ..() if(isliving(target)) var/mob/living/M = target M.bodytemperature = temperature if(temperature > 500)//emagged M.adjust_fire_stacks(0.5) M.IgniteMob() playsound(M.loc, 'sound/effects/bamf.ogg', 50, 0) return 1 /obj/item/projectile/meteor name = "meteor" icon = 'icons/obj/meteor.dmi' icon_state = "small" damage = 0 damage_type = BRUTE nodamage = 1 flag = "bullet" /obj/item/projectile/meteor/Bump(atom/A, yes) if(yes) return if(A == firer) loc = A.loc return playsound(loc, 'sound/effects/meteorimpact.ogg', 40, 1) for(var/mob/M in urange(10, src)) if(!M.stat) shake_camera(M, 3, 1) qdel(src) /obj/item/projectile/missile icon = 'icons/obj/grenade.dmi' icon_state = "missile" damage = 50 ///If the missile will have a heavy, or light explosion. var/heavy = TRUE /obj/item/projectile/missile/on_hit(atom/target, blocked, hit_zone) ..() if(heavy) explosion(target, 1, 2, 3, cause = "[type] fired by [key_name(firer)]") else explosion(target, -1, 0, 2, cause = "[type] fired by [key_name(firer)]") return TRUE /obj/item/projectile/missile/light damage = 15 heavy = FALSE /obj/item/projectile/energy/floramut name = "alpha somatoray" icon_state = "energy" damage = 0 damage_type = TOX nodamage = 1 impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser flag = "energy" /obj/item/projectile/energy/florayield name = "beta somatoray" icon_state = "energy2" damage = 0 damage_type = TOX nodamage = 1 flag = "energy" /obj/item/projectile/energy/mindflayer name = "flayer ray" /obj/item/projectile/energy/mindflayer/on_hit(atom/target, blocked = 0) . = ..() if(ishuman(target)) var/mob/living/carbon/human/M = target M.adjustBrainLoss(20) M.AdjustHallucinate(20 SECONDS) /obj/item/projectile/clown name = "snap-pop" icon = 'icons/obj/toy.dmi' icon_state = "snappop" /obj/item/projectile/clown/Bump(atom/A as mob|obj|turf|area) do_sparks(3, 1, src) new /obj/effect/decal/cleanable/ash(loc) visible_message("[src] explodes!","You hear a snap!") playsound(src, 'sound/effects/snap.ogg', 50, 1) qdel(src) /obj/item/projectile/beam/wormhole name = "bluespace beam" icon_state = "spark" hitsound = "sparks" damage = 0 var/obj/item/gun/energy/wormhole_projector/gun color = "#33CCFF" nodamage = TRUE /obj/item/projectile/beam/wormhole/orange name = "orange bluespace beam" color = "#FF6600" /obj/item/projectile/beam/wormhole/New(obj/item/ammo_casing/energy/wormhole/casing) ..() if(istype(casing)) gun = casing.gun /obj/item/projectile/beam/wormhole/on_hit(atom/target) if(ismob(target)) if(is_teleport_allowed(target.z)) var/turf/portal_destination = pick(orange(6, src)) do_teleport(target, portal_destination) return ..() if(!gun) qdel(src) gun.create_portal(src) /obj/item/projectile/bullet/frag12 name ="explosive slug" damage = 15 alwayslog = TRUE /obj/item/projectile/bullet/frag12/on_hit(atom/target, blocked = 0) ..() explosion(target, -1, 0, 1) return TRUE /obj/item/projectile/bullet/confetti name = "confetti shot" damage = 0 range = 3 /obj/item/projectile/bullet/confetti/on_range() confettisize(src, 7, 3) ..() /obj/item/projectile/bullet/confetti/on_hit(atom/target, blocked, hit_zone) confettisize(src, 7, 3) ..() /obj/item/projectile/plasma name = "plasma blast" icon_state = "plasmacutter" damage_type = BRUTE damage = 5 range = 3 dismemberment = 20 sharp = TRUE hitscan = TRUE muzzle_type = /obj/effect/projectile/muzzle/plasma_cutter tracer_type = /obj/effect/projectile/tracer/plasma_cutter impact_type = /obj/effect/projectile/impact/plasma_cutter impact_effect_type = null hitscan_light_intensity = 3 hitscan_light_range = 0.75 hitscan_light_color_override = LIGHT_COLOR_CYAN muzzle_flash_intensity = 6 muzzle_flash_range = 2 muzzle_flash_color_override = LIGHT_COLOR_CYAN impact_light_intensity = 7 impact_light_range = 2.5 impact_light_color_override = LIGHT_COLOR_CYAN /obj/item/projectile/plasma/prehit(atom/target) . = ..() if(!lavaland_equipment_pressure_check(get_turf(target))) name = "weakened [name]" dismemberment = 0 sharp = FALSE /obj/item/projectile/plasma/on_hit(atom/target) . = ..() if(ismineralturf(target)) if(is_ancient_rock(target)) visible_message("This rock appears to be resistant to all mining tools except pickaxes!") forcedodge = 0 return forcedodge = 1 var/turf/simulated/mineral/M = target M.gets_drilled(firer) else forcedodge = 0 /obj/item/projectile/plasma/adv damage = 7 range = 5 /obj/item/projectile/plasma/adv/mech damage = 10 range = 9 /obj/item/projectile/energy/teleport name = "teleportation burst" icon_state = "bluespace" damage = 0 nodamage = 1 alwayslog = TRUE var/obj/item/radio/beacon/teleport_target = null /obj/item/projectile/energy/teleport/New(loc, tele_target) ..(loc) if(tele_target) teleport_target = tele_target /obj/item/projectile/energy/teleport/on_hit(atom/target, blocked = 0) var/turf/target_turf = get_turf(teleport_target) if(isliving(target) && istype(target_turf)) if(target_turf.z == target.z || teleport_target.emagged) do_teleport(target, teleport_target, 0)//teleport what's in the tile to the beacon else do_teleport(target, target, 15) //Otherwise it just warps you off somewhere. add_attack_logs(firer, target, "Shot with a [type] [teleport_target ? "(Destination: [teleport_target])" : ""]") /obj/item/projectile/snowball name = "snowball" icon_state = "snowball" hitsound = 'sound/items/dodgeball.ogg' damage = 4 damage_type = BURN /obj/item/projectile/snowball/on_hit(atom/target) //chilling . = ..() if(isliving(target)) var/mob/living/M = target M.bodytemperature = max(0, M.bodytemperature - 50) //each hit will drop your body temp, so don't get surrounded! M.ExtinguishMob() //bright side, they counter being on fire! /obj/item/projectile/ornament name = "ornament" icon_state = "ornament-1" hitsound = 'sound/effects/glasshit.ogg' damage = 7 damage_type = BRUTE /obj/item/projectile/ornament/New() icon_state = pick("ornament-1", "ornament-2") ..() /obj/item/projectile/ornament/on_hit(atom/target) //knockback ..() if(isturf(target)) return 0 var/obj/T = target var/throwdir = get_dir(firer,target) T.throw_at(get_edge_target_turf(target, throwdir),10,10) return 1 /obj/item/projectile/mimic name = "googly-eyed gun" hitsound = 'sound/weapons/genhit1.ogg' damage = 0 nodamage = 1 damage_type = BURN flag = "melee" var/obj/item/gun/stored_gun /obj/item/projectile/mimic/New(loc, mimic_type) ..(loc) if(mimic_type) stored_gun = new mimic_type(src) icon = stored_gun.icon icon_state = stored_gun.icon_state overlays = stored_gun.overlays SpinAnimation(20, -1) /obj/item/projectile/mimic/on_hit(atom/target) ..() var/turf/T = get_turf(src) var/obj/item/gun/G = stored_gun stored_gun = null G.forceMove(T) var/mob/living/simple_animal/hostile/mimic/copy/ranged/R = new /mob/living/simple_animal/hostile/mimic/copy/ranged(T, G, firer) if(ismob(target)) R.target = target