/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/slug name = "slug" /obj/item/projectile/bullet/rubberbullet 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/midbullet12 damage = 25 stun = 5 weaken = 5 /obj/item/projectile/bullet/midbullet9 damage = 25 /obj/item/projectile/bullet/midbullet45 damage = 25 stun = 1 weaken = 1 /obj/item/projectile/bullet/midbullet10 //Only used with the Stechkin Pistol - RobRichards damage = 30 /obj/item/projectile/bullet/buck name = "pellet" damage = 15 /obj/item/projectile/bullet/blank name = "blankshot" nodamage = 1 /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 = 35 /obj/item/projectile/bullet/incendiary /obj/item/projectile/bullet/incendiary/on_hit(var/atom/target, var/blocked = 0) if(istype(target, /mob/living/carbon)) var/mob/living/carbon/M = target M.adjust_fire_stacks(1) M.IgniteMob() /obj/item/projectile/bullet/incendiary/shell damage = 20 /obj/item/projectile/bullet/incendiary/mech damage = 5 /obj/item/projectile/bullet/mime damage = 20 /obj/item/projectile/bullet/mime/on_hit(var/atom/target, var/blocked = 0) if(istype(target, /mob/living/carbon)) var/mob/living/carbon/M = target M.silent = max(M.silent, 10) /* /obj/item/projectile/bullet/dart name = "dart" icon_state = "cbbolt" damage = 6 New() ..() flags |= NOREACT create_reagents(50) on_hit(var/atom/target, var/blocked = 0, var/hit_zone) if(istype(target, /mob/living/carbon)) var/mob/living/carbon/M = target if(M.can_inject(null,0,hit_zone)) // Pass the hit zone to see if it can inject by whether it hit the head or the body. reagents.trans_to(M, reagents.total_volume) return 1 else target.visible_message("The [name] was deflected!", \ "You were protected against the [name]!") flags &= ~NOREACT reagents.handle_reactions() return 1 */ /obj/item/projectile/bullet/dart/metalfoam New() ..() reagents.add_reagent("aluminium", 15) reagents.add_reagent("foaming_agent", 5) reagents.add_reagent("pacid", 5) //This one is for future syringe guns update /obj/item/projectile/bullet/dart/syringe name = "syringe" icon = 'icons/obj/chemical.dmi' icon_state = "syringeproj" /obj/item/projectile/bullet/neurotoxin name = "neurotoxin spit" icon_state = "neurotoxin" damage = 5 damage_type = TOX weaken = 5 /obj/item/projectile/bullet/neurotoxin/on_hit(var/atom/target, var/blocked = 0) if(isalien(target)) return 0 ..() // Execute the rest of the code.