mirror of
https://github.com/ParadiseSS13/Paradise.git
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* gatfruit more like gattofruit * increases max ammo to 8 * bio is not a valid research * small issue * adds a missing space * gatfruit takes time to open now * Sirryan's request * adds the sprite * lewcc review + sprites * ghhhhhh * sprites are working
494 lines
17 KiB
Plaintext
494 lines
17 KiB
Plaintext
/obj/item/ammo_casing/a357
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desc = "A .357 bullet casing."
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caliber = "357"
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projectile_type = /obj/item/projectile/bullet
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muzzle_flash_strength = MUZZLE_FLASH_STRENGTH_NORMAL
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muzzle_flash_range = MUZZLE_FLASH_RANGE_STRONG
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/obj/item/ammo_casing/rubber9mm
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desc = "A 9mm rubber bullet casing."
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caliber = "9mm"
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icon_state = "r-casing"
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projectile_type = /obj/item/projectile/bullet/weakbullet4
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/obj/item/ammo_casing/a762
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desc = "A 7.62mm bullet casing."
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icon_state = "762-casing"
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caliber = "a762"
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projectile_type = /obj/item/projectile/bullet
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muzzle_flash_strength = MUZZLE_FLASH_STRENGTH_STRONG
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muzzle_flash_range = MUZZLE_FLASH_RANGE_STRONG
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/obj/item/ammo_casing/a762/enchanted
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projectile_type = /obj/item/projectile/bullet/weakbullet3
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/obj/item/ammo_casing/a50
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desc = "A .50AE bullet casing."
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caliber = ".50"
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projectile_type = /obj/item/projectile/bullet
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muzzle_flash_strength = MUZZLE_FLASH_STRENGTH_NORMAL
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muzzle_flash_range = MUZZLE_FLASH_RANGE_STRONG
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/obj/item/ammo_casing/c38/invisible
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projectile_type = /obj/item/projectile/bullet/mime
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muzzle_flash_effect = null // invisible eh
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/obj/item/ammo_casing/c38/invisible/fake
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projectile_type = /obj/item/projectile/bullet/mime/fake
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/obj/item/ammo_casing/c10mm
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desc = "A 10mm bullet casing."
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caliber = "10mm"
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projectile_type = /obj/item/projectile/bullet/midbullet3
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muzzle_flash_strength = MUZZLE_FLASH_STRENGTH_NORMAL
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muzzle_flash_range = MUZZLE_FLASH_RANGE_NORMAL
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/obj/item/ammo_casing/c10mm/ap
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projectile_type = /obj/item/projectile/bullet/midbullet3/ap
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/obj/item/ammo_casing/c10mm/fire
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projectile_type = /obj/item/projectile/bullet/midbullet3/fire
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muzzle_flash_color = LIGHT_COLOR_FIRE
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/obj/item/ammo_casing/c10mm/hp
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projectile_type = /obj/item/projectile/bullet/midbullet3/hp
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/obj/item/ammo_casing/overgrown
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projectile_type = /obj/item/projectile/bullet/midbullet3/overgrown
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icon_state = "peashooter_bullet"
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/obj/item/ammo_casing/c9mm
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desc = "A 9mm bullet casing."
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caliber = "9mm"
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projectile_type = /obj/item/projectile/bullet/weakbullet3
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muzzle_flash_strength = MUZZLE_FLASH_STRENGTH_WEAK
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muzzle_flash_range = MUZZLE_FLASH_RANGE_NORMAL
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/obj/item/ammo_casing/c9mm/ap
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projectile_type = /obj/item/projectile/bullet/armourpiercing
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/obj/item/ammo_casing/c9mm/tox
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projectile_type = /obj/item/projectile/bullet/toxinbullet
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/obj/item/ammo_casing/c9mm/inc
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projectile_type = /obj/item/projectile/bullet/incendiary/firebullet
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muzzle_flash_color = LIGHT_COLOR_FIRE
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/obj/item/ammo_casing/c46x30mm
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desc = "A 4.6x30mm bullet casing."
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caliber = "4.6x30mm"
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projectile_type = /obj/item/projectile/bullet/weakbullet3
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muzzle_flash_strength = MUZZLE_FLASH_STRENGTH_WEAK
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muzzle_flash_range = MUZZLE_FLASH_RANGE_NORMAL
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/obj/item/ammo_casing/c46x30mm/ap
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projectile_type = /obj/item/projectile/bullet/armourpiercing/wt550
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/obj/item/ammo_casing/c46x30mm/tox
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projectile_type = /obj/item/projectile/bullet/toxinbullet
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/obj/item/ammo_casing/c46x30mm/inc
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projectile_type = /obj/item/projectile/bullet/incendiary/firebullet
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muzzle_flash_color = LIGHT_COLOR_FIRE
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/obj/item/ammo_casing/rubber45
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desc = "A .45 rubber bullet casing."
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caliber = ".45"
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icon_state = "r-casing"
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projectile_type = /obj/item/projectile/bullet/midbullet_r
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muzzle_flash_strength = MUZZLE_FLASH_STRENGTH_NORMAL
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muzzle_flash_range = MUZZLE_FLASH_RANGE_NORMAL
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/obj/item/ammo_casing/c45
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desc = "A .45 bullet casing."
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caliber = ".45"
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projectile_type = /obj/item/projectile/bullet/midbullet
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muzzle_flash_strength = MUZZLE_FLASH_STRENGTH_NORMAL
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muzzle_flash_range = MUZZLE_FLASH_RANGE_NORMAL
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/obj/item/ammo_casing/c45/nostamina
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projectile_type = /obj/item/projectile/bullet/midbullet3
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/obj/item/ammo_casing/n762
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desc = "A 7.62x38mmR bullet casing."
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caliber = "n762"
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projectile_type = /obj/item/projectile/bullet
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muzzle_flash_strength = MUZZLE_FLASH_STRENGTH_NORMAL
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muzzle_flash_range = MUZZLE_FLASH_RANGE_STRONG
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/obj/item/ammo_casing/caseless/magspear
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name = "magnetic spear"
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desc = "A reusable spear that is typically loaded into kinetic spearguns."
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projectile_type = /obj/item/projectile/bullet/reusable/magspear
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caliber = "speargun"
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icon_state = "magspear"
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throwforce = 15 //still deadly when thrown
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throw_speed = 3
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muzzle_flash_color = null
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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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casing_drop_sound = 'sound/weapons/gun_interactions/shotgun_fall.ogg'
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projectile_type = /obj/item/projectile/bullet
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materials = list(MAT_METAL=4000)
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muzzle_flash_strength = MUZZLE_FLASH_STRENGTH_STRONG
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muzzle_flash_range = MUZZLE_FLASH_RANGE_STRONG
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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
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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 = "cshell"
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projectile_type = /obj/item/projectile/bullet/pellet/rubber
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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/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/weakbullet
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materials = list(MAT_METAL=250)
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muzzle_flash_strength = MUZZLE_FLASH_STRENGTH_NORMAL
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muzzle_flash_range = MUZZLE_FLASH_RANGE_NORMAL
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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/weak
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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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muzzle_flash_strength = MUZZLE_FLASH_STRENGTH_NORMAL
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muzzle_flash_range = MUZZLE_FLASH_RANGE_NORMAL
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/obj/item/ammo_casing/shotgun/improvised/overload
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name = "overloaded improvised shell"
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desc = "An extremely weak shotgun shell with multiple small pellets made out of metal shards. This one has been packed with even more \
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propellant. It's like playing russian roulette, with a shotgun."
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icon_state = "improvshell"
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projectile_type = /obj/item/projectile/bullet/pellet/overload
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materials = list(MAT_METAL=250)
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pellets = 4
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variance = 40
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muzzle_flash_strength = MUZZLE_FLASH_STRENGTH_NORMAL
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muzzle_flash_range = MUZZLE_FLASH_RANGE_STRONG
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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/stunshot
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materials = list(MAT_METAL=250)
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muzzle_flash_strength = MUZZLE_FLASH_STRENGTH_NORMAL
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muzzle_flash_range = MUZZLE_FLASH_RANGE_NORMAL
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muzzle_flash_color = "#FFFF00"
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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/meteorshot
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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/shot
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muzzle_flash_color = LIGHT_COLOR_DARKBLUE
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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/shell
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muzzle_flash_color = LIGHT_COLOR_FIRE
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/obj/item/ammo_casing/shotgun/frag12
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name = "\improper 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/frag12
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/obj/item/ammo_casing/shotgun/incendiary/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/shell/dragonsbreath
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pellets = 4
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variance = 35
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muzzle_flash_color = LIGHT_COLOR_FIRE
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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 splot 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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muzzle_flash_strength = MUZZLE_FLASH_STRENGTH_NORMAL
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muzzle_flash_range = MUZZLE_FLASH_RANGE_NORMAL
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muzzle_flash_color = LIGHT_COLOR_LIGHTBLUE
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/obj/item/ammo_casing/shotgun/lasershot
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name = "lasershot"
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desc = "An advanced shotgun shell that uses a multitude of lenses to split a high-powered laser into eight small pellets."
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icon_state = "lshell"
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projectile_type = /obj/item/projectile/beam/scatter
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pellets = 8
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variance = 25
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muzzle_flash_strength = MUZZLE_FLASH_STRENGTH_NORMAL
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muzzle_flash_range = MUZZLE_FLASH_RANGE_NORMAL
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muzzle_flash_color = LIGHT_COLOR_DARKRED
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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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container_type = OPENCONTAINER
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projectile_type = /obj/item/projectile/bullet/dart
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muzzle_flash_strength = MUZZLE_FLASH_STRENGTH_NORMAL
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muzzle_flash_range = MUZZLE_FLASH_RANGE_NORMAL
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/obj/item/ammo_casing/shotgun/dart/New()
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..()
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create_reagents(30)
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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/bioterror
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desc = "A shotgun dart filled with deadly toxins."
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/obj/item/ammo_casing/shotgun/dart/bioterror/New()
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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("capulettium_plus", 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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/obj/item/ammo_casing/shotgun/tranquilizer
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name = "tranquilizer darts"
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desc = "A tranquilizer round used to subdue individuals utilizing stimulants."
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icon_state = "nshell"
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projectile_type = /obj/item/projectile/bullet/dart/syringe/tranquilizer
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muzzle_flash_strength = MUZZLE_FLASH_STRENGTH_NORMAL
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muzzle_flash_range = MUZZLE_FLASH_RANGE_NORMAL
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materials = list(MAT_METAL=250)
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/obj/item/ammo_casing/shotgun/confetti
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name = "confettishot"
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desc = "It's party time!"
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icon_state = "partyshell"
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projectile_type = /obj/item/projectile/bullet/confetti
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/obj/item/ammo_casing/a556
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desc = "A 5.56mm bullet casing."
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caliber = "a556"
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projectile_type = /obj/item/projectile/bullet/heavybullet
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muzzle_flash_strength = MUZZLE_FLASH_STRENGTH_NORMAL
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muzzle_flash_range = MUZZLE_FLASH_RANGE_NORMAL
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/obj/item/ammo_casing/a545
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desc = "A 5.45x39mm bullet casing."
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caliber = "a545"
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projectile_type = /obj/item/projectile/bullet/midbullet3
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muzzle_flash_strength = MUZZLE_FLASH_STRENGTH_NORMAL
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muzzle_flash_range = MUZZLE_FLASH_RANGE_NORMAL
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/obj/item/ammo_casing/shotgun/fakebeanbag
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name = "beanbag shell"
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desc = "A weak beanbag shell."
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icon_state = "bshell"
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projectile_type = /obj/item/projectile/bullet/weakbullet/booze
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muzzle_flash_strength = MUZZLE_FLASH_STRENGTH_NORMAL
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muzzle_flash_range = MUZZLE_FLASH_RANGE_NORMAL
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/obj/item/ammo_casing/rocket
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name = "rocket shell"
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desc = "A high explosive designed to be fired from a launcher."
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icon_state = "rocketshell"
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projectile_type = /obj/item/projectile/missile
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caliber = "rocket"
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muzzle_flash_strength = MUZZLE_FLASH_STRENGTH_STRONG
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muzzle_flash_range = MUZZLE_FLASH_RANGE_STRONG
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/obj/item/ammo_casing/caseless
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desc = "A caseless bullet casing."
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/obj/item/ammo_casing/caseless/fire(atom/target as mob|obj|turf, mob/living/user as mob|obj, params, distro, quiet, zone_override = "", spread, atom/firer_source_atom)
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if(..())
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qdel(src)
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return TRUE
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return FALSE
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/obj/item/ammo_casing/caseless/a75
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desc = "A .75 bullet casing."
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caliber = "75"
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projectile_type = /obj/item/projectile/bullet/gyro
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muzzle_flash_strength = MUZZLE_FLASH_STRENGTH_STRONG
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muzzle_flash_range = MUZZLE_FLASH_RANGE_STRONG
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/obj/item/ammo_casing/a40mm
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name = "40mm HE shell"
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desc = "A cased high explosive grenade that can only be activated once fired out of a grenade launcher."
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caliber = "40mm"
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icon_state = "40mmHE"
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projectile_type = /obj/item/projectile/bullet/a40mm
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muzzle_flash_strength = MUZZLE_FLASH_STRENGTH_NORMAL
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muzzle_flash_range = MUZZLE_FLASH_RANGE_NORMAL
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/obj/item/ammo_casing/caseless/foam_dart
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name = "foam dart"
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desc = "It's nerf or nothing! Ages 8 and up."
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projectile_type = /obj/item/projectile/bullet/reusable/foam_dart
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muzzle_flash_effect = null
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caliber = "foam_force"
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icon = 'icons/obj/guns/toy.dmi'
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icon_state = "foamdart"
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var/modified = FALSE
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harmful = FALSE
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/obj/item/ammo_casing/caseless/foam_dart/update_desc()
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. = ..()
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if(modified)
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desc = "Its nerf or nothing! ... Although, this one doesn't look too safe."
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/obj/item/ammo_casing/caseless/foam_dart/update_icon_state()
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if(modified)
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icon_state = "foamdart_empty"
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if(BB)
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BB.icon_state = "foamdart_empty"
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else
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icon_state = initial(icon_state)
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if(BB)
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BB.icon_state = initial(BB.icon_state)
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/obj/item/ammo_casing/caseless/foam_dart/attackby(obj/item/A, mob/user, params)
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..()
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var/obj/item/projectile/bullet/reusable/foam_dart/FD = BB
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if((is_pen(A)) && modified && !FD.pen)
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if(!user.unEquip(A))
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return
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add_pen(A)
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to_chat(user, "<span class='notice'>You insert [A] into [src].</span>")
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/obj/item/ammo_casing/caseless/foam_dart/screwdriver_act(mob/living/user, obj/item/I)
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if(modified)
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return
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var/obj/item/projectile/bullet/reusable/foam_dart/FD = BB
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I.play_tool_sound(src)
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modified = TRUE
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FD.damage_type = BRUTE
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update_icon()
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return TRUE
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/obj/item/ammo_casing/caseless/foam_dart/proc/add_pen(obj/item/pen/P)
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var/obj/item/projectile/bullet/reusable/foam_dart/FD = BB
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harmful = TRUE
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|
P.forceMove(FD)
|
|
FD.log_override = FALSE
|
|
FD.pen = P
|
|
FD.damage = 5
|
|
FD.nodamage = FALSE
|
|
|
|
/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, "<span class='notice'>You remove [FD.pen] from [src].</span>")
|
|
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/caseless/foam_dart/sniper
|
|
name = "foam sniper dart"
|
|
desc = "For the big nerf! Ages 8 and up."
|
|
caliber = "foam_force_sniper"
|
|
projectile_type = /obj/item/projectile/bullet/reusable/foam_dart/sniper
|
|
icon_state = "foamdartsniper"
|
|
|
|
|
|
/obj/item/ammo_casing/caseless/foam_dart/sniper/update_desc()
|
|
. = ..()
|
|
if(modified)
|
|
desc = "Its nerf or nothing! ... Although, this one doesn't look too safe."
|
|
|
|
/obj/item/ammo_casing/caseless/foam_dart/sniper/update_icon_state()
|
|
if(modified)
|
|
icon_state = "foamdartsniper_empty"
|
|
if(BB)
|
|
BB.icon_state = "foamdartsniper_empty"
|
|
else
|
|
icon_state = initial(icon_state)
|
|
if(BB)
|
|
BB.icon_state = initial(BB.icon_state)
|
|
|
|
/obj/item/ammo_casing/caseless/foam_dart/sniper/riot
|
|
name = "riot foam sniper dart"
|
|
desc = "For the bigger brother of the crowd control toy. Ages 18 and up."
|
|
caliber = "foam_force_sniper"
|
|
projectile_type = /obj/item/projectile/bullet/reusable/foam_dart/sniper/riot
|
|
icon_state = "foamdartsniper_riot"
|
|
|
|
/obj/item/ammo_casing/shotgun/assassination
|
|
name = "assassination shell"
|
|
desc = "A specialist shrapnel shell that has been laced with a silencing toxin."
|
|
projectile_type = /obj/item/projectile/bullet/pellet/assassination
|
|
muzzle_flash_effect = null
|
|
icon_state = "gshell"
|
|
pellets = 6
|
|
variance = 25
|
|
|
|
/obj/item/ammo_casing/cap
|
|
desc = "A cap for children toys."
|
|
caliber = "cap"
|
|
projectile_type = /obj/item/projectile/bullet/cap
|
|
muzzle_flash_strength = MUZZLE_FLASH_STRENGTH_NORMAL
|
|
muzzle_flash_range = MUZZLE_FLASH_RANGE_NORMAL
|
|
|
|
/obj/item/ammo_casing/caseless/laser
|
|
desc = "An experimental laser casing, designed to vaporize when fired."
|
|
caliber = "laser"
|
|
projectile_type = /obj/item/projectile/beam/laser/ik //Subtype that breaks on firing if emp'd
|
|
muzzle_flash_effect = /obj/effect/temp_visual/target_angled/muzzle_flash/energy
|
|
muzzle_flash_strength = MUZZLE_FLASH_STRENGTH_WEAK
|
|
muzzle_flash_range = MUZZLE_FLASH_RANGE_NORMAL
|
|
muzzle_flash_color = LIGHT_COLOR_DARKRED
|
|
icon_state = "lasercasing"
|