mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2025-12-20 15:21:29 +00:00
283 lines
7.0 KiB
Plaintext
283 lines
7.0 KiB
Plaintext
/obj/item/projectile/bullet
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name = "bullet"
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icon_state = "bullet"
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damage = 60
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damage_type = BRUTE
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flag = "bullet"
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embed = 1
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sharp = 1
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hitsound_wall = "ricochet"
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/obj/item/projectile/bullet/weakbullet //beanbag, heavy stamina damage
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damage = 5
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stamina = 80
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/obj/item/projectile/bullet/weakbullet/rubber //beanbag that shells that don't embed
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embed = 0
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sharp = 0
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/obj/item/projectile/bullet/weakbullet/booze
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embed = 0
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/obj/item/projectile/bullet/weakbullet/booze/on_hit(atom/target, blocked = 0)
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if(..(target, blocked))
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var/mob/living/M = target
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M.dizziness += 20
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M.slurring += 20
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M.confused += 20
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M.eye_blurry += 20
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M.drowsyness += 20
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for(var/datum/reagent/ethanol/A in M.reagents.reagent_list)
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M.AdjustParalysis(2)
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M.dizziness += 10
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M.slurring += 10
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M.confused += 10
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M.eye_blurry += 10
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M.drowsyness += 10
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A.volume += 5 //Because we can
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/obj/item/projectile/bullet/weakbullet2 //detective revolver instastuns, but multiple shots are better for keeping punks down
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damage = 5
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weaken = 3
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stamina = 60
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/obj/item/projectile/bullet/weakbullet2/rubber //detective's bullets that don't embed
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embed = 0
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sharp = 0
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/obj/item/projectile/bullet/weakbullet3
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damage = 20
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/obj/item/projectile/bullet/toxinbullet
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damage = 15
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damage_type = TOX
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/obj/item/projectile/bullet/incendiary
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/obj/item/projectile/bullet/incendiary/on_hit(var/atom/target, var/blocked = 0)
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..()
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if(istype(target, /mob/living/carbon))
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var/mob/living/carbon/M = target
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M.adjust_fire_stacks(4)
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M.IgniteMob()
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/obj/item/projectile/bullet/incendiary/firebullet
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damage = 10
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/obj/item/projectile/bullet/armourpiercing
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damage = 17
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armour_penetration = 10
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/obj/item/projectile/bullet/pellet
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name = "pellet"
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damage = 15
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/obj/item/projectile/bullet/pellet/weak
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damage = 6
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/obj/item/projectile/bullet/pellet/weak/New()
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range = rand(8)
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/obj/item/projectile/bullet/pellet/weak/on_range()
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var/datum/effect/system/spark_spread/sparks = new /datum/effect/system/spark_spread
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sparks.set_up(1, 1, src)
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sparks.start()
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..()
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/obj/item/projectile/bullet/pellet/overload
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damage = 3
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/obj/item/projectile/bullet/pellet/overload/New()
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range = rand(10)
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/obj/item/projectile/bullet/pellet/overload/on_hit(atom/target, blocked = 0)
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..()
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explosion(target, 0, 0, 2)
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/obj/item/projectile/bullet/pellet/overload/on_range()
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explosion(src, 0, 0, 2)
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var/datum/effect/system/spark_spread/sparks = new /datum/effect/system/spark_spread
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sparks.set_up(3, 3, src)
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sparks.start()
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..()
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/obj/item/projectile/bullet/midbullet
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damage = 20
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stamina = 65 //two rounds from the c20r knocks people down
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/obj/item/projectile/bullet/midbullet2
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damage = 25
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/obj/item/projectile/bullet/midbullet3
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damage = 30
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/obj/item/projectile/bullet/heavybullet
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damage = 35
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/obj/item/projectile/bullet/rpellet
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damage = 3
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stamina = 25
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/obj/item/projectile/bullet/stunshot//taser slugs for shotguns, nothing special
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name = "stunshot"
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damage = 5
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stun = 5
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weaken = 5
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stutter = 5
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jitter = 20
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range = 7
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embed = 0
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sharp = 0
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icon_state = "spark"
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color = "#FFFF00"
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/obj/item/projectile/bullet/incendiary/shell
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name = "incendiary slug"
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damage = 20
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/obj/item/projectile/bullet/incendiary/shell/Move()
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..()
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var/turf/location = get_turf(src)
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if(location)
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new /obj/effect/hotspot(location)
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location.hotspot_expose(700, 50, 1)
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/obj/item/projectile/bullet/incendiary/shell/dragonsbreath
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name = "dragonsbreath round"
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damage = 5
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/obj/item/projectile/bullet/meteorshot
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name = "meteor"
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icon = 'icons/obj/meteor.dmi'
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icon_state = "dust"
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damage = 30
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weaken = 8
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stun = 8
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hitsound = 'sound/effects/meteorimpact.ogg'
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/obj/item/projectile/bullet/meteorshot/on_hit(var/atom/target, var/blocked = 0)
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..()
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if(istype(target, /atom/movable))
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var/atom/movable/M = target
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var/atom/throw_target = get_edge_target_turf(M, get_dir(src, get_step_away(M, src)))
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M.throw_at(throw_target, 3, 2)
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/obj/item/projectile/bullet/meteorshot/New()
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..()
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SpinAnimation()
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/obj/item/projectile/bullet/meteorshot/weak
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damage = 10
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weaken = 4
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stun = 4
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/obj/item/projectile/bullet/honker
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damage = 0
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weaken = 5
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stun = 5
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forcedodge = 1
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nodamage = 1
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pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
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hitsound = 'sound/items/bikehorn.ogg'
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icon = 'icons/obj/harvest.dmi'
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icon_state = "banana"
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range = 200
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/obj/item/projectile/bullet/honker/New()
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..()
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SpinAnimation()
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/obj/item/projectile/bullet/mime
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damage = 0
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stun = 5
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weaken = 5
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slur = 20
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stutter = 20
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/obj/item/projectile/bullet/mime/on_hit(var/atom/target, var/blocked = 0)
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..(target, blocked)
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if(iscarbon(target))
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var/mob/living/carbon/M = target
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M.silent = max(M.silent, 10)
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else if(istype(target, /obj/mecha/combat/honker))
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var/obj/mecha/chassis = target
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chassis.occupant_message("A mimetech anti-honk bullet has hit \the [chassis]!")
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chassis.use_power(chassis.get_charge() / 2)
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for(var/obj/item/mecha_parts/mecha_equipment/weapon/honker in chassis.equipment)
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honker.set_ready_state(0)
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/obj/item/projectile/bullet/dart
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name = "dart"
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icon_state = "cbbolt"
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damage = 6
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embed = 0
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sharp = 0
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var/piercing = 0
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/obj/item/projectile/bullet/dart/New()
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..()
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flags |= NOREACT
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create_reagents(50)
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/obj/item/projectile/bullet/dart/on_hit(var/atom/target, var/blocked = 0, var/hit_zone)
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if(iscarbon(target))
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var/mob/living/carbon/M = target
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if(blocked != 100)
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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.
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..()
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reagents.reaction(M, INGEST)
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reagents.trans_to(M, reagents.total_volume)
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return 1
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else
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blocked = 100
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target.visible_message("<span class='danger'>The [name] was deflected!</span>", \
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"<span class='userdanger'>You were protected against the [name]!</span>")
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..(target, blocked, hit_zone)
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flags &= ~NOREACT
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reagents.handle_reactions()
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return 1
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/obj/item/projectile/bullet/dart/metalfoam
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/obj/item/projectile/bullet/dart/metalfoam/New()
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..()
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reagents.add_reagent("aluminum", 15)
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reagents.add_reagent("fluorosurfactant", 5)
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reagents.add_reagent("sacid", 5)
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//This one is for future syringe guns update
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/obj/item/projectile/bullet/dart/syringe
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name = "syringe"
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icon = 'icons/obj/chemical.dmi'
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icon_state = "syringeproj"
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/obj/item/projectile/bullet/dart/syringe/tranquilizer
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/obj/item/projectile/bullet/dart/syringe/tranquilizer/New()
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..()
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reagents.add_reagent("haloperidol", 15)
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/obj/item/projectile/bullet/neurotoxin
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name = "neurotoxin spit"
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icon_state = "neurotoxin"
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damage = 5
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damage_type = TOX
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weaken = 5
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/obj/item/projectile/bullet/neurotoxin/on_hit(var/atom/target, var/blocked = 0)
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if(isalien(target))
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weaken = 0
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nodamage = 1
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. = ..() // Execute the rest of the code.
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/obj/item/projectile/bullet/cap
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name = "cap"
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damage = 0
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nodamage = 1
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embed = 0
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sharp = 0
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/obj/item/projectile/bullet/cap/fire()
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loc = null
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qdel(src)
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