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Paradise/code/modules/projectiles/projectile/bullets.dm
2013-11-01 14:00:50 -04:00

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/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