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420 lines
13 KiB
Plaintext
420 lines
13 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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/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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/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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/obj/item/ammo_casing/c38
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desc = "A .38 bullet casing."
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caliber = "38"
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icon_state = "r-casing"
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projectile_type = /obj/item/projectile/bullet/weakbullet2
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/obj/item/ammo_casing/c38/invisible
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projectile_type = /obj/item/projectile/bullet/weakbullet2/invisible
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/obj/item/ammo_casing/c38/invisible/fake
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projectile_type = /obj/item/projectile/bullet/weakbullet2/invisible/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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/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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/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/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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/obj/item/ammo_casing/c9mmap
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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/armourpiercing
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/obj/item/ammo_casing/c9mmtox
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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/toxinbullet
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/obj/item/ammo_casing/c9mminc
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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/incendiary/firebullet
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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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/obj/item/ammo_casing/c46x30mmap
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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/armourpiercing
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/obj/item/ammo_casing/c46x30mmtox
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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/toxinbullet
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/obj/item/ammo_casing/c46x30mminc
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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/incendiary/firebullet
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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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/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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/obj/item/ammo_casing/c45nostamina
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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/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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/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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/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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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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/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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/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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/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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/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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/obj/item/ammo_casing/shotgun/meteorshot
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name = "meteorshot 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/breaching
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name = "breaching shell"
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desc = "An economic version of the meteorshot, utilizing similar technologies. Great for busting down doors."
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icon_state = "mshell"
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projectile_type = /obj/item/projectile/bullet/meteorshot/weak
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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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/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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/obj/item/ammo_casing/shotgun/frag12
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name = "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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/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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/obj/item/ammo_casing/shotgun/laserslug
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name = "laser slug"
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desc = "An advanced shotgun shell that uses a micro laser to replicate the effects of a laser weapon in a ballistic package."
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icon_state = "lshell"
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projectile_type = /obj/item/projectile/beam/laser
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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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/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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materials = list(MAT_METAL=250)
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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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/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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/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/missile
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caliber = "rocket"
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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)
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if(..())
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loc = null
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return 1
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else
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return 0
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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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/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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/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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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 = 0
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harmful = FALSE
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/obj/item/ammo_casing/caseless/foam_dart/update_icon()
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..()
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if(modified)
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icon_state = "foamdart_empty"
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desc = "Its nerf or nothing! ... Although, this one doesn't look too safe."
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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(istype(A, /obj/item/screwdriver) && !modified)
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modified = 1
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FD.damage_type = BRUTE
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update_icon()
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else if((istype(A, /obj/item/pen)) && modified && !FD.pen)
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if(!user.unEquip(A))
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return
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harmful = TRUE
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A.loc = FD
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FD.log_override = FALSE
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FD.pen = A
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FD.damage = 5
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FD.nodamage = 0
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to_chat(user, "<span class='notice'>You insert [A] into [src].</span>")
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return
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/obj/item/ammo_casing/caseless/foam_dart/attack_self(mob/living/user)
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var/obj/item/projectile/bullet/reusable/foam_dart/FD = BB
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if(FD.pen)
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FD.damage = initial(FD.damage)
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FD.nodamage = initial(FD.nodamage)
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user.put_in_hands(FD.pen)
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to_chat(user, "<span class='notice'>You remove [FD.pen] from [src].</span>")
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FD.pen = null
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/obj/item/ammo_casing/caseless/foam_dart/riot
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name = "riot foam dart"
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desc = "Whose smart idea was it to use toys as crowd control? Ages 18 and up."
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projectile_type = /obj/item/projectile/bullet/reusable/foam_dart/riot
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icon_state = "foamdart_riot"
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/obj/item/ammo_casing/caseless/foam_dart/sniper
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name = "foam sniper dart"
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desc = "For the big nerf! Ages 8 and up."
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caliber = "foam_force_sniper"
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projectile_type = /obj/item/projectile/bullet/reusable/foam_dart/sniper
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icon_state = "foamdartsniper"
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/obj/item/ammo_casing/caseless/foam_dart/sniper/update_icon()
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..()
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if(modified)
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icon_state = "foamdartsniper_empty"
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desc = "Its nerf or nothing! ... Although, this one doesn't look too safe."
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if(BB)
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BB.icon_state = "foamdartsniper_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/sniper/riot
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name = "riot foam sniper dart"
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desc = "For the bigger brother of the crowd control toy. Ages 18 and up."
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caliber = "foam_force_sniper"
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projectile_type = /obj/item/projectile/bullet/reusable/foam_dart/sniper/riot
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icon_state = "foamdartsniper_riot"
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/obj/item/ammo_casing/shotgun/assassination
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name = "assassination shell"
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desc = "A specialist shrapnel shell that has been laced with a silencing toxin."
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projectile_type = /obj/item/projectile/bullet/pellet/assassination
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icon_state = "gshell"
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pellets = 6
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variance = 25
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/obj/item/ammo_casing/cap
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desc = "A cap for children toys."
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caliber = "cap"
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projectile_type = /obj/item/projectile/bullet/cap
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/obj/item/ammo_casing/laser
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desc = "An experimental laser casing."
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caliber = "laser"
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projectile_type = /obj/item/projectile/beam/laser
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icon_state = "lasercasing"
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