Files
Paradise/code/modules/projectiles/projectile/bullets.dm
Hornygranny 95835ac98c Changed neurotoxin from a child of energy to a child of bullet
Conflicts:
	code/modules/projectiles/projectile/bullets.dm
2014-01-13 04:36:15 -05:00

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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/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 = 20
stun = 5
weaken = 5
embed = 0
/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 = 25
/obj/item/projectile/bullet/incendiary
name = "incendiary bullet"
damage = 20
/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/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("<span class='danger'>The [name] was deflected!</span>", \
"<span class='userdanger'>You were protected against the [name]!</span>")
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.