mirror of
https://github.com/PolarisSS13/Polaris.git
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* Fixes 6 pAI faces PAIs are no longer coded to only recognize 9 emotions. This enables the use of the neutral, silly, nose, smirk, exclamation points, and question mark faces as a pAI. Before, those buttons did nothing. * Fixes the PDA Halogen Scanner's tendency to be number one. * Unfolded pAIs can be picked up Because who doesn't want a robotic cat on their head? Adds in the missing code to allow pAIs to actually be picked up, and held sprites for the newer 4 chassis options. * Adds the Gigaphone, a suped-up Megaphone. * Constant Chip has a sprite * Fireaxe cabinets find their fireaxes in initialize(), rather than new() * Speeds up alcohol * fixed mining cloak not being in loadouts * Admin Supermatter Setup now closes the monitoring room shutters (#5442) * Admin Supermatter Setup now closes the monitoring room shutters * Fixes a copy-paste error * Begins work on lightning. * Fixes #5447 (Deadspy submap not overwriting mapgen) (#5448) * Map fix * fixed deadspy.dmm * Added Squid plushies of varying colours I added a few Squid plushies in different colours, changing the files code/game/objects/items/toys.dm and obj/toy.dmi * Added hat functionality to Squid plushies I added the ability to wear my Squid plushies as hats. They're damn good hats. * Replaces Skrell namegen (#5453) Created a first name list for Skrell, to replace the syllable assembler. Created a surname list for Skrell to replace the syllable assembler. Replaced the Skrell namegen with pre-written namelists, instead of the old syllable assembler. * Mechoid makes mistakes. Fix telepathic gigaphones. * Lets people be colorblind Adds four types of colorblindness to the traits in the setup menu - protanopia, deuteranopia, tritanopia, and monochromacy. Previously, there were ones defined in the code, but not actually usable to players. * Whoops, worded that wrong * Adds beams to the Type var list for View Variables. * Unfuck my Master * Adds beams to the Type var selection in View Variables. * Finishes thunderstorms. * Adds logging. * APC Sprite Change - Port from Virgo recolored slightly to match closer to the old sprite - Addition of directional sprites for the APCs * Refactors supply controller. Supply consoles now run nanoUI * Missing ' * [Excitedly updates changelog] * btw i use arc * Removes supermatters from cave PoIs. * Holomap Port - Port of Holomaps from Virgo * Changing species (via ling or admin button) should no longer ruin your HUD * Converts most istype(thing,tool) procs into an appropriate thing.is_tool() format * Removes empty file, gives the QM a control console again (Was replaced with an ordering console) * Hopefully fixes some tool-conversion things * Makes the Northern Star still compile * Keeps NS up to date * Taj and Unathi should have explorer mask sprites now * Corgi rune now summons the corgi in a flash of harmless lightning * Forces mech construction to work with the is_tool() procs * Various things and floors no longer associate with dirt * MultiZ falling tweaks * Fixes the clusterbang grenade * Added new hairstyles * Added new hairstyles * Fixes spelling of Strike in Lightning Strike admin verb * I don't know how we keep breaking falling * Hallucinations now use the old system again, but with the more modern components. * Ambience Refactor (#5476) * Refactors how ambience is assigned, removes bad ambience, ports good ambience from tg * Apparently that file is still used, not worth the salt to remove it. * Changelog * The speed-related chem effects are no longer a one-or-none affair, oxy causes slowdown * Corrects noted issues * Add some missing sprites for xenoarch excavation. * Become thwarted, thot. * Fixes the Ultra AC2's burstfire bug. * The Major Bill's shuttle is actually contagious now. * penguins are from earth capitalize this, anewbe, i dare you * Mechoid's a butt * Adds new job/department specific teshari clothing to the loadout (#5481) * adding the new department specific teshari outfits * Slightly cleans up hooded suit code (#5471) * FBPs can have brute damage repaired externally again * Windoors fix * Cleans up some largecrate code * Weather refactor. * NanoUI makes me sad. * Drinking more booze gets you drunk faster * Ports the supermatter grenade, supporting code * May or may not make movement seem smoother * Fixes the Sleepy Ring * Partially ports the GLOB system * Fixes the bug(s) that allow meat bodies to have metal brains * ports VOREStation/VOREStation#4165 - i forgot to check if advanced who was a thing here * Optimizes supply UI * Transfer shuttle grammar fixes * Fixes borked E and W fish sprites * Fixes incorrect ETA in crew transfer announcement * Mech Mini 'Revamp'. Will need playtesting. (#5480) * Exosuits are now capable of holding more equipment, of specific types. * Tweaks regarding feedback in staffside thread, other concerns. * Tweak to be more consistent. Why did the Odysseus have two universals. Tweak to weapon restriction on Med - > Odyss * Weapons only fit in universal combat slots. * Adds smart magazine, magazine functionality * Adds a new subset of grenades that shoot projectiles * Low alpha now makes HUDs and tooltips not show up on you * Fixes a UI bug with emptying currently-open bags into smartfridges...hopefully. (#5515) * Update smartfridge.dm * actually indicates which line solves the bug * Adds a whole bunch of Exosuit weapons and other miscellaneous parts. * Minifrags now use the small fragments mainly as they should. * Iced beer no longer freezes you to 3 degrees C, which is enough to seriously burn a Skrell. Seriously, that's weird. * Touch stuff in reference to responses. * NanoUI now processes again * Converts more simple_animal mobs to simple_mob * Submap correction
287 lines
7.4 KiB
Plaintext
287 lines
7.4 KiB
Plaintext
/obj/item/projectile/bullet
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name = "bullet"
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icon_state = "bullet"
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fire_sound = 'sound/weapons/gunshot/gunshot_strong.ogg'
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damage = 60
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damage_type = BRUTE
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nodamage = 0
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check_armour = "bullet"
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embed_chance = 20 //Modified in the actual embed process, but this should keep embed chance about the same
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sharp = 1
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var/mob_passthrough_check = 0
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muzzle_type = /obj/effect/projectile/bullet/muzzle
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/obj/item/projectile/bullet/on_hit(var/atom/target, var/blocked = 0)
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if (..(target, blocked))
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var/mob/living/L = target
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shake_camera(L, 3, 2)
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/obj/item/projectile/bullet/attack_mob(var/mob/living/target_mob, var/distance, var/miss_modifier)
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if(penetrating > 0 && damage > 20 && prob(damage))
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mob_passthrough_check = 1
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else
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mob_passthrough_check = 0
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return ..()
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/obj/item/projectile/bullet/can_embed()
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//prevent embedding if the projectile is passing through the mob
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if(mob_passthrough_check)
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return 0
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return ..()
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/obj/item/projectile/bullet/check_penetrate(var/atom/A)
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if(!A || !A.density) return 1 //if whatever it was got destroyed when we hit it, then I guess we can just keep going
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if(istype(A, /obj/mecha))
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return 1 //mecha have their own penetration handling
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if(ismob(A))
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if(!mob_passthrough_check)
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return 0
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if(iscarbon(A))
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damage *= 0.7 //squishy mobs absorb KE
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return 1
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var/chance = damage
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if(istype(A, /turf/simulated/wall))
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var/turf/simulated/wall/W = A
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chance = round(damage/W.material.integrity*180)
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else if(istype(A, /obj/machinery/door))
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var/obj/machinery/door/D = A
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chance = round(damage/D.maxhealth*180)
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if(D.glass) chance *= 2
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else if(istype(A, /obj/structure/girder))
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chance = 100
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if(prob(chance))
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if(A.opacity)
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//display a message so that people on the other side aren't so confused
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A.visible_message("<span class='warning'>\The [src] pierces through \the [A]!</span>")
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return 1
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return 0
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/* short-casing projectiles, like the kind used in pistols or SMGs */
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/obj/item/projectile/bullet/pistol
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fire_sound = 'sound/weapons/gunshot/gunshot_pistol.ogg'
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damage = 20
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/obj/item/projectile/bullet/pistol/ap
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damage = 15
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armor_penetration = 30
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/obj/item/projectile/bullet/pistol/medium
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damage = 25
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/obj/item/projectile/bullet/pistol/medium/ap
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damage = 20
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armor_penetration = 15
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/obj/item/projectile/bullet/pistol/medium/hollow
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damage = 30
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armor_penetration = -50
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/obj/item/projectile/bullet/pistol/strong //revolvers and matebas
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fire_sound = 'sound/weapons/gunshot/gunshot_strong.ogg'
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damage = 60
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/obj/item/projectile/bullet/pistol/rubber/strong //"rubber" bullets for revolvers and matebas
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fire_sound = 'sound/weapons/gunshot/gunshot_strong.ogg'
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damage = 10
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agony = 60
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embed_chance = 0
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sharp = 0
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check_armour = "melee"
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/obj/item/projectile/bullet/pistol/rubber //"rubber" bullets
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name = "rubber bullet"
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damage = 5
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agony = 40
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embed_chance = 0
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sharp = 0
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check_armour = "melee"
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/* shotgun projectiles */
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/obj/item/projectile/bullet/shotgun
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name = "slug"
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fire_sound = 'sound/weapons/gunshot/shotgun.ogg'
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damage = 50
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armor_penetration = 15
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/obj/item/projectile/bullet/shotgun/beanbag //because beanbags are not bullets
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name = "beanbag"
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damage = 20
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agony = 60
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embed_chance = 0
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sharp = 0
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check_armour = "melee"
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//Should do about 80 damage at 1 tile distance (adjacent), and 50 damage at 3 tiles distance.
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//Overall less damage than slugs in exchange for more damage at very close range and more embedding
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/obj/item/projectile/bullet/pellet/shotgun
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name = "shrapnel"
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fire_sound = 'sound/weapons/gunshot/shotgun.ogg'
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damage = 13
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pellets = 6
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range_step = 1
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spread_step = 10
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/obj/item/projectile/bullet/pellet/shotgun/flak
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damage = 2 //The main weapon using these fires four at a time, usually with different destinations. Usually.
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range_step = 2
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spread_step = 30
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armor_penetration = 10
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//EMP shotgun 'slug', it's basically a beanbag that pops a tiny emp when it hits. //Not currently used
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/obj/item/projectile/bullet/shotgun/ion
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name = "ion slug"
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fire_sound = 'sound/weapons/Laser.ogg'
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damage = 15
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embed_chance = 0
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sharp = 0
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check_armour = "melee"
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combustion = FALSE
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/obj/item/projectile/bullet/shotgun/ion/on_hit(var/atom/target, var/blocked = 0)
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..()
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empulse(target, 0, 0, 0, 0) //Only affects what it hits
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return 1
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/* "Rifle" rounds */
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/obj/item/projectile/bullet/rifle
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fire_sound = 'sound/weapons/gunshot/gunshot3.ogg'
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armor_penetration = 15
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penetrating = 1
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/obj/item/projectile/bullet/rifle/a762
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fire_sound = 'sound/weapons/gunshot/gunshot2.ogg'
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damage = 35
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/obj/item/projectile/bullet/rifle/a762/ap
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damage = 30
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armor_penetration = 50 // At 30 or more armor, this will do more damage than standard rounds.
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/obj/item/projectile/bullet/rifle/a762/hollow
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damage = 40
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armor_penetration = -50
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penetrating = 0
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/obj/item/projectile/bullet/rifle/a762/hunter // Optimized for killing simple animals and not people, because Balance.
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damage = 20
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SA_bonus_damage = 50 // 70 total on animals.
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SA_vulnerability = SA_ANIMAL
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/obj/item/projectile/bullet/rifle/a545
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damage = 25
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/obj/item/projectile/bullet/rifle/a545/ap
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damage = 20
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armor_penetration = 50 // At 40 or more armor, this will do more damage than standard rounds.
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/obj/item/projectile/bullet/rifle/a545/hollow
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damage = 35
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armor_penetration = -50
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penetrating = 0
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/obj/item/projectile/bullet/rifle/a545/hunter
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damage = 15
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SA_bonus_damage = 35 // 50 total on animals.
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SA_vulnerability = SA_ANIMAL
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/obj/item/projectile/bullet/rifle/a145
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fire_sound = 'sound/weapons/gunshot/sniper.ogg'
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damage = 80
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stun = 3
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weaken = 3
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penetrating = 5
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armor_penetration = 80
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hitscan = 1 //so the PTR isn't useless as a sniper weapon
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/* Miscellaneous */
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/obj/item/projectile/bullet/suffocationbullet//How does this even work?
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name = "co bullet"
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damage = 20
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damage_type = OXY
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/obj/item/projectile/bullet/cyanideround
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name = "poison bullet"
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damage = 40
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damage_type = TOX
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/obj/item/projectile/bullet/burstbullet
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name = "exploding bullet"
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fire_sound = 'sound/effects/Explosion1.ogg'
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damage = 20
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embed_chance = 0
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edge = 1
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/obj/item/projectile/bullet/burstbullet/on_hit(var/atom/target, var/blocked = 0)
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if(isturf(target))
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explosion(target, -1, 0, 2)
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..()
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/* Incendiary */
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/obj/item/projectile/bullet/incendiary
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name = "incendiary bullet"
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icon_state = "bullet_alt"
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damage = 15
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damage_type = BURN
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incendiary = 1
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flammability = 2
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/obj/item/projectile/bullet/incendiary/flamethrower
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name = "ball of fire"
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desc = "Don't stand in the fire."
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icon_state = "fireball"
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damage = 10
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embed_chance = 0
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incendiary = 2
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flammability = 4
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agony = 30
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kill_count = 4
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vacuum_traversal = 0
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/obj/item/projectile/bullet/incendiary/flamethrower/large
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damage = 15
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kill_count = 6
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/obj/item/projectile/bullet/blank
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invisibility = 101
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damage = 1
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embed_chance = 0
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/* Practice */
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/obj/item/projectile/bullet/pistol/practice
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damage = 5
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/obj/item/projectile/bullet/rifle/practice
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damage = 5
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penetrating = 0
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/obj/item/projectile/bullet/shotgun/practice
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name = "practice"
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damage = 5
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/obj/item/projectile/bullet/pistol/cap
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name = "cap"
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damage_type = HALLOSS
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fire_sound = null
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damage = 0
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nodamage = 1
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embed_chance = 0
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sharp = 0
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combustion = FALSE
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/obj/item/projectile/bullet/pistol/cap/process()
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loc = null
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qdel(src) |