mirror of
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* Large amount of work; Animal taming, shearing. Random animal spawns on sif grass/forest turfs. New PoIs, thermal poncho. * Combat drone DMI moved to drones folder. Mining Drone subtype added. "Tameable" with ores, will collect and store ores when not in active combat.
373 lines
11 KiB
Plaintext
373 lines
11 KiB
Plaintext
/************************************************************************/
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/*
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# An explaination of the naming format for guns and ammo:
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#
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# a = Ammo, as in individual rounds of ammunition.
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# b = Box, intended to have ammo taken out one at a time by hand.
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# c = Clips, intended to reload magazines or guns quickly.
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# m = Magazine, intended to hold rounds of ammo.
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# s = Speedloaders, intended to reload guns quickly.
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#
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# Use this format, followed by the caliber. For example, a shotgun's caliber
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# variable is "12g" as a result. Ergo, a shotgun round's path would have "a12g",
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# or a magazine with shotgun shells would be "m12g" instead. To avoid confusion
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# for developers and in-game admins spawning these items, stick to this format.
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# Likewise, when creating new rounds, the caliber variable should match whatever
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# the name says.
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#
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# This comment is copied in magazines.dm as well.
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*/
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/************************************************************************/
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/*
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* .357
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*/
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/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/pistol/strong
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matter = list(DEFAULT_WALL_MATERIAL = 210)
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/*
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* .38
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*/
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/obj/item/ammo_casing/a38
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desc = "A .38 bullet casing."
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caliber = ".38"
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projectile_type = /obj/item/projectile/bullet/pistol
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matter = list(DEFAULT_WALL_MATERIAL = 60)
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/obj/item/ammo_casing/a38/rubber
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desc = "A .38 rubber bullet casing."
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icon_state = "r-casing"
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projectile_type = /obj/item/projectile/bullet/pistol/rubber
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/obj/item/ammo_casing/a38/emp
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name = ".38 haywire round"
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desc = "A .38 bullet casing fitted with a single-use ion pulse generator."
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icon_state = "empcasing"
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projectile_type = /obj/item/projectile/ion/small
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matter = list(DEFAULT_WALL_MATERIAL = 130, "uranium" = 100)
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/*
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* .44
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*/
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/obj/item/ammo_casing/a44
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desc = "A .44 bullet casing."
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caliber = ".44"
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projectile_type = /obj/item/projectile/bullet/pistol/strong
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matter = list(DEFAULT_WALL_MATERIAL = 210)
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/obj/item/ammo_casing/a44/rubber
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icon_state = "r-casing"
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desc = "A .44 rubber bullet casing."
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projectile_type = /obj/item/projectile/bullet/pistol/rubber/strong
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matter = list(DEFAULT_WALL_MATERIAL = 60)
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/*
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* .75 (aka Gyrojet Rockets, aka admin abuse)
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*/
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/obj/item/ammo_casing/a75
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desc = "A .75 gyrojet rocket sheathe."
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caliber = ".75"
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projectile_type = /obj/item/projectile/bullet/gyro
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matter = list(DEFAULT_WALL_MATERIAL = 4000)
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/*
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* 9mm
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*/
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/obj/item/ammo_casing/a9mm
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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/pistol
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matter = list(DEFAULT_WALL_MATERIAL = 60)
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/obj/item/ammo_casing/a9mm/ap
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desc = "A 9mm armor-piercing bullet casing."
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projectile_type = /obj/item/projectile/bullet/pistol/ap
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matter = list(DEFAULT_WALL_MATERIAL = 80)
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/obj/item/ammo_casing/a9mm/hp
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desc = "A 9mm hollow-point bullet casing."
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projectile_type = /obj/item/projectile/bullet/pistol/hp
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/obj/item/ammo_casing/a9mm/flash
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desc = "A 9mm flash shell casing."
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icon_state = "r-casing"
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projectile_type = /obj/item/projectile/energy/flash
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/obj/item/ammo_casing/a9mm/rubber
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desc = "A 9mm rubber bullet casing."
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icon_state = "r-casing"
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projectile_type = /obj/item/projectile/bullet/pistol/rubber
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/obj/item/ammo_casing/a9mm/practice
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desc = "A 9mm practice bullet casing."
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icon_state = "r-casing"
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projectile_type = /obj/item/projectile/bullet/practice
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/*
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* .45
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*/
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/obj/item/ammo_casing/a45
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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/pistol/medium
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matter = list(DEFAULT_WALL_MATERIAL = 75)
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/obj/item/ammo_casing/a45/ap
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desc = "A .45 Armor-Piercing bullet casing."
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icon_state = "r-casing"
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projectile_type = /obj/item/projectile/bullet/pistol/medium/ap
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/obj/item/ammo_casing/a45/practice
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desc = "A .45 practice bullet casing."
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icon_state = "r-casing"
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projectile_type = /obj/item/projectile/bullet/practice
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matter = list(DEFAULT_WALL_MATERIAL = 60)
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/obj/item/ammo_casing/a45/rubber
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desc = "A .45 rubber bullet casing."
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icon_state = "r-casing"
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projectile_type = /obj/item/projectile/bullet/pistol/rubber
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matter = list(DEFAULT_WALL_MATERIAL = 60)
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/obj/item/ammo_casing/a45/flash
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desc = "A .45 flash shell casing."
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icon_state = "r-casing"
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projectile_type = /obj/item/projectile/energy/flash
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matter = list(DEFAULT_WALL_MATERIAL = 60)
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/obj/item/ammo_casing/a45/emp
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name = ".45 haywire round"
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desc = "A .45 bullet casing fitted with a single-use ion pulse generator."
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projectile_type = /obj/item/projectile/ion/small
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icon_state = "empcasing"
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matter = list(DEFAULT_WALL_MATERIAL = 130, "uranium" = 100)
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/obj/item/ammo_casing/a45/hp
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desc = "A .45 hollow-point bullet casing."
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projectile_type = /obj/item/projectile/bullet/pistol/medium/hp
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/*
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* 10mm
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*/
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/obj/item/ammo_casing/a10mm
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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/pistol/medium
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matter = list(DEFAULT_WALL_MATERIAL = 75)
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/obj/item/ammo_casing/a10mm/emp
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name = "10mm haywire round"
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desc = "A 10mm bullet casing fitted with a single-use ion pulse generator."
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projectile_type = /obj/item/projectile/ion/small
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icon_state = "empcasing"
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matter = list(DEFAULT_WALL_MATERIAL = 130, "uranium" = 100)
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/*
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* 12g (aka shotgun ammo)
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*/
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/obj/item/ammo_casing/a12g
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name = "shotgun slug"
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desc = "A 12 gauge slug."
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icon_state = "slshell"
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caliber = "12g"
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projectile_type = /obj/item/projectile/bullet/shotgun
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matter = list(DEFAULT_WALL_MATERIAL = 360)
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/obj/item/ammo_casing/a12g/pellet
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name = "shotgun shell"
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desc = "A 12 gauge shell."
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icon_state = "gshell"
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projectile_type = /obj/item/projectile/bullet/pellet/shotgun
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/obj/item/ammo_casing/a12g/blank
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name = "shotgun shell"
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desc = "A blank shell."
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icon_state = "blshell"
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projectile_type = /obj/item/projectile/bullet/blank
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matter = list(DEFAULT_WALL_MATERIAL = 90)
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/obj/item/ammo_casing/a12g/practice
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name = "shotgun shell"
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desc = "A practice shell."
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icon_state = "pshell"
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projectile_type = /obj/item/projectile/bullet/practice
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matter = list(DEFAULT_WALL_MATERIAL = 90)
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/obj/item/ammo_casing/a12g/beanbag
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name = "beanbag shell"
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desc = "A beanbag shell."
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icon_state = "bshell"
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projectile_type = /obj/item/projectile/bullet/shotgun/beanbag
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matter = list(DEFAULT_WALL_MATERIAL = 180)
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//Can stun in one hit if aimed at the head, but
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//is blocked by clothing that stops tasers and is vulnerable to EMP
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/obj/item/ammo_casing/a12g/stunshell
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name = "stun shell"
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desc = "A 12 gauge taser cartridge."
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icon_state = "stunshell"
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projectile_type = /obj/item/projectile/energy/electrode/stunshot
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matter = list(DEFAULT_WALL_MATERIAL = 360, "glass" = 720)
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/obj/item/ammo_casing/a12g/stunshell/emp_act(severity)
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if(prob(100/severity)) BB = null
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update_icon()
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//Does not stun, only blinds, but has area of effect.
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/obj/item/ammo_casing/a12g/flash
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name = "flash shell"
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desc = "A chemical shell used to signal distress or provide illumination."
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icon_state = "fshell"
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projectile_type = /obj/item/projectile/energy/flash/flare
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matter = list(DEFAULT_WALL_MATERIAL = 90, "glass" = 90)
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/obj/item/ammo_casing/a12g/emp
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name = "ion shell"
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desc = "An advanced shotgun round that creates a small EMP when it strikes a target."
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icon_state = "empshell"
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projectile_type = /obj/item/projectile/ion
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// projectile_type = /obj/item/projectile/bullet/shotgun/ion
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matter = list(DEFAULT_WALL_MATERIAL = 360, "uranium" = 240)
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/*
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* 7.62mm
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*/
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/obj/item/ammo_casing/a762
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desc = "A 7.62mm bullet casing."
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caliber = "7.62mm"
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icon_state = "rifle-casing"
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projectile_type = /obj/item/projectile/bullet/rifle/a762
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matter = list(DEFAULT_WALL_MATERIAL = 200)
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/obj/item/ammo_casing/a762/ap
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desc = "A 7.62mm armor-piercing bullet casing."
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projectile_type = /obj/item/projectile/bullet/rifle/a762/ap
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matter = list(DEFAULT_WALL_MATERIAL = 300)
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/obj/item/ammo_casing/a762/practice
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desc = "A 7.62mm practice bullet casing."
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icon_state = "rifle-casing" // Need to make an icon for these
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projectile_type = /obj/item/projectile/bullet/practice
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matter = list(DEFAULT_WALL_MATERIAL = 90)
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/obj/item/ammo_casing/a762/blank
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desc = "A blank 7.62mm bullet casing."
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projectile_type = /obj/item/projectile/bullet/blank
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matter = list(DEFAULT_WALL_MATERIAL = 90)
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/obj/item/ammo_casing/a762/hp
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desc = "A 7.62mm hollow-point bullet casing."
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projectile_type = /obj/item/projectile/bullet/rifle/a762/hp
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/obj/item/ammo_casing/a762/hunter
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desc = "A 7.62mm hunting bullet casing."
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projectile_type = /obj/item/projectile/bullet/rifle/a762/hunter
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/*
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* 14.5mm (anti-materiel rifle round)
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*/
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/obj/item/ammo_casing/a145
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desc = "A 14.5mm shell."
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icon_state = "lcasing"
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caliber = "14.5mm"
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projectile_type = /obj/item/projectile/bullet/rifle/a145
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matter = list(DEFAULT_WALL_MATERIAL = 1250)
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/obj/item/ammo_casing/a145/highvel
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desc = "A 14.5mm sabot shell."
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projectile_type = /obj/item/projectile/bullet/rifle/a145
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/obj/item/ammo_casing/a145/spent/Initialize()
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..()
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expend()
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/*
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* 5.45mm
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*/
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/obj/item/ammo_casing/a545
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desc = "A 5.45mm bullet casing."
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caliber = "5.45mm"
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icon_state = "rifle-casing"
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projectile_type = /obj/item/projectile/bullet/rifle/a545
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matter = list(DEFAULT_WALL_MATERIAL = 180)
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/obj/item/ammo_casing/a545/ap
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desc = "A 5.45mm armor-piercing bullet casing."
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projectile_type = /obj/item/projectile/bullet/rifle/a545/ap
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matter = list(DEFAULT_WALL_MATERIAL = 270)
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/obj/item/ammo_casing/a545/practice
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desc = "A 5.45mm practice bullet casing."
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icon_state = "rifle-casing" // Need to make an icon for these
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projectile_type = /obj/item/projectile/bullet/practice
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matter = list(DEFAULT_WALL_MATERIAL = 90)
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/obj/item/ammo_casing/a545/blank
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desc = "A blank 5.45mm bullet casing."
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projectile_type = /obj/item/projectile/bullet/blank
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matter = list(DEFAULT_WALL_MATERIAL = 90)
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/obj/item/ammo_casing/a545/hp
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desc = "A 5.45mm hollow-point bullet casing."
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projectile_type = /obj/item/projectile/bullet/rifle/a545/hp
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/obj/item/ammo_casing/a545/hunter
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desc = "A 5.45mm hunting bullet casing."
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projectile_type = /obj/item/projectile/bullet/rifle/a545/hunter
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/*
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* 5mm Caseless
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*/
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/obj/item/ammo_casing/a5mmcaseless
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desc = "A 5mm solid phoron caseless round."
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caliber = "5mm caseless"
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icon_state = "casing" // Placeholder. Should probably be purple.
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projectile_type = /obj/item/projectile/bullet/pistol // Close enough to be comparable.
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matter = list(DEFAULT_WALL_MATERIAL = 180)
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caseless = 1
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/obj/item/ammo_casing/a5mmcaseless/stun
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desc = "A 5mm solid phoron caseless stun round."
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projectile_type = /obj/item/projectile/energy/electrode // Maybe nerf this considering there's 30 rounds in a mag.
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/*
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* Misc
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*/
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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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matter = list(DEFAULT_WALL_MATERIAL = 10000)
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/obj/item/ammo_casing/cap
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name = "cap"
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desc = "A cap for children toys."
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caliber = "caps"
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icon_state = "r-casing"
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color = "#FF0000"
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projectile_type = /obj/item/projectile/bullet/pistol/cap
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matter = list(DEFAULT_WALL_MATERIAL = 85)
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/obj/item/ammo_casing/spent // For simple hostile mobs only, so they don't cough up usable bullets when firing. This is for literally nothing else.
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icon_state = "s-casing-spent"
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BB = null
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projectile_type = null |