// .45 (M1911 & C20r) /obj/item/projectile/bullet/c45 name = ".45 bullet" damage = 30 /obj/item/projectile/bullet/c45_cleaning name = ".45 bullet" damage = 40 //BANG BANG BANG /obj/item/projectile/bullet/c45_cleaning/on_hit(atom/target, blocked = FALSE) . = ..() var/turf/T = get_turf(target) SEND_SIGNAL(T, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK) for(var/A in T) if(is_cleanable(A)) qdel(A) else if(isitem(A)) var/obj/item/cleaned_item = A SEND_SIGNAL(cleaned_item, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK) cleaned_item.clean_blood() if(ismob(cleaned_item.loc)) var/mob/M = cleaned_item.loc M.regenerate_icons() else if(ishuman(A)) var/mob/living/carbon/human/cleaned_human = A if(cleaned_human.lying) if(cleaned_human.head) SEND_SIGNAL(cleaned_human.head, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK) cleaned_human.head.clean_blood() cleaned_human.update_inv_head() if(cleaned_human.wear_suit) SEND_SIGNAL(cleaned_human.wear_suit, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK) cleaned_human.wear_suit.clean_blood() cleaned_human.update_inv_wear_suit() else if(cleaned_human.w_uniform) SEND_SIGNAL(cleaned_human.w_uniform, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK) cleaned_human.w_uniform.clean_blood() cleaned_human.update_inv_w_uniform() if(cleaned_human.shoes) SEND_SIGNAL(cleaned_human.shoes, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK) cleaned_human.shoes.clean_blood() cleaned_human.update_inv_shoes() SEND_SIGNAL(cleaned_human, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK) cleaned_human.clean_blood() cleaned_human.wash_cream() cleaned_human.regenerate_icons() // 4.6x30mm (Autorifles) /obj/item/projectile/bullet/c46x30mm name = "4.6x30mm bullet" damage = 15 /obj/item/projectile/bullet/c46x30mm_ap name = "4.6x30mm armor-piercing bullet" damage = 12.5 armour_penetration = 40 /obj/item/projectile/bullet/incendiary/c46x30mm name = "4.6x30mm incendiary bullet" damage = 7.5 fire_stacks = 1