/obj/item/projectile/bullet/gyro name ="explosive bolt" icon_state= "bolter" damage = 50 /obj/item/projectile/bullet/gyro/on_hit(atom/target, blocked = FALSE) ..() explosion(target, -1, 0, 2) return TRUE /obj/item/projectile/bullet/a84mm name ="\improper HEDP rocket" desc = "USE A WEEL GUN" icon_state= "84mm-hedp" damage = 80 var/anti_armour_damage = 200 armour_penetration = 100 dismemberment = 100 /obj/item/projectile/bullet/a84mm/on_hit(atom/target, blocked = FALSE) ..() explosion(target, -1, 1, 3, 1, 0, flame_range = 4) if(ismecha(target)) var/obj/mecha/M = target M.take_damage(anti_armour_damage) if(issilicon(target)) var/mob/living/silicon/S = target S.take_overall_damage(anti_armour_damage*0.75, anti_armour_damage*0.25) return TRUE /obj/item/projectile/bullet/a84mm_he name ="\improper HE missile" desc = "Boom." icon_state = "missile" damage = 30 ricochets_max = 0 //it's a MISSILE /obj/item/projectile/bullet/a84mm_he/on_hit(atom/target, blocked=0) ..() if(!isliving(target)) //if the target isn't alive, so is a wall or something explosion(target, 0, 1, 2, 4) else explosion(target, 0, 0, 2, 4) return TRUE