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S.P.L.U.R.T-Station-13/modular_splurt/code/modules/projectiles/projectile/bullets/smg.dm
radar651 d01a0c9d7c HOly shit
I am doing a lot
2022-03-24 09:48:55 -05:00

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/obj/item/projectile/bullet/c45 // Yes I know I am changing how .45 weapons work by making the basic ammo less-than-lethal. This just makes this easier in the long run with mags
name = ".45 rubber bullet"
damage = 10
stamina = 30
sharpness = NONE
//I am an idiot, fucking coding oversights. If one ever makes a child of a object, MAKE SURE TO ADD IN VALUES TO ADJUST FROM PARENT stamina = 30 will be a reminder to that.
/obj/item/projectile/bullet/c45/lethal
name = ".45 bullet"
damage = 30
wound_bonus = -10
stamina = 0
wound_falloff_tile = -10
sharpness = SHARP_EDGED
/obj/item/projectile/bullet/c45/hydra
name = ".45 Hydra-shock bullet"
damage = 15
stamina = 0
armour_penetration = -65
sharpness = SHARP_EDGED
wound_bonus = 30
bare_wound_bonus = 30
embedding = list(embed_chance=75, fall_chance=3, jostle_chance=4, ignore_throwspeed_threshold=TRUE, pain_stam_pct=0.4, pain_mult=5, jostle_pain_mult=6, rip_time=10)
wound_falloff_tile = -5
embed_falloff_tile = -15
/obj/item/projectile/bullet/c45/trac
name = ".45 TRAC bullet"
damage = 15
stamina = 0
/obj/item/projectile/bullet/c45/ion
projectile_type = /obj/item/projectile/ion/weak
/obj/item/projectile/bullet/c45/trac/on_hit(atom/target, blocked = FALSE)
. = ..()
var/mob/living/carbon/M = target
var/obj/item/implant/tracking/c38/imp
for(var/obj/item/implant/tracking/c38/TI in M.implants) //checks if the target already contains a tracking implant
imp = TI
return
if(!imp)
imp = new /obj/item/implant/tracking/c38(M)
imp.implant(M)
/obj/item/projectile/bullet/c45/hotshot //similar to incendiary bullets, but do not leave a flaming trail
name = ".45 Hot Shot bullet"
damage = 20
stamina = 0
sharpness = SHARP_EDGED
/obj/item/projectile/bullet/c45/hotshot/on_hit(atom/target, blocked = FALSE)
. = ..()
if(iscarbon(target))
var/mob/living/carbon/M = target
M.adjust_fire_stacks(6)
M.IgniteMob()
/obj/item/projectile/bullet/c45_cleaning
sharpness = SHARP_EDGED
/obj/item/projectile/energy/electrode/c45
tase_duration = 40
knockdown = 10
stamina = 10
knockdown_stamoverride = 5
knockdown_stam_max = 40
strong_tase = FALSE
/obj/item/projectile/bullet/c9mm/rubber
name = "9mm Rubber"
damage = 5
stamina = 30
sharpness = NONE
embedding = null