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S.P.L.U.R.T-Station-13/code/modules/projectiles/projectile/bullets.dm

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/obj/item/projectile/bullet
name = "bullet"
icon_state = "bullet"
damage = 60
damage_type = BRUTE
nodamage = 0
flag = "bullet"
hitsound_wall = "ricochet"
impact_effect_type = /obj/effect/temp_visual/impact_effect
/obj/item/projectile/bullet/weakbullet //beanbag, heavy stamina damage
damage = 5
stamina = 80
/obj/item/projectile/bullet/weakbullet2 //detective revolver instastuns, but multiple shots are better for keeping punks down
damage = 15
knockdown = 30
stamina = 50
/obj/item/projectile/bullet/weakbullet3
damage = 20
/obj/item/projectile/bullet/toxinbullet
damage = 15
damage_type = TOX
/obj/item/projectile/bullet/incendiary/firebullet
damage = 10
/obj/item/projectile/bullet/armourpiercing
damage = 15
armour_penetration = 40
/obj/item/projectile/bullet/pellet
name = "pellet"
damage = 12.5
/obj/item/projectile/bullet/pellet/Range()
..()
damage += -0.75
if(damage < 0)
qdel(src)
/obj/item/projectile/bullet/pellet/weak
damage = 6
/obj/item/projectile/bullet/pellet/weak/New()
range = rand(1, 8)
..()
/obj/item/projectile/bullet/pellet/weak/on_range()
do_sparks(1, TRUE, src)
..()
/obj/item/projectile/bullet/pellet/overload
damage = 3
/obj/item/projectile/bullet/pellet/overload/New()
range = rand(1, 10)
..()
/obj/item/projectile/bullet/pellet/overload/on_hit(atom/target, blocked = FALSE)
..()
explosion(target, 0, 0, 2)
/obj/item/projectile/bullet/pellet/overload/on_range()
explosion(src, 0, 0, 2)
do_sparks(3, TRUE, src)
..()
/obj/item/projectile/bullet/midbullet
damage = 20
stamina = 65 //two round bursts from the c20r knocks people down
/obj/item/projectile/bullet/midbullet2
damage = 25
/obj/item/projectile/bullet/midbullet3
damage = 30
/obj/item/projectile/bullet/midbullet3/hp
damage = 40
armour_penetration = -50
/obj/item/projectile/bullet/midbullet3/ap
damage = 27
armour_penetration = 40
/obj/item/projectile/bullet/midbullet3/fire/on_hit(atom/target, blocked = FALSE)
if(..(target, blocked))
var/mob/living/M = target
M.adjust_fire_stacks(1)
M.IgniteMob()
/obj/item/projectile/bullet/heavybullet
damage = 35
/obj/item/projectile/bullet/rpellet
damage = 3
stamina = 25
/obj/item/projectile/bullet/stunshot //taser slugs for shotguns, nothing special
name = "stunshot"
damage = 5
knockdown = 100
stutter = 5
jitter = 20
range = 7
icon_state = "spark"
color = "#FFFF00"
/obj/item/projectile/bullet/incendiary/on_hit(atom/target, blocked = FALSE)
. = ..()
if(iscarbon(target))
var/mob/living/carbon/M = target
M.adjust_fire_stacks(4)
M.IgniteMob()
/obj/item/projectile/bullet/incendiary/shell
name = "incendiary slug"
damage = 20
/obj/item/projectile/bullet/incendiary/shell/Move()
..()
var/turf/location = get_turf(src)
if(location)
new /obj/effect/hotspot(location)
location.hotspot_expose(700, 50, 1)
/obj/item/projectile/bullet/incendiary/shell/dragonsbreath
name = "dragonsbreath round"
damage = 5
/obj/item/projectile/bullet/meteorshot
name = "meteor"
icon = 'icons/obj/meteor.dmi'
icon_state = "dust"
damage = 30
knockdown = 160
hitsound = 'sound/effects/meteorimpact.ogg'
/obj/item/projectile/bullet/meteorshot/weak
damage = 10
knockdown = 80
/obj/item/projectile/bullet/honker
damage = 0
knockdown = 60
forcedodge = 1
nodamage = 1
hitsound = 'sound/items/bikehorn.ogg'
icon = 'icons/obj/hydroponics/harvest.dmi'
icon_state = "banana"
range = 200
/obj/item/projectile/bullet/honker/New()
..()
SpinAnimation()
/obj/item/projectile/bullet/meteorshot/on_hit(atom/target, blocked = FALSE)
. = ..()
if(ismovableatom(target))
var/atom/movable/M = target
var/atom/throw_target = get_edge_target_turf(M, get_dir(src, get_step_away(M, src)))
M.throw_at(throw_target, 3, 2)
/obj/item/projectile/bullet/meteorshot/New()
..()
SpinAnimation()
/obj/item/projectile/bullet/mime
damage = 20
/obj/item/projectile/bullet/mime/on_hit(atom/target, blocked = FALSE)
. = ..()
if(iscarbon(target))
var/mob/living/carbon/M = target
M.silent = max(M.silent, 10)
/obj/item/projectile/bullet/dart
name = "dart"
icon_state = "cbbolt"
damage = 6
var/piercing = FALSE
/obj/item/projectile/bullet/dart/New()
..()
create_reagents(50)
reagents.set_reacting(FALSE)
/obj/item/projectile/bullet/dart/on_hit(atom/target, blocked = FALSE)
if(iscarbon(target))
var/mob/living/carbon/M = target
if(blocked != 100) // not completely blocked
if(M.can_inject(null, FALSE, def_zone, piercing)) // Pass the hit zone to see if it can inject by whether it hit the head or the body.
..()
reagents.reaction(M, INJECT)
reagents.trans_to(M, reagents.total_volume)
return TRUE
else
blocked = 100
target.visible_message("<span class='danger'>\The [src] was deflected!</span>", \
"<span class='userdanger'>You were protected against \the [src]!</span>")
..(target, blocked)
reagents.set_reacting(TRUE)
reagents.handle_reactions()
return 1
/obj/item/projectile/bullet/dart/metalfoam/New()
..()
reagents.add_reagent("aluminium", 15)
reagents.add_reagent("foaming_agent", 5)
reagents.add_reagent("facid", 5)
//This one is for future syringe guns update
/obj/item/projectile/bullet/dart/syringe
name = "syringe"
icon_state = "syringeproj"
/obj/item/projectile/bullet/neurotoxin
name = "neurotoxin spit"
icon_state = "neurotoxin"
damage = 5
damage_type = TOX
knockdown = 100
/obj/item/projectile/bullet/neurotoxin/on_hit(atom/target, blocked = FALSE)
if(isalien(target))
knockdown = 0
nodamage = 1
. = ..() // Execute the rest of the code.
/obj/item/projectile/bullet/dnainjector
name = "\improper DNA injector"
icon_state = "syringeproj"
var/obj/item/weapon/dnainjector/injector
damage = 5
hitsound_wall = "shatter"
/obj/item/projectile/bullet/dnainjector/on_hit(atom/target, blocked = FALSE)
if(iscarbon(target))
var/mob/living/carbon/M = target
if(blocked != 100)
if(M.can_inject(null, FALSE, def_zone, FALSE))
if(injector.inject(M, firer))
QDEL_NULL(injector)
return TRUE
else
blocked = 100
target.visible_message("<span class='danger'>\The [src] was deflected!</span>", \
"<span class='userdanger'>You were protected against \the [src]!</span>")
return ..()
/obj/item/projectile/bullet/dnainjector/Destroy()
QDEL_NULL(injector)
return ..()
//// SNIPER BULLETS
/obj/item/projectile/bullet/sniper
speed = 0 //360 alwaysscope.
damage = 70
knockdown = 100
dismemberment = 50
armour_penetration = 50
var/breakthings = TRUE
/obj/item/projectile/bullet/sniper/on_hit(atom/target, blocked = FALSE)
if((blocked != 100) && (!ismob(target) && breakthings))
target.ex_act(rand(1,2))
return ..()
/obj/item/projectile/bullet/sniper/gang
damage = 55
knockdown = 20
dismemberment = 15
armour_penetration = 25
/obj/item/projectile/bullet/sniper/gang/sleeper
nodamage = 1
knockdown = 0
dismemberment = 0
breakthings = FALSE
/obj/item/projectile/bullet/sniper/gang/sleeper/on_hit(atom/target, blocked = FALSE)
if((blocked != 100) && isliving(target))
var/mob/living/L = target
L.blur_eyes(8)
if(L.staminaloss >= 40)
L.Sleeping(400)
else
L.adjustStaminaLoss(55)
return 1
/obj/item/projectile/bullet/sniper/soporific
armour_penetration = 0
nodamage = 1
dismemberment = 0
knockdown = 0
breakthings = FALSE
/obj/item/projectile/bullet/sniper/soporific/on_hit(atom/target, blocked = FALSE)
if((blocked != 100) && isliving(target))
var/mob/living/L = target
L.Sleeping(400)
return ..()
/obj/item/projectile/bullet/sniper/haemorrhage
armour_penetration = 15
damage = 15
dismemberment = 0
knockdown = 0
breakthings = FALSE
/obj/item/projectile/bullet/sniper/haemorrhage/on_hit(atom/target, blocked = FALSE)
if((blocked != 100) && iscarbon(target))
var/mob/living/carbon/C = target
C.bleed(100)
return ..()
/obj/item/projectile/bullet/sniper/penetrator
icon_state = "gauss"
name = "penetrator round"
damage = 60
forcedodge = 1
dismemberment = 0 //It goes through you cleanly.
knockdown = 0
breakthings = FALSE
//// SAW BULLETS
/obj/item/projectile/bullet/saw
damage = 45
armour_penetration = 5
/obj/item/projectile/bullet/saw/bleeding
damage = 20
armour_penetration = 0
/obj/item/projectile/bullet/saw/bleeding/on_hit(atom/target, blocked = FALSE)
. = ..()
if((blocked != 100) && iscarbon(target))
var/mob/living/carbon/C = target
C.bleed(35)
/obj/item/projectile/bullet/saw/hollow
damage = 60
armour_penetration = -60
/obj/item/projectile/bullet/saw/ap
damage = 40
armour_penetration = 75
/obj/item/projectile/bullet/saw/incen
damage = 7
armour_penetration = 0
/obj/item/projectile/bullet/saw/incen/Move()
..()
var/turf/location = get_turf(src)
if(location)
new /obj/effect/hotspot(location)
location.hotspot_expose(700, 50, 1)
/obj/item/projectile/bullet/saw/incen/on_hit(atom/target, blocked = FALSE)
. = ..()
if(iscarbon(target))
var/mob/living/carbon/M = target
M.adjust_fire_stacks(3)
M.IgniteMob()