mirror of
https://github.com/SPLURT-Station/S.P.L.U.R.T-Station-13.git
synced 2025-12-15 20:37:37 +00:00
382 lines
9.1 KiB
Plaintext
382 lines
9.1 KiB
Plaintext
/obj/item/projectile/bullet
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name = "bullet"
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icon_state = "bullet"
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damage = 60
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damage_type = BRUTE
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nodamage = 0
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flag = "bullet"
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hitsound_wall = "ricochet"
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impact_effect_type = /obj/effect/temp_visual/impact_effect
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/obj/item/projectile/bullet/weakbullet //beanbag, heavy stamina damage
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damage = 5
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stamina = 80
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/obj/item/projectile/bullet/weakbullet2 //detective revolver instastuns, but multiple shots are better for keeping punks down
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damage = 15
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knockdown = 30
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stamina = 50
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/obj/item/projectile/bullet/weakbullet3
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damage = 20
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/obj/item/projectile/bullet/toxinbullet
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damage = 15
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damage_type = TOX
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/obj/item/projectile/bullet/incendiary/firebullet
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damage = 10
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/obj/item/projectile/bullet/armourpiercing
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damage = 15
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armour_penetration = 40
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/obj/item/projectile/bullet/pellet
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name = "pellet"
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damage = 12.5
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/obj/item/projectile/bullet/pellet/Range()
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..()
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damage += -0.75
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if(damage < 0)
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qdel(src)
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/obj/item/projectile/bullet/pellet/weak
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damage = 6
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/obj/item/projectile/bullet/pellet/weak/New()
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range = rand(1, 8)
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..()
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/obj/item/projectile/bullet/pellet/weak/on_range()
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do_sparks(1, TRUE, src)
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..()
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/obj/item/projectile/bullet/pellet/overload
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damage = 3
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/obj/item/projectile/bullet/pellet/overload/New()
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range = rand(1, 10)
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..()
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/obj/item/projectile/bullet/pellet/overload/on_hit(atom/target, blocked = FALSE)
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..()
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explosion(target, 0, 0, 2)
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/obj/item/projectile/bullet/pellet/overload/on_range()
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explosion(src, 0, 0, 2)
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do_sparks(3, TRUE, src)
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..()
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/obj/item/projectile/bullet/midbullet
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damage = 20
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stamina = 65 //two round bursts from the c20r knocks people down
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/obj/item/projectile/bullet/midbullet2
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damage = 25
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/obj/item/projectile/bullet/midbullet3
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damage = 30
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/obj/item/projectile/bullet/midbullet3/hp
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damage = 40
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armour_penetration = -50
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/obj/item/projectile/bullet/midbullet3/ap
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damage = 27
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armour_penetration = 40
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/obj/item/projectile/bullet/midbullet3/fire/on_hit(atom/target, blocked = FALSE)
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if(..(target, blocked))
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var/mob/living/M = target
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M.adjust_fire_stacks(1)
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M.IgniteMob()
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/obj/item/projectile/bullet/heavybullet
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damage = 35
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/obj/item/projectile/bullet/rpellet
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damage = 3
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stamina = 25
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/obj/item/projectile/bullet/stunshot //taser slugs for shotguns, nothing special
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name = "stunshot"
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damage = 5
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knockdown = 100
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stutter = 5
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jitter = 20
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range = 7
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icon_state = "spark"
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color = "#FFFF00"
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/obj/item/projectile/bullet/incendiary/on_hit(atom/target, blocked = FALSE)
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. = ..()
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if(iscarbon(target))
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var/mob/living/carbon/M = target
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M.adjust_fire_stacks(4)
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M.IgniteMob()
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/obj/item/projectile/bullet/incendiary/shell
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name = "incendiary slug"
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damage = 20
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/obj/item/projectile/bullet/incendiary/shell/Move()
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..()
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var/turf/location = get_turf(src)
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if(location)
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new /obj/effect/hotspot(location)
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location.hotspot_expose(700, 50, 1)
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/obj/item/projectile/bullet/incendiary/shell/dragonsbreath
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name = "dragonsbreath round"
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damage = 5
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/obj/item/projectile/bullet/meteorshot
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name = "meteor"
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icon = 'icons/obj/meteor.dmi'
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icon_state = "dust"
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damage = 30
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knockdown = 160
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hitsound = 'sound/effects/meteorimpact.ogg'
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/obj/item/projectile/bullet/meteorshot/weak
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damage = 10
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knockdown = 80
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/obj/item/projectile/bullet/honker
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damage = 0
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knockdown = 60
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forcedodge = 1
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nodamage = 1
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hitsound = 'sound/items/bikehorn.ogg'
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icon = 'icons/obj/hydroponics/harvest.dmi'
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icon_state = "banana"
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range = 200
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/obj/item/projectile/bullet/honker/New()
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..()
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SpinAnimation()
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/obj/item/projectile/bullet/meteorshot/on_hit(atom/target, blocked = FALSE)
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. = ..()
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if(ismovableatom(target))
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var/atom/movable/M = target
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var/atom/throw_target = get_edge_target_turf(M, get_dir(src, get_step_away(M, src)))
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M.throw_at(throw_target, 3, 2)
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/obj/item/projectile/bullet/meteorshot/New()
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..()
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SpinAnimation()
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/obj/item/projectile/bullet/mime
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damage = 20
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/obj/item/projectile/bullet/mime/on_hit(atom/target, blocked = FALSE)
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. = ..()
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if(iscarbon(target))
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var/mob/living/carbon/M = target
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M.silent = max(M.silent, 10)
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/obj/item/projectile/bullet/dart
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name = "dart"
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icon_state = "cbbolt"
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damage = 6
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var/piercing = FALSE
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/obj/item/projectile/bullet/dart/New()
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..()
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create_reagents(50)
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reagents.set_reacting(FALSE)
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/obj/item/projectile/bullet/dart/on_hit(atom/target, blocked = FALSE)
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if(iscarbon(target))
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var/mob/living/carbon/M = target
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if(blocked != 100) // not completely blocked
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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.
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..()
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reagents.reaction(M, INJECT)
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reagents.trans_to(M, reagents.total_volume)
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return TRUE
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else
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blocked = 100
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target.visible_message("<span class='danger'>\The [src] was deflected!</span>", \
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"<span class='userdanger'>You were protected against \the [src]!</span>")
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..(target, blocked)
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reagents.set_reacting(TRUE)
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reagents.handle_reactions()
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return 1
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/obj/item/projectile/bullet/dart/metalfoam/New()
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..()
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reagents.add_reagent("aluminium", 15)
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reagents.add_reagent("foaming_agent", 5)
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reagents.add_reagent("facid", 5)
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//This one is for future syringe guns update
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/obj/item/projectile/bullet/dart/syringe
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name = "syringe"
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icon_state = "syringeproj"
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/obj/item/projectile/bullet/neurotoxin
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name = "neurotoxin spit"
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icon_state = "neurotoxin"
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damage = 5
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damage_type = TOX
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knockdown = 100
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/obj/item/projectile/bullet/neurotoxin/on_hit(atom/target, blocked = FALSE)
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if(isalien(target))
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knockdown = 0
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nodamage = 1
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. = ..() // Execute the rest of the code.
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/obj/item/projectile/bullet/dnainjector
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name = "\improper DNA injector"
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icon_state = "syringeproj"
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var/obj/item/weapon/dnainjector/injector
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damage = 5
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hitsound_wall = "shatter"
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/obj/item/projectile/bullet/dnainjector/on_hit(atom/target, blocked = FALSE)
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if(iscarbon(target))
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var/mob/living/carbon/M = target
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if(blocked != 100)
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if(M.can_inject(null, FALSE, def_zone, FALSE))
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if(injector.inject(M, firer))
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QDEL_NULL(injector)
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return TRUE
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else
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blocked = 100
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target.visible_message("<span class='danger'>\The [src] was deflected!</span>", \
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"<span class='userdanger'>You were protected against \the [src]!</span>")
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return ..()
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/obj/item/projectile/bullet/dnainjector/Destroy()
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QDEL_NULL(injector)
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return ..()
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//// SNIPER BULLETS
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/obj/item/projectile/bullet/sniper
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speed = 0 //360 alwaysscope.
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damage = 70
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knockdown = 100
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dismemberment = 50
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armour_penetration = 50
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var/breakthings = TRUE
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/obj/item/projectile/bullet/sniper/on_hit(atom/target, blocked = FALSE)
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if((blocked != 100) && (!ismob(target) && breakthings))
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target.ex_act(rand(1,2))
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return ..()
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/obj/item/projectile/bullet/sniper/gang
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damage = 55
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knockdown = 20
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dismemberment = 15
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armour_penetration = 25
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/obj/item/projectile/bullet/sniper/gang/sleeper
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nodamage = 1
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knockdown = 0
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dismemberment = 0
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breakthings = FALSE
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/obj/item/projectile/bullet/sniper/gang/sleeper/on_hit(atom/target, blocked = FALSE)
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if((blocked != 100) && isliving(target))
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var/mob/living/L = target
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L.blur_eyes(8)
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if(L.staminaloss >= 40)
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L.Sleeping(400)
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else
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L.adjustStaminaLoss(55)
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return 1
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/obj/item/projectile/bullet/sniper/soporific
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armour_penetration = 0
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nodamage = 1
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dismemberment = 0
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knockdown = 0
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breakthings = FALSE
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/obj/item/projectile/bullet/sniper/soporific/on_hit(atom/target, blocked = FALSE)
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if((blocked != 100) && isliving(target))
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var/mob/living/L = target
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L.Sleeping(400)
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return ..()
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/obj/item/projectile/bullet/sniper/haemorrhage
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armour_penetration = 15
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damage = 15
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dismemberment = 0
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knockdown = 0
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breakthings = FALSE
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/obj/item/projectile/bullet/sniper/haemorrhage/on_hit(atom/target, blocked = FALSE)
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if((blocked != 100) && iscarbon(target))
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var/mob/living/carbon/C = target
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C.bleed(100)
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return ..()
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/obj/item/projectile/bullet/sniper/penetrator
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icon_state = "gauss"
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name = "penetrator round"
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damage = 60
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forcedodge = 1
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dismemberment = 0 //It goes through you cleanly.
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knockdown = 0
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breakthings = FALSE
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//// SAW BULLETS
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/obj/item/projectile/bullet/saw
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damage = 45
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armour_penetration = 5
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/obj/item/projectile/bullet/saw/bleeding
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damage = 20
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armour_penetration = 0
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/obj/item/projectile/bullet/saw/bleeding/on_hit(atom/target, blocked = FALSE)
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. = ..()
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if((blocked != 100) && iscarbon(target))
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var/mob/living/carbon/C = target
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C.bleed(35)
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/obj/item/projectile/bullet/saw/hollow
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damage = 60
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armour_penetration = -60
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/obj/item/projectile/bullet/saw/ap
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damage = 40
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armour_penetration = 75
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/obj/item/projectile/bullet/saw/incen
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damage = 7
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armour_penetration = 0
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/obj/item/projectile/bullet/saw/incen/Move()
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..()
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var/turf/location = get_turf(src)
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if(location)
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new /obj/effect/hotspot(location)
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location.hotspot_expose(700, 50, 1)
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/obj/item/projectile/bullet/saw/incen/on_hit(atom/target, blocked = FALSE)
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. = ..()
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if(iscarbon(target))
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var/mob/living/carbon/M = target
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M.adjust_fire_stacks(3)
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M.IgniteMob()
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