Merge pull request #12353 from GhostActual/Ammo_Boxes

Ammo Boxes
This commit is contained in:
Casey
2022-03-03 16:22:34 -05:00
committed by GitHub
39 changed files with 940 additions and 546 deletions
@@ -55,4 +55,500 @@
ammo_type = /obj/item/ammo_casing/cap
matter = list(MAT_STEEL = 2040)
max_ammo = 24
multiple_sprites = null
multiple_sprites = null
/*
* .357
*/
/obj/item/ammo_magazine/ammo_box/b357
name = "ammo box (.357)"
desc = "A box of .357 rounds"
icon_state = "magnum"
caliber = ".357"
ammo_type = /obj/item/ammo_casing/a357
matter = list(MAT_STEEL = 5040)
max_ammo = 24
multiple_sprites = 1
/obj/item/ammo_magazine/ammo_box/b357/rubber
name = "ammo box (.357 rubber)"
desc = "A box of .357 rubber rounds"
icon_state = "magnum_r"
caliber = ".357"
ammo_type = /obj/item/ammo_casing/a357/rubber
matter = list(MAT_STEEL = 5040)
max_ammo = 24
multiple_sprites = 1
/*
* .38
*/
/obj/item/ammo_magazine/ammo_box/b38
name = "ammo box (.38)"
desc = "A box of .38 rounds"
icon_state = "pistol"
caliber = ".38"
ammo_type = /obj/item/ammo_casing/a38
matter = list(MAT_STEEL = 1440)
max_ammo = 24
multiple_sprites = 1
/obj/item/ammo_magazine/ammo_box/b38/rubber
name = "ammo box (.38 rubber)"
desc = "A box of .38 rubber rounds"
icon_state = "pistol_p"
caliber = ".38"
ammo_type = /obj/item/ammo_casing/a38/rubber
matter = list(MAT_STEEL = 1440)
max_ammo = 24
multiple_sprites = 1
/*
* 10mm
*/
/obj/item/ammo_magazine/ammo_box/b10mm
name = "ammo box (10mm)"
desc = "A box of 10mm rounds"
icon_state = "box10mm"
caliber = "10mm"
ammo_type = /obj/item/ammo_casing/a10mm
matter = list(MAT_STEEL = 3000)
max_ammo = 40
multiple_sprites = 1
/obj/item/ammo_magazine/ammo_box/b10mm/practice
name = "ammo box (10mm practice)"
desc = "A box of 10mm practice rounds"
icon_state = "box10mm-practice"
caliber = "10mm"
ammo_type = /obj/item/ammo_casing/a10mm/practice
matter = list(MAT_STEEL = 2400)
max_ammo = 40
multiple_sprites = 1
/obj/item/ammo_magazine/ammo_box/b10mm/rubber
name = "ammo box (10mm rubber)"
desc = "A box of 10mm rubber rounds"
icon_state = "box10mm-rubber"
caliber = "10mm"
ammo_type = /obj/item/ammo_casing/a10mm/rubber
matter = list(MAT_STEEL = 2400)
max_ammo = 40
multiple_sprites = 1
/obj/item/ammo_magazine/ammo_box/b10mm/emp
name = "ammo box (10mm haywire)"
desc = "A box of 10mm haywire rounds"
icon_state = "box10mm-hw"
caliber = "10mm"
ammo_type = /obj/item/ammo_casing/a10mm/emp
matter = list(MAT_STEEL = 5200, MAT_URANIUM = 4000)
max_ammo = 40
multiple_sprites = 1
/*
* .44
*/
/obj/item/ammo_magazine/ammo_box/b44
name = "ammo box (.44)"
desc = "A box of .44 rounds"
icon_state = "box44"
caliber = ".44"
ammo_type = /obj/item/ammo_casing/a44
matter = list(MAT_STEEL = 5040)
max_ammo = 24
multiple_sprites = 1
/obj/item/ammo_magazine/ammo_box/b44/rubber
name = "ammo box (.44 rubber)"
desc = "A box of .44 rubber rounds"
icon_state = "box44-rubber"
caliber = ".44"
ammo_type = /obj/item/ammo_casing/a44/rubber
matter = list(MAT_STEEL = 1440)
max_ammo = 24
multiple_sprites = 1
/*
* .45
*/
/obj/item/ammo_magazine/ammo_box/b45
name = "ammo box (.45)"
desc = "A box of .45 rounds"
icon_state = "pistol_s"
caliber = ".45"
ammo_type = /obj/item/ammo_casing/a45
matter = list(MAT_STEEL = 1800)
max_ammo = 24
multiple_sprites = 1
/obj/item/ammo_magazine/ammo_box/b45/practice
name = "ammo box (.45 practice)"
desc = "A box of .45 practice rounds"
icon_state = "pistol_p"
caliber = ".45"
ammo_type = /obj/item/ammo_casing/a45/practice
matter = list(MAT_STEEL = 1440)
max_ammo = 24
multiple_sprites = 1
/obj/item/ammo_magazine/ammo_box/b45/ap
name = "ammo box (.45 AP)"
desc = "A box of .45 armor-piercing rounds"
icon_state = "pistol_ap"
caliber = ".45"
ammo_type = /obj/item/ammo_casing/a45/ap
matter = list(MAT_STEEL = 1200, MAT_PLASTEEL = 600)
max_ammo = 24
multiple_sprites = 1
/obj/item/ammo_magazine/ammo_box/b45/hp
name = "ammo box (.45 HP)"
desc = "A box of .45 hollow-point rounds"
icon_state = "pistol_hp"
caliber = ".45"
ammo_type = /obj/item/ammo_casing/a45/hp
matter = list(MAT_STEEL = 1440, MAT_PLASTIC = 360)
max_ammo = 24
multiple_sprites = 1
/obj/item/ammo_magazine/ammo_box/b45/rubber
name = "ammo box (.45 rubber)"
desc = "A box of .45 rubber rounds"
icon_state = "pistol_r"
caliber = ".45"
ammo_type = /obj/item/ammo_casing/a45/rubber
matter = list(MAT_STEEL = 1440)
max_ammo = 24
multiple_sprites = 1
/obj/item/ammo_magazine/ammo_box/b45/emp
name = "ammo box (.45 haywire)"
desc = "A box of .45 haywire rounds"
icon_state = "pistol_hw"
caliber = ".45"
ammo_type = /obj/item/ammo_casing/a45/emp
matter = list(MAT_STEEL = 3120, MAT_URANIUM = 2400)
max_ammo = 24
multiple_sprites = 1
/*
* 12g (aka shotgun ammo)
*/
/obj/item/ammo_magazine/ammo_box/b12g
name = "ammo box (12 gauge slug)"
desc = "A box of 12 gauge slug rounds"
icon_state = "slug"
caliber = "12g"
ammo_type = /obj/item/ammo_casing/a12g
matter = list(MAT_STEEL = 2880)
max_ammo = 8
multiple_sprites = 1
/obj/item/ammo_magazine/ammo_box/b12g/pellet
name = "ammo box (12 gauge buckshot)"
desc = "A box of 12 gauge buckshot rounds"
icon_state = "buckshot"
caliber = "12g"
ammo_type = /obj/item/ammo_casing/a12g/pellet
matter = list(MAT_STEEL = 2880)
max_ammo = 8
multiple_sprites = 1
/obj/item/ammo_magazine/ammo_box/b12g/beanbag
name = "ammo box (12 gauge beanbag)"
desc = "A box of 12 gauge beanbag rounds"
icon_state = "bean"
caliber = "12g"
ammo_type = /obj/item/ammo_casing/a12g/beanbag
matter = list(MAT_STEEL = 1440)
max_ammo = 8
multiple_sprites = 1
/obj/item/ammo_magazine/ammo_box/b12g/stunshell
name = "ammo box (12 gauge stun)"
desc = "A box of 12 gauge stun rounds"
icon_state = "stunslug"
caliber = "12g"
ammo_type = /obj/item/ammo_casing/a12g/stunshell
matter = list(MAT_STEEL = 2880, MAT_GLASS = 5760)
max_ammo = 8
multiple_sprites = 1
/obj/item/ammo_magazine/ammo_box/b12g/emp
name = "ammo box (12 gauge EMP)"
desc = "A box of 12 gauge EMP rounds"
icon_state = "emp"
caliber = "12g"
ammo_type = /obj/item/ammo_casing/a12g/emp
matter = list(MAT_STEEL = 2880, MAT_URANIUM = 1920)
max_ammo = 8
multiple_sprites = 1
/obj/item/ammo_magazine/ammo_box/b12g/flechette
name = "ammo box (12 gauge flechette)"
desc = "A box of 12 gauge flechette rounds"
icon_state = "bean"
caliber = "12g"
ammo_type = /obj/item/ammo_casing/a12g/flechette
matter = list(MAT_STEEL = 2880, MAT_PLASTEEL = 800)
max_ammo = 8
multiple_sprites = 1
/obj/item/ammo_magazine/ammo_box/b12g/practice
name = "ammo box (12 gauge practice)"
desc = "A box of 12 gauge practice rounds"
icon_state = "practice"
caliber = "12g"
ammo_type = /obj/item/ammo_casing/a12g/practice
matter = list(MAT_STEEL = 480)
max_ammo = 8
multiple_sprites = 1
/obj/item/ammo_magazine/ammo_box/b12g/blank
name = "ammo box (12 gauge blank)"
desc = "A box of 12 gauge blank rounds"
icon_state = "blank"
caliber = "12g"
ammo_type = /obj/item/ammo_casing/a12g/blank
matter = list(MAT_STEEL = 720)
max_ammo = 8
multiple_sprites = 1
/obj/item/ammo_magazine/ammo_box/b12g/flash
name = "ammo box (12 gauge flash)"
desc = "A box of 12 gauge flash rounds"
icon_state = "flash"
caliber = "12g"
ammo_type = /obj/item/ammo_casing/a12g/flash
matter = list(MAT_STEEL = 720, MAT_GLASS = 720)
max_ammo = 8
multiple_sprites = 1
/*
* 14.5mm (anti-materiel rifle round)
*/
/obj/item/ammo_magazine/ammo_box/b145
desc = "ammo box (14.5mm)"
desc = "A box of 14.5mm rounds"
icon_state = "sniper"
caliber = "14.5mm"
ammo_type = /obj/item/ammo_casing/a145
matter = list(MAT_STEEL = 8750)
max_ammo = 7
multiple_sprites = 1
/obj/item/ammo_magazine/ammo_box/b145/highvel
desc = "ammo box (14.5mm sabot)"
desc = "A box of 14.5mm sabot rounds"
icon_state = "sniper"
caliber = "14.5mm"
ammo_type = /obj/item/ammo_casing/a145
matter = list(MAT_STEEL = 8750)
max_ammo = 7
multiple_sprites = 1
/*
* 7.62mm
*/
/obj/item/ammo_magazine/ammo_box/b762
name = "ammo box (7.62mm)"
desc = "A box of 7.62mm rounds"
icon_state = "rifle"
caliber = "7.62mm"
ammo_type = /obj/item/ammo_casing/a762
matter = list(MAT_STEEL = 6000)
max_ammo = 30
multiple_sprites = 1
/obj/item/ammo_magazine/ammo_box/b762/hp
name = "ammo box (7.62mm HP)"
desc = "A box of 7.62mm hollow-point rounds"
icon_state = "rifle_hp"
caliber = "7.62mm"
ammo_type = /obj/item/ammo_casing/a762/hp
matter = list(MAT_STEEL = 9000)
max_ammo = 30
multiple_sprites = 1
/obj/item/ammo_magazine/ammo_box/b762/ap
name = "ammo box (7.62mm AP)"
desc = "A box of 7.62mm armor-piercing rounds"
icon_state = "rifle_ap"
caliber = "7.62mm"
ammo_type = /obj/item/ammo_casing/a762/ap
matter = list(MAT_STEEL = 9000)
max_ammo = 30
multiple_sprites = 1
/obj/item/ammo_magazine/ammo_box/b762/practice
name = "ammo box (7.62mm practice)"
desc = "A box of 7.62mm practice rounds"
icon_state = "rifle_p"
caliber = "7.62mm"
ammo_type = /obj/item/ammo_casing/a762/practice
matter = list(MAT_STEEL = 2700)
max_ammo = 30
multiple_sprites = 1
/obj/item/ammo_magazine/ammo_box/b762/hunter
name = "ammo box (7.62mm hunter)"
desc = "A box of 7.62mm hunter rounds"
icon_state = "rifle_hunter"
caliber = "7.62mm"
ammo_type = /obj/item/ammo_casing/a762/hunter
matter = list(MAT_STEEL = 6000)
max_ammo = 30
multiple_sprites = 1
/obj/item/ammo_magazine/ammo_box/b762/surplus
name = "ammo wrap (7.62mm)"
desc = "A paper wrap of 7.62mm rounds"
icon_state = "paper_wrap"
caliber = "7.62mm"
ammo_type = /obj/item/ammo_casing/a762
matter = list(MAT_STEEL = 1600)
max_ammo = 8
multiple_sprites = 1
/obj/item/ammo_magazine/ammo_box/b762/surplus/blank
name = "ammo wrap (7.62mm blank)"
desc = "A paper wrap of 7.62mm blank rounds"
icon_state = "paper_wrap"
caliber = "7.62mm"
ammo_type = /obj/item/ammo_casing/a762/blank
matter = list(MAT_STEEL = 720)
max_ammo = 8
multiple_sprites = 1
/obj/item/ammo_magazine/ammo_box/b762/surplus/hunter
name = "ammo wrap (7.62mm hunter)"
desc = "A paper wrap of 7.62mm hunter rounds"
icon_state = "paper_wrap"
caliber = "7.62mm"
ammo_type = /obj/item/ammo_casing/a762/hunter
matter = list(MAT_STEEL = 1600)
max_ammo = 8
multiple_sprites = 1
/*
* 5.45mm
*/
/obj/item/ammo_magazine/ammo_box/b545
name = "ammo box (5.45mm)"
desc = "A box of 5.45mm rounds"
icon_state = "hrifle"
caliber = "5.45mm"
ammo_type = /obj/item/ammo_casing/a545
matter = list(MAT_STEEL = 5400)
max_ammo = 30
multiple_sprites = 1
/obj/item/ammo_magazine/ammo_box/b545/ap
name = "ammo box (5.45mm AP)"
desc = "A box of 5.45mm armor-piercing rounds"
icon_state = "hrifle-ap"
caliber = "5.45mm"
ammo_type = /obj/item/ammo_casing/a545/ap
matter = list(MAT_STEEL = 8100)
max_ammo = 30
multiple_sprites = 1
/obj/item/ammo_magazine/ammo_box/b545/hp
name = "ammo box (5.45mm HP)"
desc = "A box of 5.45mm hollow-point rounds"
icon_state = "hrifle-hp"
caliber = "5.45mm"
ammo_type = /obj/item/ammo_casing/a545/hp
matter = list(MAT_STEEL = 5400)
max_ammo = 30
multiple_sprites = 1
/obj/item/ammo_magazine/ammo_box/b545/practice
name = "ammo box (5.45mm practice)"
desc = "A box of 5.45mm practice rounds"
icon_state = "hrifle-practice"
caliber = "5.45mm"
ammo_type = /obj/item/ammo_casing/a545/practice
matter = list(MAT_STEEL = 2700)
max_ammo = 30
multiple_sprites = 1
/obj/item/ammo_magazine/ammo_box/b545/hunter
name = "ammo box (5.45mm hunter)"
desc = "A box of 5.45mm hunter rounds"
icon_state = "hrifle-hunter"
caliber = "5.45mm"
ammo_type = /obj/item/ammo_casing/a545/hunter
matter = list(MAT_STEEL = 5400)
max_ammo = 30
multiple_sprites = 1
/obj/item/ammo_magazine/ammo_box/b545/blank
name = "ammo box (5.45mm blank)"
desc = "A box of 5.45mm blank rounds"
icon_state = "hrifle-practice"
caliber = "5.45mm"
ammo_type = /obj/item/ammo_casing/a545/blank
matter = list(MAT_STEEL = 2700)
max_ammo = 30
multiple_sprites = 1
/obj/item/ammo_magazine/ammo_box/b545/large
name = "ammo box (5.45mm)"
desc = "A steel box of 5.45mm rounds"
icon_state = "boxhrifle"
caliber = "5.45mm"
ammo_type = /obj/item/ammo_casing/a545
matter = list(MAT_STEEL = 18000)
max_ammo = 100
multiple_sprites = 1
/obj/item/ammo_magazine/ammo_box/b545/large/ap
name = "ammo box (5.45mm AP)"
desc = "A steel box of 5.45mm armor-piercing rounds"
icon_state = "boxhrifle-ap"
caliber = "5.45mm"
ammo_type = /obj/item/ammo_casing/a545/ap
matter = list(MAT_STEEL = 27000)
max_ammo = 100
multiple_sprites = 1
/obj/item/ammo_magazine/ammo_box/b545/large/hp
name = "ammo box (5.45mm HP)"
desc = "A steel box of 5.45mm hollow-point rounds"
icon_state = "boxhrifle-hp"
caliber = "5.45mm"
ammo_type = /obj/item/ammo_casing/a545/hp
matter = list(MAT_STEEL = 18000)
max_ammo = 100
multiple_sprites = 1
/obj/item/ammo_magazine/ammo_box/b545/large/practice
name = "ammo box (5.45mm practice)"
desc = "A steel box of 5.45mm practice rounds"
icon_state = "boxhrifle-practice"
caliber = "5.45mm"
ammo_type = /obj/item/ammo_casing/a545/practice
matter = list(MAT_STEEL = 9000)
max_ammo = 100
multiple_sprites = 1
/obj/item/ammo_magazine/ammo_box/b545/large/hunter
name = "ammo box (5.45mm hunter)"
desc = "A steel box of 5.45mm hunter rounds"
icon_state = "boxhrifle-hunter"
caliber = "5.45mm"
ammo_type = /obj/item/ammo_casing/a545/hunter
matter = list(MAT_STEEL = 18000)
max_ammo = 100
multiple_sprites = 1
+119 -96
View File
@@ -3,7 +3,7 @@
# An explaination of the naming format for guns and ammo:
#
# a = Ammo, as in individual rounds of ammunition.
# b = Box, intended to have ammo taken out one at a time by hand. Really obsolete. Don't use this.
# b = Box, intended to have ammo taken out one at a time by hand.
# c = Clips, intended to reload magazines or guns quickly.
# m = Magazine, intended to hold rounds of ammo.
# s = Speedloaders, intended to reload guns quickly.
@@ -15,7 +15,7 @@
# Likewise, when creating new rounds, the caliber variable should match whatever
# the name says.
#
# This comment is copied in rounds.dm as well.
# This comment is copied in rounds.dm and ammo_boxes.dm as well.
#
# Also, if a magazine is only meant for a specific gun, include the name
# of the specific gun in the path. Example: m45uzi is only for the Uzi.
@@ -35,12 +35,13 @@
max_ammo = 9
multiple_sprites = 1
/obj/item/ammo_magazine/mfoam_dart/pistol/riot
ammo_type = /obj/item/ammo_casing/afoam_dart/riot
/obj/item/ammo_magazine/mfoam_dart/pistol/empty
initial_ammo = 0
/obj/item/ammo_magazine/mfoam_dart/pistol/riot
ammo_type = /obj/item/ammo_casing/afoam_dart/riot
// SMG
/obj/item/ammo_magazine/mfoam_dart/smg
name = "\improper Donk-Soft smg magazine"
icon = 'icons/obj/gun_toy.dmi'
@@ -52,13 +53,13 @@
max_ammo = 20
multiple_sprites = 1
/obj/item/ammo_magazine/mfoam_dart/smg/empty
initial_ammo = 0
/obj/item/ammo_magazine/mfoam_dart/smg/riot
ammo_type = /obj/item/ammo_casing/afoam_dart/riot
matter = list(MAT_PLASTIC = 1260, MAT_PLASTIC = 250)
/obj/item/ammo_magazine/mfoam_dart/smg/empty
initial_ammo = 0
///////// .357 /////////
/obj/item/ammo_magazine/s357
@@ -71,6 +72,21 @@
max_ammo = 6
multiple_sprites = 1
/obj/item/ammo_magazine/s357/stun
name = "speedloader (.357 stun)"
icon_state = "T38"
ammo_type = /obj/item/ammo_casing/a357/stun
/obj/item/ammo_magazine/s357/rubber
name = "speedloader (.357 rubber)"
icon_state = "T38"
ammo_type = /obj/item/ammo_casing/a357/rubber
/obj/item/ammo_magazine/s357/flash
name = "speedloader (.357 flash)"
icon_state = "S38"
ammo_type = /obj/item/ammo_casing/a357/flash
///////// .38 /////////
/obj/item/ammo_magazine/s38
@@ -131,6 +147,7 @@
name = "ammunition box (.45 haywire)"
ammo_type = /obj/item/ammo_casing/a45/emp
// Uzi
/obj/item/ammo_magazine/m45uzi
name = "stick magazine (.45)"
icon_state = "uzi45"
@@ -144,14 +161,16 @@
/obj/item/ammo_magazine/m45uzi/empty
initial_ammo = 0
// Tommy Gun
/obj/item/ammo_magazine/m45tommy
name = "Tommy Gun magazine (.45)"
icon_state = "tommy-mag"
icon_state = "tomstick"
mag_type = MAGAZINE
ammo_type = /obj/item/ammo_casing/a45
matter = list(MAT_STEEL = 1500)
caliber = ".45"
max_ammo = 20
multiple_sprites = 1
/obj/item/ammo_magazine/m45tommy/ap
name = "Tommy Gun magazine (.45 AP)"
@@ -162,21 +181,23 @@
/obj/item/ammo_magazine/m45tommydrum
name = "Tommy Gun drum magazine (.45)"
icon_state = "tommy-drum"
icon_state = "tomdrum"
w_class = ITEMSIZE_NORMAL // Bulky ammo doesn't fit in your pockets!
mag_type = MAGAZINE
ammo_type = /obj/item/ammo_casing/a45
matter = list(MAT_STEEL = 3750)
caliber = ".45"
max_ammo = 50
multiple_sprites = 1
/obj/item/ammo_magazine/m45tommydrum/empty
initial_ammo = 0
/obj/item/ammo_magazine/m45tommydrum/ap
name = "Tommy Gun drum magazine (.45 AP)"
ammo_type = /obj/item/ammo_casing/a45/ap
/obj/item/ammo_magazine/m45tommydrum/empty
initial_ammo = 0
// Stripper Clip
/obj/item/ammo_magazine/clip/c45
name = "ammo clip (.45)"
icon_state = "clip_pistol"
@@ -199,13 +220,14 @@
name = "ammo clip (.45 flash)"
ammo_type = /obj/item/ammo_casing/a45/flash
// Speedloader
/obj/item/ammo_magazine/s45
name = "speedloader (.45)"
icon_state = "45s"
ammo_type = /obj/item/ammo_casing/a45
matter = list(MAT_STEEL = 525) //metal costs are very roughly based around 1 .45 casing = 75 metal
caliber = ".45"
max_ammo = 7
max_ammo = 6
multiple_sprites = 1
/obj/item/ammo_magazine/s45/empty
@@ -238,6 +260,9 @@
max_ammo = 30
multiple_sprites = 1
/obj/item/ammo_magazine/m5mmcaseless/empty
initial_ammo = 0
/obj/item/ammo_magazine/m5mmcaseless/stun
icon_state = "caseless-mag-alt"
ammo_type = /obj/item/ammo_casing/a5mmcaseless/stun
@@ -246,7 +271,7 @@
/obj/item/ammo_magazine/m9mm
name = "magazine (9mm)"
icon_state = "9x19p_fullsize"
icon_state = "m91"
origin_tech = list(TECH_COMBAT = 2)
mag_type = MAGAZINE
matter = list(MAT_STEEL = 600)
@@ -255,15 +280,6 @@
max_ammo = 10
multiple_sprites = 1
/obj/item/ammo_magazine/m9mm/large
desc = "\"FOR LAW ENFORCEMENT/MILITARY USE ONLY\" is clearly etched on the magazine. This is probably illegal for you to have." // Remember, Security is not Law Enforcement, so it's illegal for Security to use as well.
icon_state = "9x19p_highcap"
max_ammo = 17
origin_tech = list(TECH_COMBAT = 2, TECH_ILLEGAL = 1)
/obj/item/ammo_magazine/m9mm/large/preban // Sold by traders.
desc = "A large capacity magazine that was built before the SolGov Assault Weapons Ban, so it's legal to own."
/obj/item/ammo_magazine/m9mm/empty
initial_ammo = 0
@@ -279,10 +295,33 @@
name = "magazine (9mm practice)"
ammo_type = /obj/item/ammo_casing/a9mm/practice
// Extended
/obj/item/ammo_magazine/m9mm/large
name = "extended magazine (9mm)"
desc = "\"FOR LAW ENFORCEMENT/MILITARY USE ONLY\" is clearly etched on the magazine. This is probably illegal for you to have." // Remember, Security is not Law Enforcement, so it's illegal for Security to use as well.
icon_state = "m93"
origin_tech = list(TECH_COMBAT = 2, TECH_ILLEGAL = 1)
mag_type = MAGAZINE
matter = list(MAT_STEEL = 1000)
caliber = "9mm"
ammo_type = /obj/item/ammo_casing/a9mm
max_ammo = 17
multiple_sprites = 1
/obj/item/ammo_magazine/m9mm/large/empty
initial_ammo = 0
/obj/item/ammo_magazine/m9mm/large/preban // Sold by traders.
desc = "A large capacity magazine that was built before the SolGov Assault Weapons Ban, so it's legal to own."
/obj/item/ammo_magazine/m9mm/large/preban/hp // Hollow Point version
name = "magazine (9mm hollow-point)"
ammo_type = /obj/item/ammo_casing/a9mm/hp
// Compact
/obj/item/ammo_magazine/m9mm/compact
name = "compact magazine (9mm)"
icon_state = "9x19p"
icon_state = "m92"
origin_tech = list(TECH_COMBAT = 2)
mag_type = MAGAZINE
matter = list(MAT_STEEL = 480)
@@ -337,6 +376,7 @@
ammo_type = /obj/item/ammo_casing/a9mm/ap
matter = list(MAT_STEEL = 1000, MAT_PLASTEEL = 2000)
// P90
/obj/item/ammo_magazine/m9mmp90
name = "large capacity top mounted magazine (9mm armor-piercing)"
icon_state = "p90"
@@ -350,6 +390,7 @@
/obj/item/ammo_magazine/m9mmp90/empty
initial_ammo = 0
// Stripper Clip
/obj/item/ammo_magazine/clip/c9mm
name = "ammo clip (9mm)"
icon_state = "clip_pistol"
@@ -372,6 +413,7 @@
name = "ammo clip (.45 flash)"
ammo_type = /obj/item/ammo_casing/a9mm/flash
// Advanced SMG
/obj/item/ammo_magazine/m9mmAdvanced
desc = "A very high capacity double stack magazine made specially for the Advanced SMG. Filled with 21 9mm bullets."
icon_state = "S9mm"
@@ -408,20 +450,6 @@
/obj/item/ammo_magazine/m10mm/empty
initial_ammo = 0
/obj/item/ammo_magazine/clip/c10mm
name = "ammo clip (10mm)"
icon_state = "clip_pistol"
desc = "A stripper clip for reloading 5mm rounds into magazines."
caliber = "10mm"
ammo_type = /obj/item/ammo_casing/a10mm
matter = list(MAT_STEEL = 675) // metal costs are very roughly based around one 10mm casing = 75 metal
max_ammo = 9
multiple_sprites = 1
/obj/item/ammo_magazine/box/emp/b10
name = "ammunition box (10mm haywire)"
ammo_type = /obj/item/ammo_casing/a10mm/emp
///////// 5.45mm /////////
/obj/item/ammo_magazine/m545
@@ -435,41 +463,43 @@
max_ammo = 20
multiple_sprites = 1
/obj/item/ammo_magazine/m545/ext
name = "extended magazine (5.45mm)"
matter = list(MAT_STEEL = 2700)
max_ammo = 30
/obj/item/ammo_magazine/m545/empty
initial_ammo = 0
/obj/item/ammo_magazine/m545/ext/empty
initial_ammo = 0
/obj/item/ammo_magazine/m545/practice
name = "magazine (5.45mm practice)"
ammo_type = /obj/item/ammo_casing/a545/practice
/obj/item/ammo_magazine/m545/practice/ext
name = "extended magazine (5.45mm practice)"
max_ammo = 30
/obj/item/ammo_magazine/m545/ap
name = "magazine (5.45mm armor-piercing)"
ammo_type = /obj/item/ammo_casing/a545/ap
/obj/item/ammo_magazine/m545/ap/ext
name = "extended magazine (5.45mm armor-piercing)"
max_ammo = 30
/obj/item/ammo_magazine/m545/hunter
name = "magazine (5.45mm hunting)"
ammo_type = /obj/item/ammo_casing/a545/hunter
// Extended
/obj/item/ammo_magazine/m545/ext
name = "extended magazine (5.45mm)"
matter = list(MAT_STEEL = 2700)
max_ammo = 30
/obj/item/ammo_magazine/m545/ext/empty
initial_ammo = 0
/obj/item/ammo_magazine/m545/practice/ext
name = "extended magazine (5.45mm practice)"
max_ammo = 30
/obj/item/ammo_magazine/m545/ap/ext
name = "extended magazine (5.45mm armor-piercing)"
max_ammo = 30
/obj/item/ammo_magazine/m545/hunter/ext
name = "extended magazine (5.45mm hunting)"
max_ammo = 30
// Reduced
/obj/item/ammo_magazine/m545/small
name = "reduced magazine (5.45mm)"
icon_state = "m545-small"
@@ -491,6 +521,7 @@
name = "magazine (5.45mm hunting)"
ammo_type = /obj/item/ammo_casing/a545/hunter
// Stripper Clip
/obj/item/ammo_magazine/clip/c545
name = "ammo clip (5.45mm)"
icon_state = "clip_rifle"
@@ -512,6 +543,7 @@
name = "rifle clip (5.45mm practice)"
ammo_type = /obj/item/ammo_casing/a545
// SAW
/obj/item/ammo_magazine/m545saw
name = "magazine box (5.45mm)"
icon_state = "a545"
@@ -524,6 +556,9 @@
max_ammo = 50
multiple_sprites = 1
/obj/item/ammo_magazine/m545saw/empty
initial_ammo = 0
/obj/item/ammo_magazine/m545saw/ap
name = "magazine box (5.45mm armor-piercing)"
ammo_type = /obj/item/ammo_casing/a545/ap
@@ -532,9 +567,6 @@
name = "magazine box (5.45mm hunting)"
ammo_type = /obj/item/ammo_casing/a545/hunter
/obj/item/ammo_magazine/m545saw/empty
initial_ammo = 0
///////// .44 Magnum /////////
/obj/item/ammo_magazine/m44
@@ -551,6 +583,7 @@
/obj/item/ammo_magazine/m44/empty
initial_ammo = 0
// Stripper Clip
/obj/item/ammo_magazine/clip/c44
name = "ammo clip (.44)"
icon_state = "clip_pistol"
@@ -561,6 +594,7 @@
max_ammo = 9
multiple_sprites = 1
// Speedloader
/obj/item/ammo_magazine/s44
name = "speedloader (.44)"
icon_state = "44"
@@ -595,33 +629,31 @@
max_ammo = 10
multiple_sprites = 1
/obj/item/ammo_magazine/m762/empty
initial_ammo = 0
/obj/item/ammo_magazine/m762/ap
name = "magazine (7.62mm armor-piercing)"
ammo_type = /obj/item/ammo_casing/a762/ap
/obj/item/ammo_magazine/m762/empty
// Extended
/obj/item/ammo_magazine/m762/ext
name = "extended magazine (7.62mm)"
icon_state = "m762"
matter = list(MAT_STEEL = 4000)
max_ammo = 20
/obj/item/ammo_magazine/m762/ext/empty
initial_ammo = 0
/obj/item/ammo_magazine/m762m // Intentionally not a subtype of m762 because it's supposed to be incompatible with the Z8 Bulldog rifle.
name = "magazine (7.62mm)"
icon_state = "m762"
mag_type = MAGAZINE
caliber = "7.62mm"
matter = list(MAT_STEEL = 4000)
ammo_type = /obj/item/ammo_casing/a762
max_ammo = 20
multiple_sprites = 1
/obj/item/ammo_magazine/m762m/ap
/obj/item/ammo_magazine/m762/ext/ap
name = "magazine (7.62mm armor-piercing)"
ammo_type = /obj/item/ammo_casing/a762/ap
/obj/item/ammo_magazine/m762m/empty
initial_ammo = 0
/obj/item/ammo_magazine/m762garand
name = "garand clip (7.62mm)" // The clip goes into the magazine, hence the name. I'm very sure this is correct.
icon_state = "gclip"
// Enbloc
/obj/item/ammo_magazine/m762enbloc
name = "enbloc (7.62mm)"
icon_state = "enbloc"
mag_type = MAGAZINE
caliber = "7.62mm"
matter = list(MAT_STEEL = 1600)
@@ -629,13 +661,14 @@
max_ammo = 8
multiple_sprites = 1
/obj/item/ammo_magazine/m762garand/ap
/obj/item/ammo_magazine/m762enbloc/ap
name = "garand clip (7.62mm armor-piercing)"
ammo_type = /obj/item/ammo_casing/a762/ap
/obj/item/ammo_magazine/m762/empty
/obj/item/ammo_magazine/m762enbloc/empty
initial_ammo = 0
// Stripper Clip
/obj/item/ammo_magazine/clip/c762
name = "ammo clip (7.62mm)"
icon_state = "clip_rifle"
@@ -657,6 +690,7 @@
name = "rifle clip (7.62mm hunting)"
ammo_type = /obj/item/ammo_casing/a762/hunter
// SVD
/obj/item/ammo_magazine/m762svd
name = "\improper SVD magazine (7.62mm)"
icon_state = "SVD"
@@ -667,13 +701,13 @@
max_ammo = 10
multiple_sprites = 1
/obj/item/ammo_magazine/m762svd/empty
initial_ammo = 0
/obj/item/ammo_magazine/m762svd/ap
name = "\improper SVD magazine (7.62mm armor-piercing)"
ammo_type = /obj/item/ammo_casing/a762/ap
/obj/item/ammo_magazine/m762svd/empty
initial_ammo = 0
///////// 12g /////////
/obj/item/ammo_magazine/m12gdrum
@@ -686,6 +720,9 @@
max_ammo = 24
multiple_sprites = 1
/obj/item/ammo_magazine/m12gdrum/empty
initial_ammo = 0
/obj/item/ammo_magazine/m12gdrum/beanbag
name = "magazine (12 gauge beanbag)"
ammo_type = /obj/item/ammo_casing/a12g/beanbag
@@ -698,9 +735,7 @@
name = "magazine (12 gauge flash)"
ammo_type = /obj/item/ammo_casing/a12g/flash
/obj/item/ammo_magazine/m12gdrum/empty
initial_ammo = 0
// Clip
/obj/item/ammo_magazine/clip/c12g
name = "ammo clip (12g slug)"
icon_state = "12gclipslug" // Still a placeholder sprite. Feel free to make a better one.
@@ -738,15 +773,3 @@
/obj/item/ammo_magazine/m75/empty
initial_ammo = 0
///////// Misc. /////////
/obj/item/ammo_magazine/caps
name = "speedloader (caps)"
icon_state = "T38"
caliber = "caps"
color = "#FF0000"
ammo_type = /obj/item/ammo_casing/cap
matter = list(MAT_STEEL = 600)
max_ammo = 7
multiple_sprites = 1
@@ -1,9 +0,0 @@
/obj/item/ammo_magazine/m9mm/large/preban/hp // Hollow Point Version
name = "magazine (9mm hollow-point)"
ammo_type = /obj/item/ammo_casing/a9mm/hp
/obj/item/weapon/magnetic_ammo/pistol/khi
name = "flechette magazine (small, khi)"
desc = "A magazine containing smaller carbyne flechettes, intended for a pistol."
icon_state = "caseless-mag-short-alt"
remaining = 12
@@ -17,3 +17,9 @@
name = "flechette magazine (small)"
desc = "A magazine containing smaller steel flechettes, intended for a pistol."
icon_state = "caseless-mag-short"
/obj/item/weapon/magnetic_ammo/pistol/khi
name = "flechette magazine (small, khi)"
desc = "A magazine containing smaller carbyne flechettes, intended for a pistol."
icon_state = "caseless-mag-short-alt"
remaining = 12
@@ -222,6 +222,18 @@
projectile_type = /obj/item/projectile/bullet/pistol/medium
matter = list(MAT_STEEL = 75)
/obj/item/ammo_casing/a10mm/practice
desc = "A 10mm practice bullet casing."
icon_state = "r-casing"
projectile_type = /obj/item/projectile/bullet/practice
matter = list(MAT_STEEL = 60)
/obj/item/ammo_casing/a10mm/rubber
desc = "A 10mm rubber bullet casing."
projectile_type = /obj/item/projectile/bullet/pistol/rubber
icon_state = "r-casing"
matter = list(MAT_STEEL = 60)
/obj/item/ammo_casing/a10mm/emp
name = "10mm haywire round"
desc = "A 10mm bullet casing fitted with a single-use ion pulse generator."
@@ -127,35 +127,6 @@
cut_overlays()
update_mode()
/////////////////////////////////////////////////////
//////////////////// Custom Ammo ////////////////////
/////////////////////////////////////////////////////
//---------------- Beams ----------------
/obj/item/projectile/beam/eluger
name = "laser beam"
icon_state = "xray"
light_color = "#00FF00"
muzzle_type = /obj/effect/projectile/muzzle/xray
tracer_type = /obj/effect/projectile/tracer/xray
impact_type = /obj/effect/projectile/impact/xray
/obj/item/projectile/beam/imperial
name = "laser beam"
fire_sound = 'sound/weapons/mandalorian.ogg'
icon_state = "darkb"
light_color = "#8837A3"
muzzle_type = /obj/effect/projectile/muzzle/darkmatter
tracer_type = /obj/effect/projectile/tracer/darkmatter
impact_type = /obj/effect/projectile/impact/darkmatter
/obj/item/projectile/beam/stun/kin21
name = "kinh21 stun beam"
icon_state = "omnilaser"
light_color = "#0000FF"
muzzle_type = /obj/effect/projectile/muzzle/laser_omni
tracer_type = /obj/effect/projectile/tracer/laser_omni
impact_type = /obj/effect/projectile/impact/laser_omni
//Gun Locking Mechanism
/obj/item/weapon/gun/energy/locked
req_access = list(access_armory) //for toggling safety
@@ -415,7 +415,7 @@
slot_flags = SLOT_BACK
load_method = MAGAZINE
magazine_type = /obj/item/ammo_magazine/m762
allowed_magazines = list(/obj/item/ammo_magazine/m762, /obj/item/ammo_magazine/m762m)
allowed_magazines = list(/obj/item/ammo_magazine/m762, /obj/item/ammo_magazine/m762/ext)
projectile_type = /obj/item/projectile/bullet/rifle/a762
one_handed_penalty = 45
@@ -429,7 +429,7 @@
..()
if(istype(ammo_magazine,/obj/item/ammo_magazine/m762))
icon_state = "bullpup-small"
else if(istype(ammo_magazine,/obj/item/ammo_magazine/m762m))
else if(istype(ammo_magazine,/obj/item/ammo_magazine/m762/ext))
icon_state = "bullpup"
else
item_state = "bullpup-empty"
@@ -78,7 +78,7 @@
caliber = ".45"
origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2)
ammo_type = /obj/item/ammo_casing/a45/rubber
max_shells = 7
max_shells = 6
/obj/item/weapon/gun/projectile/revolver/detective45/verb/rename_gun()
@@ -12,8 +12,8 @@
slot_flags = SLOT_BACK
//fire_sound = 'sound/weapons/rifleshot.ogg'
load_method = MAGAZINE // ToDo: Make it so MAGAZINE, SPEEDLOADER and SINGLE_CASING can all be used on the same gun.
magazine_type = /obj/item/ammo_magazine/m762garand
allowed_magazines = list(/obj/item/ammo_magazine/m762garand)
magazine_type = /obj/item/ammo_magazine/m762enbloc
allowed_magazines = list(/obj/item/ammo_magazine/m762enbloc)
auto_eject = 1
auto_eject_sound = 'sound/weapons/garand_ping.ogg'
+114 -3
View File
@@ -37,6 +37,14 @@
icon_state = "laser"
damage = 15
/obj/item/projectile/beam/weaklaser/blue
icon_state = "bluelaser"
light_color = "#0066FF"
muzzle_type = /obj/effect/projectile/muzzle/laser_blue
tracer_type = /obj/effect/projectile/tracer/laser_blue
impact_type = /obj/effect/projectile/impact/laser_blue
/obj/item/projectile/beam/smalllaser
damage = 25
@@ -44,7 +52,7 @@
damage = 30
armor_penetration = 10
/obj/item/projectile/beam/midlaser
damage = 40
armor_penetration = 10
@@ -226,7 +234,7 @@
fire_sound = 'sound/weapons/Taser.ogg'
nodamage = 1
taser_effect = 1
agony = 40
agony = 35
damage_type = HALLOSS
light_color = "#FFFFFF"
hitsound = 'sound/weapons/zapbang.ogg'
@@ -264,6 +272,34 @@
if(A.cell)
A.cell.give(drainamt * 2)
/obj/item/projectile/beam/stun/kin21
name = "kinh21 stun beam"
icon_state = "omnilaser"
light_color = "#0000FF"
muzzle_type = /obj/effect/projectile/muzzle/laser_omni
tracer_type = /obj/effect/projectile/tracer/laser_omni
impact_type = /obj/effect/projectile/impact/laser_omni
/obj/item/projectile/beam/stun/blue
icon_state = "bluelaser"
light_color = "#0066FF"
muzzle_type = /obj/effect/projectile/muzzle/laser_blue
tracer_type = /obj/effect/projectile/tracer/laser_blue
impact_type = /obj/effect/projectile/impact/laser_blue
/obj/item/projectile/beam/disable
name = "disabler beam"
icon_state = "omnilaser"
nodamage = 1
taser_effect = 1
agony = 100 //One shot stuns for the time being until adjustments are fully made.
damage_type = HALLOSS
light_color = "#00CECE"
muzzle_type = /obj/effect/projectile/muzzle/laser_omni
tracer_type = /obj/effect/projectile/tracer/laser_omni
impact_type = /obj/effect/projectile/impact/laser_omni
/obj/item/projectile/beam/shock
name = "shock beam"
icon_state = "lightning"
@@ -282,11 +318,26 @@
damage = 5
agony = 10
/obj/item/projectile/beam/eluger
name = "laser beam"
icon_state = "xray"
light_color = "#00FF00"
muzzle_type = /obj/effect/projectile/muzzle/xray
tracer_type = /obj/effect/projectile/tracer/xray
impact_type = /obj/effect/projectile/impact/xray
/obj/item/projectile/beam/imperial
name = "laser beam"
fire_sound = 'sound/weapons/mandalorian.ogg'
icon_state = "darkb"
light_color = "#8837A3"
muzzle_type = /obj/effect/projectile/muzzle/darkmatter
tracer_type = /obj/effect/projectile/tracer/darkmatter
impact_type = /obj/effect/projectile/impact/darkmatter
//
// Projectile Beam Definitions
//
/obj/item/projectile/beam/pointdefense
name = "point defense salvo"
icon_state = "laser"
@@ -300,3 +351,63 @@
muzzle_type = /obj/effect/projectile/muzzle/pointdefense
tracer_type = /obj/effect/projectile/tracer/pointdefense
impact_type = /obj/effect/projectile/impact/pointdefense
//
// Energy Net
//
/obj/item/projectile/beam/energy_net
name = "energy net projection"
icon_state = "xray"
nodamage = 1
agony = 5
damage_type = HALLOSS
light_color = "#00CC33"
muzzle_type = /obj/effect/projectile/muzzle/xray
tracer_type = /obj/effect/projectile/tracer/xray
impact_type = /obj/effect/projectile/impact/xray
/obj/item/projectile/beam/energy_net/on_hit(var/atom/netted)
do_net(netted)
..()
/obj/item/projectile/beam/energy_net/proc/do_net(var/mob/M)
var/obj/item/weapon/energy_net/net = new (get_turf(M))
net.throw_impact(M)
//
// Healing Beam
//
/obj/item/projectile/beam/medigun
name = "healing beam"
icon_state = "healbeam"
damage = 0 //stops it damaging walls
nodamage = TRUE
no_attack_log = TRUE
damage_type = BURN
check_armour = "laser"
light_color = "#80F5FF"
combustion = FALSE
muzzle_type = /obj/effect/projectile/muzzle/medigun
tracer_type = /obj/effect/projectile/tracer/medigun
impact_type = /obj/effect/projectile/impact/medigun
/obj/item/projectile/beam/medigun/on_hit(var/atom/target, var/blocked = 0)
if(istype(target, /mob/living/carbon/human))
var/mob/living/carbon/human/M = target
if(M.health < M.maxHealth)
var/obj/effect/overlay/pulse = new /obj/effect/overlay(get_turf(M))
pulse.icon = 'icons/effects/effects.dmi'
pulse.icon_state = "heal"
pulse.name = "heal"
pulse.anchored = TRUE
spawn(20)
qdel(pulse)
to_chat(target, "<span class='notice'>As the beam strikes you, your injuries close up!</span>")
M.adjustBruteLoss(-15)
M.adjustFireLoss(-15)
M.adjustToxLoss(-5)
M.adjustOxyLoss(-5)
return 1
@@ -1,85 +0,0 @@
/obj/item/projectile/beam/disable
name = "disabler beam"
icon_state = "omnilaser"
nodamage = 1
taser_effect = 1
agony = 100 //One shot stuns for the time being until adjustments are fully made.
damage_type = HALLOSS
light_color = "#00CECE"
muzzle_type = /obj/effect/projectile/muzzle/laser_omni
tracer_type = /obj/effect/projectile/tracer/laser_omni
impact_type = /obj/effect/projectile/impact/laser_omni
/obj/item/projectile/beam/stun
agony = 35
/obj/item/projectile/beam/energy_net
name = "energy net projection"
icon_state = "xray"
nodamage = 1
agony = 5
damage_type = HALLOSS
light_color = "#00CC33"
muzzle_type = /obj/effect/projectile/muzzle/xray
tracer_type = /obj/effect/projectile/tracer/xray
impact_type = /obj/effect/projectile/impact/xray
/obj/item/projectile/beam/energy_net/on_hit(var/atom/netted)
do_net(netted)
..()
/obj/item/projectile/beam/energy_net/proc/do_net(var/mob/M)
var/obj/item/weapon/energy_net/net = new (get_turf(M))
net.throw_impact(M)
/obj/item/projectile/beam/stun/blue
icon_state = "bluelaser"
light_color = "#0066FF"
muzzle_type = /obj/effect/projectile/muzzle/laser_blue
tracer_type = /obj/effect/projectile/tracer/laser_blue
impact_type = /obj/effect/projectile/impact/laser_blue
/obj/item/projectile/beam/weaklaser/blue
icon_state = "bluelaser"
light_color = "#0066FF"
muzzle_type = /obj/effect/projectile/muzzle/laser_blue
tracer_type = /obj/effect/projectile/tracer/laser_blue
impact_type = /obj/effect/projectile/impact/laser_blue
/obj/item/projectile/beam/medigun
name = "healing beam"
icon_state = "healbeam"
damage = 0 //stops it damaging walls
nodamage = TRUE
no_attack_log = TRUE
damage_type = BURN
check_armour = "laser"
light_color = "#80F5FF"
combustion = FALSE
muzzle_type = /obj/effect/projectile/muzzle/medigun
tracer_type = /obj/effect/projectile/tracer/medigun
impact_type = /obj/effect/projectile/impact/medigun
/obj/item/projectile/beam/medigun/on_hit(var/atom/target, var/blocked = 0)
if(istype(target, /mob/living/carbon/human))
var/mob/living/carbon/human/M = target
if(M.health < M.maxHealth)
var/obj/effect/overlay/pulse = new /obj/effect/overlay(get_turf(M))
pulse.icon = 'icons/effects/effects.dmi'
pulse.icon_state = "heal"
pulse.name = "heal"
pulse.anchored = TRUE
spawn(20)
qdel(pulse)
to_chat(target, "<span class='notice'>As the beam strikes you, your injuries close up!</span>")
M.adjustBruteLoss(-15)
M.adjustFireLoss(-15)
M.adjustToxLoss(-5)
M.adjustOxyLoss(-5)
return 1
@@ -1,29 +0,0 @@
/obj/item/projectile/bullet/pistol/rubber/strong //"rubber" bullets for revolvers and matebas
damage = 10
agony = 60
embed_chance = 0
sharp = FALSE
check_armour = "melee"
/obj/item/projectile/energy/flash/strong
name = "chemical shell"
icon_state = "bullet"
damage = 10
range = 15 //if the shell hasn't hit anything after travelling this far it just explodes.
flash_strength = 15
brightness = 15
/obj/item/projectile/energy/electrode/stunshot/strong
name = "stunshot"
icon_state = "bullet"
damage = 10
taser_effect = 1
agony = 100
/obj/item/projectile/bullet/magnetic/flechette/small/khi
name = "small carbyne flechette"
icon_state = "flechette"
fire_sound = 'sound/weapons/rapidslice.ogg'
damage = 18
armor_penetration = 100
penetrating = 10
@@ -87,6 +87,13 @@
damage = 5
agony = 80
/obj/item/projectile/energy/electrode/stunshot/strong
name = "stunshot"
icon_state = "bullet"
damage = 10
taser_effect = 1
agony = 100
/obj/item/projectile/energy/declone
name = "declone"
icon_state = "declone"
@@ -136,6 +143,19 @@
name = "largebolt"
damage = 20
/obj/item/projectile/energy/bow
name = "engergy bolt"
icon_state = "cbbolt"
damage = 20
/obj/item/projectile/energy/bow/heavy
damage = 30
icon_state = "cbbolt"
/obj/item/projectile/energy/bow/stun
name = "stun bolt"
agony = 30
/obj/item/projectile/energy/acid //Slightly up-gunned (Read: The thing does agony and checks bio resist) variant of the simple alien mob's projectile, for queens and sentinels.
name = "acidic spit"
icon_state = "neurotoxin"
@@ -260,3 +280,23 @@
range = 10
damage = 15
SA_bonus_damage = 60 // 75 total on animals
/obj/item/projectile/energy/electrode/strong
agony = 70
/obj/item/projectile/energy
flash_strength = 10
/obj/item/projectile/energy/flash
flash_range = 1
/obj/item/projectile/energy/flash/strong
name = "chemical shell"
icon_state = "bullet"
damage = 10
range = 15 //if the shell hasn't hit anything after travelling this far it just explodes.
flash_strength = 15
brightness = 15
/obj/item/projectile/energy/flash/flare
flash_range = 2
@@ -1,25 +0,0 @@
/obj/item/projectile/energy/electrode/strong
agony = 70
/obj/item/projectile/energy
flash_strength = 10
/obj/item/projectile/energy/flash
flash_range = 1
/obj/item/projectile/energy/flash/flare
flash_range = 2
/obj/item/projectile/energy/bow
name = "engergy bolt"
icon_state = "cbbolt"
damage = 20
/obj/item/projectile/energy/bow/heavy
damage = 30
icon_state = "cbbolt"
/obj/item/projectile/energy/bow/stun
name = "stun bolt"
agony = 30
@@ -29,6 +29,14 @@
damage = 12
armor_penetration = 100
/obj/item/projectile/bullet/magnetic/flechette/small/khi
name = "small carbyne flechette"
icon_state = "flechette"
fire_sound = 'sound/weapons/rapidslice.ogg'
damage = 18
armor_penetration = 100
penetrating = 10
/obj/item/projectile/bullet/magnetic/flechette/hunting
name = "shredder slug"
armor_penetration = 30
@@ -179,4 +187,4 @@
explosion(A, -1, -1, 1, 3)
return ..()
else
..()
..()