mirror of
https://github.com/yogstation13/Yogstation.git
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429 lines
9.7 KiB
Plaintext
429 lines
9.7 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 = FALSE
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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/incendiary
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damage = 20
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var/fire_stacks = 4
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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(fire_stacks)
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M.IgniteMob()
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/obj/item/projectile/bullet/incendiary/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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// .357 (Syndie Revolver)
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/obj/item/projectile/bullet/a357
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name = ".357 bullet"
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damage = 60
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// 7.62 (Nagant Rifle)
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/obj/item/projectile/bullet/a762
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name = "7.62 bullet"
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damage = 60
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/obj/item/projectile/bullet/a762_enchanted
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name = "enchanted 7.62 bullet"
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damage = 5
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stamina = 80
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// 7.62x38mmR (Nagant Revolver)
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/obj/item/projectile/bullet/n762
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name = "7.62x38mmR bullet"
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damage = 60
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// .50AE (Desert Eagle)
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/obj/item/projectile/bullet/a50AE
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name = ".50AE bullet"
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damage = 60
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// .38 (Detective's Gun)
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/obj/item/projectile/bullet/c38
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name = ".38 bullet"
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damage = 15
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knockdown = 60
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stamina = 50
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// 10mm (Stechkin)
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/obj/item/projectile/bullet/c10mm
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name = "10mm bullet"
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damage = 30
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/obj/item/projectile/bullet/c10mm_ap
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name = "10mm armor-piercing bullet"
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damage = 27
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armour_penetration = 40
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/obj/item/projectile/bullet/c10mm_hp
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name = "10mm hollow-point bullet"
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damage = 40
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armour_penetration = -50
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/obj/item/projectile/bullet/incendiary/c10mm
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name = "10mm incendiary bullet"
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damage = 15
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fire_stacks = 2
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// 9mm (Stechkin APS)
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/obj/item/projectile/bullet/c9mm
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name = "9mm bullet"
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damage = 20
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/obj/item/projectile/bullet/c9mm_ap
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name = "9mm armor-piercing bullet"
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damage = 15
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armour_penetration = 40
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/obj/item/projectile/bullet/incendiary/c9mm
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name = "9mm incendiary bullet"
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damage = 10
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fire_stacks = 1
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// 4.6x30mm (Autorifles)
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/obj/item/projectile/bullet/c46x30mm
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name = "4.6x30mm bullet"
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damage = 20
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/obj/item/projectile/bullet/c46x30mm_ap
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name = "4.6x30mm armor-piercing bullet"
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damage = 15
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armour_penetration = 40
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/obj/item/projectile/bullet/incendiary/c46x30mm
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name = "4.6x30mm incendiary bullet"
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damage = 10
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fire_stacks = 1
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// .45 (M1911 & C20r)
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/obj/item/projectile/bullet/c45
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name = ".45 bullet"
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damage = 20
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stamina = 65
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/obj/item/projectile/bullet/c45_nostamina
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name = ".45 bullet"
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damage = 30
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// 5.56mm (M-90gl Carbine)
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/obj/item/projectile/bullet/a556
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name = "5.56mm bullet"
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damage = 35
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// 40mm (Grenade Launcher
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/obj/item/projectile/bullet/a40mm
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name ="40mm grenade"
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desc = "USE A WEEL GUN"
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icon_state= "bolter"
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damage = 60
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/obj/item/projectile/bullet/a40mm/on_hit(atom/target, blocked = FALSE)
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..()
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explosion(target, -1, 0, 2, 1, 0, flame_range = 3)
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return TRUE
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// .50 (Sniper)
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/obj/item/projectile/bullet/p50
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name =".50 bullet"
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speed = 0.4
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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/p50/on_hit(atom/target, blocked = 0)
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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/p50/soporific
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name =".50 soporific bullet"
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armour_penetration = 0
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nodamage = TRUE
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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/p50/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/p50/penetrator
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name =".50 penetrator bullet"
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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 = TRUE
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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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// 1.95x129mm (SAW)
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/obj/item/projectile/bullet/mm195x129
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name = "1.95x129mm bullet"
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damage = 45
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armour_penetration = 5
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/obj/item/projectile/bullet/mm195x129_ap
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name = "1.95x129mm armor-piercing bullet"
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damage = 40
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armour_penetration = 75
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/obj/item/projectile/bullet/mm195x129_hp
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name = "1.95x129mm hollow-point bullet"
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damage = 60
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armour_penetration = -60
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/obj/item/projectile/bullet/incendiary/mm195x129
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name = "1.95x129mm incendiary bullet"
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damage = 15
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fire_stacks = 3
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// Shotgun
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/obj/item/projectile/bullet/shotgun_slug
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name = "12g shotgun slug"
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damage = 60
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/obj/item/projectile/bullet/shotgun_beanbag
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name = "beanbag slug"
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damage = 5
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stamina = 80
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/obj/item/projectile/bullet/incendiary/shotgun
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name = "incendiary slug"
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damage = 20
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/obj/item/projectile/bullet/incendiary/shotgun/dragonsbreath
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name = "dragonsbreath pellet"
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damage = 5
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/obj/item/projectile/bullet/shotgun_stunslug
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name = "stunslug"
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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/shotgun_meteorslug
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name = "meteorslug"
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icon = 'icons/obj/meteor.dmi'
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icon_state = "dust"
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damage = 20
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knockdown = 80
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hitsound = 'sound/effects/meteorimpact.ogg'
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/obj/item/projectile/bullet/shotgun_meteorslug/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/shotgun_meteorslug/Initialize()
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. = ..()
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SpinAnimation()
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/obj/item/projectile/bullet/shotgun_frag12
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name ="frag12 slug"
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damage = 25
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knockdown = 50
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/obj/item/projectile/bullet/shotgun_frag12/on_hit(atom/target, blocked = FALSE)
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..()
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explosion(target, -1, 0, 1)
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return TRUE
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/obj/item/projectile/bullet/pellet
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var/tile_dropoff = 0.75
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var/tile_dropoff_s = 1.25
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/obj/item/projectile/bullet/pellet/shotgun_buckshot
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name = "buckshot pellet"
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damage = 12.5
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/obj/item/projectile/bullet/pellet/shotgun_rubbershot
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name = "rubbershot pellet"
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damage = 3
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stamina = 25
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/obj/item/projectile/bullet/pellet/Range()
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..()
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if(damage > 0)
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damage -= tile_dropoff
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if(stamina > 0)
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stamina -= tile_dropoff_s
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if(damage < 0 && stamina < 0)
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qdel(src)
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/obj/item/projectile/bullet/pellet/shotgun_improvised
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tile_dropoff = 0.55 //Come on it does 6 damage don't be like that.
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damage = 6
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/obj/item/projectile/bullet/pellet/shotgun_improvised/Initialize()
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. = ..()
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range = rand(1, 8)
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/obj/item/projectile/bullet/pellet/shotgun_improvised/on_range()
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do_sparks(1, TRUE, src)
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..()
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// Scattershot
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/obj/item/projectile/bullet/scattershot
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damage = 20
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stamina = 65
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// LMD (exosuits)
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/obj/item/projectile/bullet/lmg
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damage = 20
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// Turrets
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/obj/item/projectile/bullet/manned_turret
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damage = 20
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/obj/item/projectile/bullet/syndicate_turret
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damage = 20
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// FNX-99 (Mechs)
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/obj/item/projectile/bullet/incendiary/fnx99
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damage = 20
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// C3D (Borgs)
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/obj/item/projectile/bullet/c3d
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damage = 20
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// Honker
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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 = TRUE
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nodamage = TRUE
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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/Initialize()
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. = ..()
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SpinAnimation()
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// Mime
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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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// Darts
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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/Initialize()
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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 TRUE
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/obj/item/projectile/bullet/dart/metalfoam/Initialize()
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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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// DNA injector
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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/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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