/datum/projectile/owl name = "space-time disruption" icon = 'icons/misc/critter.dmi' icon_state = "owl" //How much of a punch this has, tends to be seconds/damage before any resist power = 10 //How much ammo this costs cost = 0 //How fast the power goes away dissipation_rate = 1 //How many tiles till it starts to lose power dissipation_delay = 10 //Kill/Stun ratio ks_ratio = 0.0 //name of the projectile setting, used when you change a guns setting sname = "Owlize" //file location for the sound you want it to play shot_sound = 'sound/misc/hoot.ogg' //How many projectiles should be fired, each will cost the full cost shot_number = 1 //What is our damage type damage_type = 0 //With what % do we hit mobs laying down hit_ground_chance = 10 //Can we pass windows window_pass = 0 on_hit(atom/hit) if(istype(hit,/mob/living/carbon/human)) var/mob/living/carbon/human/M = hit if (!(M.wear_mask && istype(M.wear_mask, /obj/item/clothing/mask/owl_mask))) for(var/obj/item/clothing/O in M) M.u_equip(O) if (O) O.set_loc(M.loc) O.dropped(M) O.layer = initial(O.layer) var/obj/item/clothing/under/gimmick/owl/owlsuit = new /obj/item/clothing/under/gimmick/owl(M) owlsuit.cant_self_remove = 1 var/obj/item/clothing/mask/owl_mask/owlmask = new /obj/item/clothing/mask/owl_mask(M) owlmask.cant_self_remove = 1 M.equip_if_possible(owlsuit, M.slot_w_uniform) M.equip_if_possible(owlmask, M.slot_wear_mask) M.set_clothing_icon_dirty() /datum/projectile/owl/owlate sname = "Owlate" on_hit(atom/hit) if(istype(hit,/mob/living/carbon/human)) spawn(1) hit:owlgib()