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81 lines
1.7 KiB
Plaintext
81 lines
1.7 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 = 0
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flag = "bullet"
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var/embed = 1
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on_hit(var/atom/target, var/blocked = 0)
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if (..(target, blocked))
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var/mob/living/L = target
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shake_camera(L, 3, 2)
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return 1
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return 0
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/obj/item/projectile/bullet/weakbullet
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icon_state = "bbshell"
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damage = 10
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stun = 5
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weaken = 5
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embed = 0
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/obj/item/projectile/bullet/weakbullet/booze
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on_hit(var/atom/target, var/blocked = 0)
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if(..(target, blocked))
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var/mob/living/M = target
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M.dizziness += 20
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M:slurring += 20
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M.confused += 20
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M.eye_blurry += 20
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M.drowsyness += 20
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if(M.dizziness <= 150)
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M.Dizzy(150)
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M.dizziness = 150
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for(var/datum/reagent/ethanol/A in M.reagents.reagent_list)
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M.paralysis += 2
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M.dizziness += 10
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M:slurring += 10
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M.confused += 10
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M.eye_blurry += 10
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M.drowsyness += 10
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A.volume += 5 //Because we can
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M.dizziness += 10
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return 1
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return 0
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/obj/item/projectile/bullet/midbullet
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damage = 20
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stun = 5
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weaken = 5
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/obj/item/projectile/bullet/midbullet2
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damage = 25
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/obj/item/projectile/bullet/suffocationbullet//How does this even work?
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name = "co bullet"
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damage = 20
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damage_type = OXY
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/obj/item/projectile/bullet/cyanideround
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name = "poison bullet"
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damage = 40
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damage_type = TOX
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/obj/item/projectile/bullet/burstbullet//I think this one needs something for the on hit
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name = "exploding bullet"
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damage = 20
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/obj/item/projectile/bullet/stunshot
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name = "stunshot"
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icon_state = "sshell"
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damage = 5
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stun = 10
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weaken = 10
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stutter = 10
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/obj/item/projectile/bullet/a762
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damage = 25 |