Standardises all files from CRLF to LF

This commit is contained in:
AffectedArc07
2020-01-12 14:28:01 +00:00
parent ca848e547f
commit 16a37e2769
942 changed files with 189318 additions and 189318 deletions
@@ -1,17 +1,17 @@
/obj/item/projectile/bullet/incendiary
damage = 20
var/fire_stacks = 4
/obj/item/projectile/bullet/incendiary/on_hit(atom/target, blocked = FALSE)
. = ..()
if(iscarbon(target))
var/mob/living/carbon/M = target
M.adjust_fire_stacks(fire_stacks)
M.IgniteMob()
/obj/item/projectile/bullet/incendiary/Move()
. = ..()
var/turf/location = get_turf(src)
if(location)
new /obj/effect/hotspot(location)
location.hotspot_expose(700, 5, 1)
/obj/item/projectile/bullet/incendiary
damage = 20
var/fire_stacks = 4
/obj/item/projectile/bullet/incendiary/on_hit(atom/target, blocked = FALSE)
. = ..()
if(iscarbon(target))
var/mob/living/carbon/M = target
M.adjust_fire_stacks(fire_stacks)
M.IgniteMob()
/obj/item/projectile/bullet/incendiary/Move()
. = ..()
var/turf/location = get_turf(src)
if(location)
new /obj/effect/hotspot(location)
location.hotspot_expose(700, 5, 1)
@@ -1,80 +1,80 @@
/obj/item/projectile/bullet/dart
name = "dart"
icon_state = "cbbolt"
damage = 6
var/piercing = FALSE
/obj/item/projectile/bullet/dart/Initialize()
. = ..()
create_reagents(50, NO_REACT)
/obj/item/projectile/bullet/dart/on_hit(atom/target, blocked = FALSE, skip = FALSE)
if(iscarbon(target))
var/mob/living/carbon/M = target
if(blocked != 100) // not completely blocked
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.
..()
if(skip == TRUE)
return
reagents.reaction(M, INJECT)
reagents.trans_to(M, reagents.total_volume)
return TRUE
else
blocked = 100
target.visible_message("<span class='danger'>\The [src] was deflected!</span>", \
"<span class='userdanger'>You were protected against \the [src]!</span>")
..(target, blocked)
DISABLE_BITFIELD(reagents.reagents_holder_flags, NO_REACT)
reagents.handle_reactions()
return TRUE
/obj/item/projectile/bullet/dart/metalfoam/Initialize()
. = ..()
reagents.add_reagent(/datum/reagent/aluminium, 15)
reagents.add_reagent(/datum/reagent/foaming_agent, 5)
reagents.add_reagent(/datum/reagent/toxin/acid, 5)
/obj/item/projectile/bullet/dart/syringe
name = "syringe"
icon_state = "syringeproj"
//I am in a mess of my own making
/obj/item/projectile/bullet/dart/syringe/dart
name = "Smartdart"
icon_state = "dartproj"
damage = 0
var/emptrig = FALSE
/obj/item/projectile/bullet/dart/syringe/dart/on_hit(atom/target, blocked = FALSE)
if(iscarbon(target))
var/mob/living/carbon/M = target
if(blocked != 100)
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.
..(target, blocked, TRUE)
for(var/datum/reagent/medicine/R in reagents.reagent_list) //OD prevention time!
if(M.reagents.has_reagent(R.type))
if(R.overdose_threshold == 0 || emptrig == TRUE) //Is there a possible OD?
M.reagents.add_reagent(R.type, R.volume)
else
var/transVol = CLAMP(R.volume, 0, (R.overdose_threshold - M.reagents.get_reagent_amount(R.type)) -1)
M.reagents.add_reagent(R.type, transVol)
else
if(!R.overdose_threshold == 0)
var/transVol = CLAMP(R.volume, 0, R.overdose_threshold-1)
M.reagents.add_reagent(R.type, transVol)
else
M.reagents.add_reagent(R.type, R.volume)
target.visible_message("<span class='notice'>\The [src] beeps!</span>")
to_chat("<span class='notice'><i>You feel a tiny prick as a smartdart embeds itself in you with a beep.</i></span>")
return TRUE
else
blocked = 100
target.visible_message("<span class='danger'>\The [src] was deflected!</span>", \
"<span class='userdanger'>You see a [src] bounce off you, booping sadly!</span>")
target.visible_message("<span class='danger'>\The [src] fails to land on target!</span>")
return TRUE
/obj/item/projectile/bullet/dart
name = "dart"
icon_state = "cbbolt"
damage = 6
var/piercing = FALSE
/obj/item/projectile/bullet/dart/Initialize()
. = ..()
create_reagents(50, NO_REACT)
/obj/item/projectile/bullet/dart/on_hit(atom/target, blocked = FALSE, skip = FALSE)
if(iscarbon(target))
var/mob/living/carbon/M = target
if(blocked != 100) // not completely blocked
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.
..()
if(skip == TRUE)
return
reagents.reaction(M, INJECT)
reagents.trans_to(M, reagents.total_volume)
return TRUE
else
blocked = 100
target.visible_message("<span class='danger'>\The [src] was deflected!</span>", \
"<span class='userdanger'>You were protected against \the [src]!</span>")
..(target, blocked)
DISABLE_BITFIELD(reagents.reagents_holder_flags, NO_REACT)
reagents.handle_reactions()
return TRUE
/obj/item/projectile/bullet/dart/metalfoam/Initialize()
. = ..()
reagents.add_reagent(/datum/reagent/aluminium, 15)
reagents.add_reagent(/datum/reagent/foaming_agent, 5)
reagents.add_reagent(/datum/reagent/toxin/acid, 5)
/obj/item/projectile/bullet/dart/syringe
name = "syringe"
icon_state = "syringeproj"
//I am in a mess of my own making
/obj/item/projectile/bullet/dart/syringe/dart
name = "Smartdart"
icon_state = "dartproj"
damage = 0
var/emptrig = FALSE
/obj/item/projectile/bullet/dart/syringe/dart/on_hit(atom/target, blocked = FALSE)
if(iscarbon(target))
var/mob/living/carbon/M = target
if(blocked != 100)
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.
..(target, blocked, TRUE)
for(var/datum/reagent/medicine/R in reagents.reagent_list) //OD prevention time!
if(M.reagents.has_reagent(R.type))
if(R.overdose_threshold == 0 || emptrig == TRUE) //Is there a possible OD?
M.reagents.add_reagent(R.type, R.volume)
else
var/transVol = CLAMP(R.volume, 0, (R.overdose_threshold - M.reagents.get_reagent_amount(R.type)) -1)
M.reagents.add_reagent(R.type, transVol)
else
if(!R.overdose_threshold == 0)
var/transVol = CLAMP(R.volume, 0, R.overdose_threshold-1)
M.reagents.add_reagent(R.type, transVol)
else
M.reagents.add_reagent(R.type, R.volume)
target.visible_message("<span class='notice'>\The [src] beeps!</span>")
to_chat("<span class='notice'><i>You feel a tiny prick as a smartdart embeds itself in you with a beep.</i></span>")
return TRUE
else
blocked = 100
target.visible_message("<span class='danger'>\The [src] was deflected!</span>", \
"<span class='userdanger'>You see a [src] bounce off you, booping sadly!</span>")
target.visible_message("<span class='danger'>\The [src] fails to land on target!</span>")
return TRUE
@@ -1,24 +1,24 @@
/obj/item/projectile/bullet/dnainjector
name = "\improper DNA injector"
icon_state = "syringeproj"
var/obj/item/dnainjector/injector
damage = 5
hitsound_wall = "shatter"
/obj/item/projectile/bullet/dnainjector/on_hit(atom/target, blocked = FALSE)
if(iscarbon(target))
var/mob/living/carbon/M = target
if(blocked != 100)
if(M.can_inject(null, FALSE, def_zone, FALSE))
if(injector.inject(M, firer))
QDEL_NULL(injector)
return TRUE
else
blocked = 100
target.visible_message("<span class='danger'>\The [src] was deflected!</span>", \
"<span class='userdanger'>You were protected against \the [src]!</span>")
return ..()
/obj/item/projectile/bullet/dnainjector/Destroy()
QDEL_NULL(injector)
return ..()
/obj/item/projectile/bullet/dnainjector
name = "\improper DNA injector"
icon_state = "syringeproj"
var/obj/item/dnainjector/injector
damage = 5
hitsound_wall = "shatter"
/obj/item/projectile/bullet/dnainjector/on_hit(atom/target, blocked = FALSE)
if(iscarbon(target))
var/mob/living/carbon/M = target
if(blocked != 100)
if(M.can_inject(null, FALSE, def_zone, FALSE))
if(injector.inject(M, firer))
QDEL_NULL(injector)
return TRUE
else
blocked = 100
target.visible_message("<span class='danger'>\The [src] was deflected!</span>", \
"<span class='userdanger'>You were protected against \the [src]!</span>")
return ..()
/obj/item/projectile/bullet/dnainjector/Destroy()
QDEL_NULL(injector)
return ..()
@@ -1,12 +1,12 @@
// 40mm (Grenade Launcher
/obj/item/projectile/bullet/a40mm
name ="40mm grenade"
desc = "USE A WEEL GUN"
icon_state= "bolter"
damage = 60
/obj/item/projectile/bullet/a40mm/on_hit(atom/target, blocked = FALSE)
..()
explosion(target, -1, 0, 2, 1, 0, flame_range = 3)
return TRUE
// 40mm (Grenade Launcher
/obj/item/projectile/bullet/a40mm
name ="40mm grenade"
desc = "USE A WEEL GUN"
icon_state= "bolter"
damage = 60
/obj/item/projectile/bullet/a40mm/on_hit(atom/target, blocked = FALSE)
..()
explosion(target, -1, 0, 2, 1, 0, flame_range = 3)
return TRUE
@@ -1,44 +1,44 @@
// C3D (Borgs)
/obj/item/projectile/bullet/c3d
damage = 20
// Mech LMG
/obj/item/projectile/bullet/lmg
damage = 20
// Mech FNX-99
/obj/item/projectile/bullet/incendiary/fnx99
damage = 20
// Turrets
/obj/item/projectile/bullet/manned_turret
damage = 20
/obj/item/projectile/bullet/syndicate_turret
damage = 20
// 1.95x129mm (SAW)
/obj/item/projectile/bullet/mm195x129
name = "1.95x129mm bullet"
damage = 45
armour_penetration = 5
/obj/item/projectile/bullet/mm195x129_ap
name = "1.95x129mm armor-piercing bullet"
damage = 40
armour_penetration = 75
/obj/item/projectile/bullet/mm195x129_hp
name = "1.95x129mm hollow-point bullet"
damage = 60
armour_penetration = -60
/obj/item/projectile/bullet/incendiary/mm195x129
name = "1.95x129mm incendiary bullet"
damage = 20
fire_stacks = 3
// C3D (Borgs)
/obj/item/projectile/bullet/c3d
damage = 20
// Mech LMG
/obj/item/projectile/bullet/lmg
damage = 20
// Mech FNX-99
/obj/item/projectile/bullet/incendiary/fnx99
damage = 20
// Turrets
/obj/item/projectile/bullet/manned_turret
damage = 20
/obj/item/projectile/bullet/syndicate_turret
damage = 20
// 1.95x129mm (SAW)
/obj/item/projectile/bullet/mm195x129
name = "1.95x129mm bullet"
damage = 45
armour_penetration = 5
/obj/item/projectile/bullet/mm195x129_ap
name = "1.95x129mm armor-piercing bullet"
damage = 40
armour_penetration = 75
/obj/item/projectile/bullet/mm195x129_hp
name = "1.95x129mm hollow-point bullet"
damage = 60
armour_penetration = -60
/obj/item/projectile/bullet/incendiary/mm195x129
name = "1.95x129mm incendiary bullet"
damage = 20
fire_stacks = 3
@@ -1,36 +1,36 @@
// 9mm (Stechkin APS)
/obj/item/projectile/bullet/c9mm
name = "9mm bullet"
damage = 20
/obj/item/projectile/bullet/c9mm_ap
name = "9mm armor-piercing bullet"
damage = 15
armour_penetration = 40
/obj/item/projectile/bullet/incendiary/c9mm
name = "9mm incendiary bullet"
damage = 10
fire_stacks = 1
// 10mm (Stechkin)
/obj/item/projectile/bullet/c10mm
name = "10mm bullet"
damage = 30
/obj/item/projectile/bullet/c10mm_ap
name = "10mm armor-piercing bullet"
damage = 27
armour_penetration = 40
/obj/item/projectile/bullet/c10mm_hp
name = "10mm hollow-point bullet"
damage = 40
armour_penetration = -50
/obj/item/projectile/bullet/incendiary/c10mm
name = "10mm incendiary bullet"
damage = 15
fire_stacks = 2
// 9mm (Stechkin APS)
/obj/item/projectile/bullet/c9mm
name = "9mm bullet"
damage = 20
/obj/item/projectile/bullet/c9mm_ap
name = "9mm armor-piercing bullet"
damage = 15
armour_penetration = 40
/obj/item/projectile/bullet/incendiary/c9mm
name = "9mm incendiary bullet"
damage = 10
fire_stacks = 1
// 10mm (Stechkin)
/obj/item/projectile/bullet/c10mm
name = "10mm bullet"
damage = 30
/obj/item/projectile/bullet/c10mm_ap
name = "10mm armor-piercing bullet"
damage = 27
armour_penetration = 40
/obj/item/projectile/bullet/c10mm_hp
name = "10mm hollow-point bullet"
damage = 40
armour_penetration = -50
/obj/item/projectile/bullet/incendiary/c10mm
name = "10mm incendiary bullet"
damage = 15
fire_stacks = 2
@@ -1,71 +1,71 @@
// 7.62x38mmR (Nagant Revolver)
/obj/item/projectile/bullet/n762
name = "7.62x38mmR bullet"
damage = 60
// .50AE (Desert Eagle)
/obj/item/projectile/bullet/a50AE
name = ".50AE bullet"
damage = 60
// .38 (Detective's Gun)
/obj/item/projectile/bullet/c38
name = ".38 bullet"
damage = 25
/obj/item/projectile/bullet/c38/rubber
name = ".38 rubber bullet"
damage = 15
stamina = 48
/obj/item/projectile/bullet/c38/trac
name = ".38 TRAC bullet"
damage = 10
/obj/item/projectile/bullet/c38/trac/on_hit(atom/target, blocked = FALSE)
. = ..()
var/mob/living/carbon/M = target
var/obj/item/implant/tracking/c38/imp
for(var/obj/item/implant/tracking/c38/TI in M.implants) //checks if the target already contains a tracking implant
imp = TI
return
if(!imp)
imp = new /obj/item/implant/tracking/c38(M)
imp.implant(M)
/obj/item/projectile/bullet/c38/hotshot //similar to incendiary bullets, but do not leave a flaming trail
name = ".38 Hot Shot bullet"
damage = 20
/obj/item/projectile/bullet/c38/hotshot/on_hit(atom/target, blocked = FALSE)
. = ..()
if(iscarbon(target))
var/mob/living/carbon/M = target
M.adjust_fire_stacks(6)
M.IgniteMob()
/obj/item/projectile/bullet/c38/iceblox //see /obj/item/projectile/temp for the original code
name = ".38 Iceblox bullet"
damage = 20
var/temperature = 100
/obj/item/projectile/bullet/c38/iceblox/on_hit(atom/target, blocked = FALSE)
. = ..()
if(isliving(target))
var/mob/living/M = target
M.adjust_bodytemperature(((100-blocked)/100)*(temperature - M.bodytemperature))
// .357 (Syndie Revolver)
/obj/item/projectile/bullet/a357
name = ".357 bullet"
damage = 60
/obj/item/projectile/bullet/a357/ap
name = ".357 armor-piercing bullet"
damage = 45
// 7.62x38mmR (Nagant Revolver)
/obj/item/projectile/bullet/n762
name = "7.62x38mmR bullet"
damage = 60
// .50AE (Desert Eagle)
/obj/item/projectile/bullet/a50AE
name = ".50AE bullet"
damage = 60
// .38 (Detective's Gun)
/obj/item/projectile/bullet/c38
name = ".38 bullet"
damage = 25
/obj/item/projectile/bullet/c38/rubber
name = ".38 rubber bullet"
damage = 15
stamina = 48
/obj/item/projectile/bullet/c38/trac
name = ".38 TRAC bullet"
damage = 10
/obj/item/projectile/bullet/c38/trac/on_hit(atom/target, blocked = FALSE)
. = ..()
var/mob/living/carbon/M = target
var/obj/item/implant/tracking/c38/imp
for(var/obj/item/implant/tracking/c38/TI in M.implants) //checks if the target already contains a tracking implant
imp = TI
return
if(!imp)
imp = new /obj/item/implant/tracking/c38(M)
imp.implant(M)
/obj/item/projectile/bullet/c38/hotshot //similar to incendiary bullets, but do not leave a flaming trail
name = ".38 Hot Shot bullet"
damage = 20
/obj/item/projectile/bullet/c38/hotshot/on_hit(atom/target, blocked = FALSE)
. = ..()
if(iscarbon(target))
var/mob/living/carbon/M = target
M.adjust_fire_stacks(6)
M.IgniteMob()
/obj/item/projectile/bullet/c38/iceblox //see /obj/item/projectile/temp for the original code
name = ".38 Iceblox bullet"
damage = 20
var/temperature = 100
/obj/item/projectile/bullet/c38/iceblox/on_hit(atom/target, blocked = FALSE)
. = ..()
if(isliving(target))
var/mob/living/M = target
M.adjust_bodytemperature(((100-blocked)/100)*(temperature - M.bodytemperature))
// .357 (Syndie Revolver)
/obj/item/projectile/bullet/a357
name = ".357 bullet"
damage = 60
/obj/item/projectile/bullet/a357/ap
name = ".357 armor-piercing bullet"
damage = 45
armour_penetration = 45
@@ -1,16 +1,16 @@
// 5.56mm (M-90gl Carbine)
/obj/item/projectile/bullet/a556
name = "5.56mm bullet"
damage = 35
// 7.62 (Nagant Rifle)
/obj/item/projectile/bullet/a762
name = "7.62 bullet"
damage = 60
/obj/item/projectile/bullet/a762_enchanted
name = "enchanted 7.62 bullet"
damage = 5
stamina = 80
// 5.56mm (M-90gl Carbine)
/obj/item/projectile/bullet/a556
name = "5.56mm bullet"
damage = 35
// 7.62 (Nagant Rifle)
/obj/item/projectile/bullet/a762
name = "7.62 bullet"
damage = 60
/obj/item/projectile/bullet/a762_enchanted
name = "enchanted 7.62 bullet"
damage = 5
stamina = 80
@@ -1,100 +1,100 @@
/obj/item/projectile/bullet/shotgun_slug
name = "12g shotgun slug"
damage = 60
/obj/item/projectile/bullet/shotgun_beanbag
name = "beanbag slug"
damage = 5
stamina = 70
/obj/item/projectile/bullet/incendiary/shotgun
name = "incendiary slug"
damage = 20
/obj/item/projectile/bullet/incendiary/shotgun/dragonsbreath
name = "dragonsbreath pellet"
damage = 5
/obj/item/projectile/bullet/shotgun_stunslug
name = "stunslug"
damage = 5
stamina = 20
knockdown = 100
stutter = 5
jitter = 20
range = 7
icon_state = "spark"
color = "#FFFF00"
/obj/item/projectile/bullet/shotgun_meteorslug
name = "meteorslug"
icon = 'icons/obj/meteor.dmi'
icon_state = "dust"
damage = 20
knockdown = 80
hitsound = 'sound/effects/meteorimpact.ogg'
/obj/item/projectile/bullet/shotgun_meteorslug/on_hit(atom/target, blocked = FALSE)
. = ..()
if(ismovableatom(target))
var/atom/movable/M = target
var/atom/throw_target = get_edge_target_turf(M, get_dir(src, get_step_away(M, src)))
M.safe_throw_at(throw_target, 3, 2)
/obj/item/projectile/bullet/shotgun_meteorslug/Initialize()
. = ..()
SpinAnimation()
/obj/item/projectile/bullet/shotgun_frag12
name ="frag12 slug"
damage = 25
knockdown = 50
/obj/item/projectile/bullet/shotgun_frag12/on_hit(atom/target, blocked = FALSE)
..()
explosion(target, -1, 0, 1)
return TRUE
/obj/item/projectile/bullet/pellet
var/tile_dropoff = 0.75
var/tile_dropoff_s = 1.25
/obj/item/projectile/bullet/pellet/shotgun_buckshot
name = "buckshot pellet"
damage = 10
/obj/item/projectile/bullet/pellet/shotgun_rubbershot
name = "rubbershot pellet"
damage = 2
stamina = 15
/obj/item/projectile/bullet/pellet/Range()
..()
if(damage > 0)
damage -= tile_dropoff
if(stamina > 0)
stamina -= tile_dropoff_s
if(damage < 0 && stamina < 0)
qdel(src)
/obj/item/projectile/bullet/pellet/shotgun_improvised
tile_dropoff = 0.55 //Come on it does 6 damage don't be like that.
damage = 6
/obj/item/projectile/bullet/pellet/shotgun_improvised/Initialize()
. = ..()
range = rand(1, 8)
/obj/item/projectile/bullet/pellet/shotgun_improvised/on_range()
do_sparks(1, TRUE, src)
..()
// Mech Scattershots
/obj/item/projectile/bullet/scattershot
damage = 20
stamina = 65
/obj/item/projectile/bullet/seed
damage = 4
stamina = 1
/obj/item/projectile/bullet/shotgun_slug
name = "12g shotgun slug"
damage = 60
/obj/item/projectile/bullet/shotgun_beanbag
name = "beanbag slug"
damage = 5
stamina = 70
/obj/item/projectile/bullet/incendiary/shotgun
name = "incendiary slug"
damage = 20
/obj/item/projectile/bullet/incendiary/shotgun/dragonsbreath
name = "dragonsbreath pellet"
damage = 5
/obj/item/projectile/bullet/shotgun_stunslug
name = "stunslug"
damage = 5
stamina = 20
knockdown = 100
stutter = 5
jitter = 20
range = 7
icon_state = "spark"
color = "#FFFF00"
/obj/item/projectile/bullet/shotgun_meteorslug
name = "meteorslug"
icon = 'icons/obj/meteor.dmi'
icon_state = "dust"
damage = 20
knockdown = 80
hitsound = 'sound/effects/meteorimpact.ogg'
/obj/item/projectile/bullet/shotgun_meteorslug/on_hit(atom/target, blocked = FALSE)
. = ..()
if(ismovableatom(target))
var/atom/movable/M = target
var/atom/throw_target = get_edge_target_turf(M, get_dir(src, get_step_away(M, src)))
M.safe_throw_at(throw_target, 3, 2)
/obj/item/projectile/bullet/shotgun_meteorslug/Initialize()
. = ..()
SpinAnimation()
/obj/item/projectile/bullet/shotgun_frag12
name ="frag12 slug"
damage = 25
knockdown = 50
/obj/item/projectile/bullet/shotgun_frag12/on_hit(atom/target, blocked = FALSE)
..()
explosion(target, -1, 0, 1)
return TRUE
/obj/item/projectile/bullet/pellet
var/tile_dropoff = 0.75
var/tile_dropoff_s = 1.25
/obj/item/projectile/bullet/pellet/shotgun_buckshot
name = "buckshot pellet"
damage = 10
/obj/item/projectile/bullet/pellet/shotgun_rubbershot
name = "rubbershot pellet"
damage = 2
stamina = 15
/obj/item/projectile/bullet/pellet/Range()
..()
if(damage > 0)
damage -= tile_dropoff
if(stamina > 0)
stamina -= tile_dropoff_s
if(damage < 0 && stamina < 0)
qdel(src)
/obj/item/projectile/bullet/pellet/shotgun_improvised
tile_dropoff = 0.55 //Come on it does 6 damage don't be like that.
damage = 6
/obj/item/projectile/bullet/pellet/shotgun_improvised/Initialize()
. = ..()
range = rand(1, 8)
/obj/item/projectile/bullet/pellet/shotgun_improvised/on_range()
do_sparks(1, TRUE, src)
..()
// Mech Scattershots
/obj/item/projectile/bullet/scattershot
damage = 20
stamina = 65
/obj/item/projectile/bullet/seed
damage = 4
stamina = 1
@@ -1,46 +1,46 @@
// .50 (Sniper)
/obj/item/projectile/bullet/p50
name =".50 bullet"
speed = 0.4
damage = 70
knockdown = 100
dismemberment = 50
armour_penetration = 50
var/breakthings = TRUE
/obj/item/projectile/bullet/p50/on_hit(atom/target, blocked = 0)
if(isobj(target) && (blocked != 100) && breakthings)
var/obj/O = target
O.take_damage(80, BRUTE, "bullet", FALSE)
return ..()
/obj/item/projectile/bullet/p50/soporific
name =".50 soporific bullet"
armour_penetration = 0
damage = 0
dismemberment = 0
knockdown = 0
breakthings = FALSE
/obj/item/projectile/bullet/p50/soporific/on_hit(atom/target, blocked = FALSE)
if((blocked != 100) && isliving(target))
var/mob/living/L = target
L.Sleeping(400)
return ..()
/obj/item/projectile/bullet/p50/penetrator
name =".50 penetrator bullet"
icon_state = "gauss"
name = "penetrator round"
damage = 60
forcedodge = TRUE
dismemberment = 0 //It goes through you cleanly.
knockdown = 0
breakthings = FALSE
/obj/item/projectile/bullet/p50/penetrator/shuttle //Nukeop Shuttle Variety
icon_state = "gaussstrong"
damage = 25
speed = 0.3
range = 16
// .50 (Sniper)
/obj/item/projectile/bullet/p50
name =".50 bullet"
speed = 0.4
damage = 70
knockdown = 100
dismemberment = 50
armour_penetration = 50
var/breakthings = TRUE
/obj/item/projectile/bullet/p50/on_hit(atom/target, blocked = 0)
if(isobj(target) && (blocked != 100) && breakthings)
var/obj/O = target
O.take_damage(80, BRUTE, "bullet", FALSE)
return ..()
/obj/item/projectile/bullet/p50/soporific
name =".50 soporific bullet"
armour_penetration = 0
damage = 0
dismemberment = 0
knockdown = 0
breakthings = FALSE
/obj/item/projectile/bullet/p50/soporific/on_hit(atom/target, blocked = FALSE)
if((blocked != 100) && isliving(target))
var/mob/living/L = target
L.Sleeping(400)
return ..()
/obj/item/projectile/bullet/p50/penetrator
name =".50 penetrator bullet"
icon_state = "gauss"
name = "penetrator round"
damage = 60
forcedodge = TRUE
dismemberment = 0 //It goes through you cleanly.
knockdown = 0
breakthings = FALSE
/obj/item/projectile/bullet/p50/penetrator/shuttle //Nukeop Shuttle Variety
icon_state = "gaussstrong"
damage = 25
speed = 0.3
range = 16
@@ -1,27 +1,27 @@
// Honker
/obj/item/projectile/bullet/honker
damage = 0
knockdown = 60
forcedodge = TRUE
nodamage = TRUE
candink = FALSE
hitsound = 'sound/items/bikehorn.ogg'
icon = 'icons/obj/hydroponics/harvest.dmi'
icon_state = "banana"
range = 200
/obj/item/projectile/bullet/honker/Initialize()
. = ..()
SpinAnimation()
// Mime
/obj/item/projectile/bullet/mime
damage = 20
/obj/item/projectile/bullet/mime/on_hit(atom/target, blocked = FALSE)
. = ..()
if(iscarbon(target))
var/mob/living/carbon/M = target
M.silent = max(M.silent, 10)
// Honker
/obj/item/projectile/bullet/honker
damage = 0
knockdown = 60
forcedodge = TRUE
nodamage = TRUE
candink = FALSE
hitsound = 'sound/items/bikehorn.ogg'
icon = 'icons/obj/hydroponics/harvest.dmi'
icon_state = "banana"
range = 200
/obj/item/projectile/bullet/honker/Initialize()
. = ..()
SpinAnimation()
// Mime
/obj/item/projectile/bullet/mime
damage = 20
/obj/item/projectile/bullet/mime/on_hit(atom/target, blocked = FALSE)
. = ..()
if(iscarbon(target))
var/mob/living/carbon/M = target
M.silent = max(M.silent, 10)