[MIRROR] Ammo cleanup (#2643)

* Ammo cleanup

* Update briefcase.dm

* Update manned_turret.dm

* Update mime.dm

* Update manned_turret.dm

* Update manned_turret.dm

* fixes

* mime memes
This commit is contained in:
CitadelStationBot
2017-09-22 22:30:44 -05:00
committed by Poojawa
parent 235236c5a9
commit 6efb76fad5
18 changed files with 1062 additions and 982 deletions
+1 -1
View File
@@ -77,7 +77,7 @@
if(isturf(target) || istype(target, /obj/structure/))
target.ex_act(EXPLODE_HEAVY)
/obj/item/projectile/beam/pulse/shot
/obj/item/projectile/beam/pulse/shotgun
damage = 40
/obj/item/projectile/beam/pulse/heavy
+289 -251
View File
@@ -3,105 +3,238 @@
icon_state = "bullet"
damage = 60
damage_type = BRUTE
nodamage = 0
nodamage = FALSE
flag = "bullet"
hitsound_wall = "ricochet"
impact_effect_type = /obj/effect/temp_visual/impact_effect
/obj/item/projectile/bullet/weakbullet //beanbag, heavy stamina damage
damage = 5
stamina = 80
/obj/item/projectile/bullet/weakbullet2 //detective revolver instastuns, but multiple shots are better for keeping punks down
damage = 15
knockdown = 30
stamina = 50
/obj/item/projectile/bullet/weakbullet3
damage = 20
/obj/item/projectile/bullet/toxinbullet
damage = 15
damage_type = TOX
/obj/item/projectile/bullet/incendiary/firebullet
damage = 10
/obj/item/projectile/bullet/armourpiercing
damage = 15
armour_penetration = 40
/obj/item/projectile/bullet/pellet
name = "pellet"
damage = 12.5
/obj/item/projectile/bullet/pellet/Range()
..()
damage += -0.75
if(damage < 0)
qdel(src)
/obj/item/projectile/bullet/pellet/weak
damage = 6
/obj/item/projectile/bullet/pellet/weak/New()
range = rand(1, 8)
..()
/obj/item/projectile/bullet/pellet/weak/on_range()
do_sparks(1, TRUE, src)
..()
/obj/item/projectile/bullet/pellet/overload
damage = 3
/obj/item/projectile/bullet/pellet/overload/New()
range = rand(1, 10)
..()
/obj/item/projectile/bullet/pellet/overload/on_hit(atom/target, blocked = FALSE)
..()
explosion(target, 0, 0, 2)
/obj/item/projectile/bullet/pellet/overload/on_range()
explosion(src, 0, 0, 2)
do_sparks(3, TRUE, src)
..()
/obj/item/projectile/bullet/midbullet
/obj/item/projectile/bullet/incendiary
damage = 20
stamina = 65 //two round bursts from the c20r knocks people down
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/midbullet2
damage = 25
/obj/item/projectile/bullet/incendiary/Move()
. = ..()
var/turf/location = get_turf(src)
if(location)
new /obj/effect/hotspot(location)
location.hotspot_expose(700, 50, 1)
/obj/item/projectile/bullet/midbullet3
// .357 (Syndie Revolver)
/obj/item/projectile/bullet/a357
name = ".357 bullet"
damage = 60
// 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
// 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 = 15
knockdown = 30
stamina = 50
// 10mm (Stechkin)
/obj/item/projectile/bullet/c10mm
name = "10mm bullet"
damage = 30
/obj/item/projectile/bullet/midbullet3/hp
damage = 40
armour_penetration = -50
/obj/item/projectile/bullet/midbullet3/ap
/obj/item/projectile/bullet/c10mm_ap
name = "10mm armor-piercing bullet"
damage = 27
armour_penetration = 40
/obj/item/projectile/bullet/midbullet3/fire/on_hit(atom/target, blocked = FALSE)
if(..(target, blocked))
var/mob/living/M = target
M.adjust_fire_stacks(1)
M.IgniteMob()
/obj/item/projectile/bullet/c10mm_hp
name = "10mm hollow-point bullet"
damage = 40
armour_penetration = -50
/obj/item/projectile/bullet/heavybullet
/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
// 4.6x30mm (Autorifles)
/obj/item/projectile/bullet/c46x30mm
desc = "4.6x30mm bullet"
damage = 20
/obj/item/projectile/bullet/c46x30mm_ap
name = "4.6x30mm armor-piercing bullet"
damage = 15
armour_penetration = 40
/obj/item/projectile/bullet/incendiary/c46x30mm
name = "4.6x30mm incendiary bullet"
damage = 10
fire_stacks = 1
// .45 (M1911)
/obj/item/projectile/bullet/c45
name = ".45 bullet"
damage = 20
stamina = 65
/obj/item/projectile/bullet/c45_nostamina
name = ".45 bullet"
damage = 20
// 5.56mm (M-90gl Carbine)
/obj/item/projectile/bullet/a556
name = "5.56mm bullet"
damage = 35
/obj/item/projectile/bullet/rpellet
damage = 3
stamina = 25
// 40mm (Grenade Launcher
/obj/item/projectile/bullet/stunshot //taser slugs for shotguns, nothing special
name = "stunshot"
/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
// .50 (Sniper)
/obj/item/projectile/bullet/p50
name =".50 bullet"
speed = 0 //360 alwaysscope.
damage = 70
knockdown = 100
dismemberment = 50
armour_penetration = 50
var/breakthings = TRUE
/obj/item/projectile/bullet/p50/on_hit(atom/target, blocked = 0)
if((blocked != 100) && (!ismob(target) && breakthings))
target.ex_act(rand(1,2))
return ..()
/obj/item/projectile/bullet/p50/soporific
name =".50 soporific bullet"
armour_penetration = 0
nodamage = TRUE
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
// 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 = 15
fire_stacks = 3
// Shotgun
/obj/item/projectile/bullet/shotgun_slug
name = "12g shotgun slug"
damage = 60
/obj/item/projectile/bullet/shotgun_beanbag
name = "beanbag slug"
damage = 5
stamina = 80
/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
knockdown = 100
stutter = 5
@@ -110,47 +243,90 @@
icon_state = "spark"
color = "#FFFF00"
/obj/item/projectile/bullet/incendiary/on_hit(atom/target, blocked = FALSE)
. = ..()
if(iscarbon(target))
var/mob/living/carbon/M = target
M.adjust_fire_stacks(4)
M.IgniteMob()
/obj/item/projectile/bullet/incendiary/shell
name = "incendiary slug"
damage = 20
/obj/item/projectile/bullet/incendiary/shell/Move()
..()
var/turf/location = get_turf(src)
if(location)
new /obj/effect/hotspot(location)
location.hotspot_expose(700, 50, 1)
/obj/item/projectile/bullet/incendiary/shell/dragonsbreath
name = "dragonsbreath round"
damage = 5
/obj/item/projectile/bullet/meteorshot
name = "meteor"
/obj/item/projectile/bullet/shotgun_meteorslug
name = "meteorslug"
icon = 'icons/obj/meteor.dmi'
icon_state = "dust"
damage = 30
knockdown = 160
damage = 20
knockdown = 80
hitsound = 'sound/effects/meteorimpact.ogg'
/obj/item/projectile/bullet/meteorshot/weak
damage = 10
knockdown = 80
/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.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/shotgun_buckshot
name = "buckshot pellet"
damage = 12.5
/obj/item/projectile/bullet/pellet/shotgun_rubbershot
damage = 3
stamina = 25
/obj/item/projectile/bullet/pellet/shotgun_improvised
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)
..()
// Scattershot
/obj/item/projectile/bullet/scattershot
damage = 20
stamina = 65
// LMD (exosuits)
/obj/item/projectile/bullet/lmg
damage = 20
// Turrets
/obj/item/projectile/bullet/manned_turret
damage = 20
/obj/item/projectile/bullet/syndicate_turret
damage = 20
// FNX-99 (Mechs)
/obj/item/projectile/bullet/incendiary/fnx99
damage = 20
// C3D (Borgs)
/obj/item/projectile/bullet/c3d
damage = 20
// Honker
/obj/item/projectile/bullet/honker
damage = 0
knockdown = 60
forcedodge = 1
nodamage = 1
forcedodge = TRUE
nodamage = TRUE
hitsound = 'sound/items/bikehorn.ogg'
icon = 'icons/obj/hydroponics/harvest.dmi'
icon_state = "banana"
@@ -160,17 +336,7 @@
..()
SpinAnimation()
/obj/item/projectile/bullet/meteorshot/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.throw_at(throw_target, 3, 2)
/obj/item/projectile/bullet/meteorshot/New()
..()
SpinAnimation()
// Mime
/obj/item/projectile/bullet/mime
damage = 20
@@ -181,6 +347,7 @@
var/mob/living/carbon/M = target
M.silent = max(M.silent, 10)
// Darts
/obj/item/projectile/bullet/dart
name = "dart"
@@ -210,7 +377,7 @@
..(target, blocked)
reagents.set_reacting(TRUE)
reagents.handle_reactions()
return 1
return TRUE
/obj/item/projectile/bullet/dart/metalfoam/New()
..()
@@ -223,18 +390,7 @@
name = "syringe"
icon_state = "syringeproj"
/obj/item/projectile/bullet/neurotoxin
name = "neurotoxin spit"
icon_state = "neurotoxin"
damage = 5
damage_type = TOX
knockdown = 100
/obj/item/projectile/bullet/neurotoxin/on_hit(atom/target, blocked = FALSE)
if(isalien(target))
knockdown = 0
nodamage = 1
. = ..() // Execute the rest of the code.
// DNA injector
/obj/item/projectile/bullet/dnainjector
name = "\improper DNA injector"
@@ -261,121 +417,3 @@
QDEL_NULL(injector)
return ..()
//// SNIPER BULLETS
/obj/item/projectile/bullet/sniper
speed = 0 //360 alwaysscope.
damage = 70
knockdown = 100
dismemberment = 50
armour_penetration = 50
var/breakthings = TRUE
/obj/item/projectile/bullet/sniper/on_hit(atom/target, blocked = FALSE)
if((blocked != 100) && (!ismob(target) && breakthings))
target.ex_act(rand(1,2))
return ..()
/obj/item/projectile/bullet/sniper/gang
damage = 55
knockdown = 20
dismemberment = 15
armour_penetration = 25
/obj/item/projectile/bullet/sniper/gang/sleeper
nodamage = 1
knockdown = 0
dismemberment = 0
breakthings = FALSE
/obj/item/projectile/bullet/sniper/gang/sleeper/on_hit(atom/target, blocked = FALSE)
if((blocked != 100) && isliving(target))
var/mob/living/L = target
L.blur_eyes(8)
if(L.staminaloss >= 40)
L.Sleeping(400)
else
L.adjustStaminaLoss(55)
return 1
/obj/item/projectile/bullet/sniper/soporific
armour_penetration = 0
nodamage = 1
dismemberment = 0
knockdown = 0
breakthings = FALSE
/obj/item/projectile/bullet/sniper/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/sniper/haemorrhage
armour_penetration = 15
damage = 15
dismemberment = 0
knockdown = 0
breakthings = FALSE
/obj/item/projectile/bullet/sniper/haemorrhage/on_hit(atom/target, blocked = FALSE)
if((blocked != 100) && iscarbon(target))
var/mob/living/carbon/C = target
C.bleed(100)
return ..()
/obj/item/projectile/bullet/sniper/penetrator
icon_state = "gauss"
name = "penetrator round"
damage = 60
forcedodge = 1
dismemberment = 0 //It goes through you cleanly.
knockdown = 0
breakthings = FALSE
//// SAW BULLETS
/obj/item/projectile/bullet/saw
damage = 45
armour_penetration = 5
/obj/item/projectile/bullet/saw/bleeding
damage = 20
armour_penetration = 0
/obj/item/projectile/bullet/saw/bleeding/on_hit(atom/target, blocked = FALSE)
. = ..()
if((blocked != 100) && iscarbon(target))
var/mob/living/carbon/C = target
C.bleed(35)
/obj/item/projectile/bullet/saw/hollow
damage = 60
armour_penetration = -60
/obj/item/projectile/bullet/saw/ap
damage = 40
armour_penetration = 75
/obj/item/projectile/bullet/saw/incen
damage = 7
armour_penetration = 0
/obj/item/projectile/bullet/saw/incen/Move()
..()
var/turf/location = get_turf(src)
if(location)
new /obj/effect/hotspot(location)
location.hotspot_expose(700, 50, 1)
/obj/item/projectile/bullet/saw/incen/on_hit(atom/target, blocked = FALSE)
. = ..()
if(iscarbon(target))
var/mob/living/carbon/M = target
M.adjust_fire_stacks(3)
M.IgniteMob()
+16 -21
View File
@@ -32,17 +32,6 @@
explosion(target, -1, 0, 2)
return 1
/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 1
/obj/item/projectile/bullet/a84mm
name ="anti-armour rocket"
desc = "USE A WEEL GUN"
@@ -184,16 +173,6 @@
qdel(src)
gun.create_portal(src, get_turf(src))
/obj/item/projectile/bullet/frag12
name ="explosive slug"
damage = 25
knockdown = 50
/obj/item/projectile/bullet/frag12/on_hit(atom/target, blocked = FALSE)
..()
explosion(target, -1, 0, 1)
return 1
/obj/item/projectile/plasma
name = "plasma blast"
icon_state = "plasmacutter"
@@ -616,3 +595,19 @@
/obj/item/projectile/hallucination/death/hal_apply_effect()
new /datum/hallucination/death(hal_target, TRUE)
// Neurotoxin
/obj/item/projectile/bullet/neurotoxin
name = "neurotoxin spit"
icon_state = "neurotoxin"
damage = 5
damage_type = TOX
knockdown = 100
/obj/item/projectile/bullet/neurotoxin/on_hit(atom/target, blocked = FALSE)
if(isalien(target))
knockdown = 0
nodamage = TRUE
return ..()