[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:
committed by
Poojawa
parent
235236c5a9
commit
6efb76fad5
@@ -77,7 +77,7 @@
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if(isturf(target) || istype(target, /obj/structure/))
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target.ex_act(EXPLODE_HEAVY)
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/obj/item/projectile/beam/pulse/shot
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/obj/item/projectile/beam/pulse/shotgun
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damage = 40
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/obj/item/projectile/beam/pulse/heavy
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@@ -3,105 +3,238 @@
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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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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/weakbullet //beanbag, heavy stamina damage
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damage = 5
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stamina = 80
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/obj/item/projectile/bullet/weakbullet2 //detective revolver instastuns, but multiple shots are better for keeping punks down
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damage = 15
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knockdown = 30
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stamina = 50
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/obj/item/projectile/bullet/weakbullet3
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damage = 20
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/obj/item/projectile/bullet/toxinbullet
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damage = 15
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damage_type = TOX
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/obj/item/projectile/bullet/incendiary/firebullet
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damage = 10
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/obj/item/projectile/bullet/armourpiercing
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damage = 15
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armour_penetration = 40
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/obj/item/projectile/bullet/pellet
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name = "pellet"
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damage = 12.5
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/obj/item/projectile/bullet/pellet/Range()
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..()
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damage += -0.75
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if(damage < 0)
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qdel(src)
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/obj/item/projectile/bullet/pellet/weak
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damage = 6
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/obj/item/projectile/bullet/pellet/weak/New()
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range = rand(1, 8)
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..()
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/obj/item/projectile/bullet/pellet/weak/on_range()
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do_sparks(1, TRUE, src)
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..()
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/obj/item/projectile/bullet/pellet/overload
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damage = 3
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/obj/item/projectile/bullet/pellet/overload/New()
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range = rand(1, 10)
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..()
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/obj/item/projectile/bullet/pellet/overload/on_hit(atom/target, blocked = FALSE)
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..()
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explosion(target, 0, 0, 2)
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/obj/item/projectile/bullet/pellet/overload/on_range()
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explosion(src, 0, 0, 2)
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do_sparks(3, TRUE, src)
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..()
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/obj/item/projectile/bullet/midbullet
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/obj/item/projectile/bullet/incendiary
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damage = 20
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stamina = 65 //two round bursts from the c20r knocks people down
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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/midbullet2
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damage = 25
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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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/obj/item/projectile/bullet/midbullet3
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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 = 30
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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/midbullet3/hp
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damage = 40
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armour_penetration = -50
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/obj/item/projectile/bullet/midbullet3/ap
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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/midbullet3/fire/on_hit(atom/target, blocked = FALSE)
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if(..(target, blocked))
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var/mob/living/M = target
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M.adjust_fire_stacks(1)
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M.IgniteMob()
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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/heavybullet
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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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desc = "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)
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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 = 20
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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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/obj/item/projectile/bullet/rpellet
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damage = 3
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stamina = 25
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// 40mm (Grenade Launcher
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/obj/item/projectile/bullet/stunshot //taser slugs for shotguns, nothing special
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name = "stunshot"
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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 //360 alwaysscope.
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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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@@ -110,47 +243,90 @@
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icon_state = "spark"
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color = "#FFFF00"
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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(4)
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M.IgniteMob()
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/obj/item/projectile/bullet/incendiary/shell
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name = "incendiary slug"
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damage = 20
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/obj/item/projectile/bullet/incendiary/shell/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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/obj/item/projectile/bullet/incendiary/shell/dragonsbreath
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name = "dragonsbreath round"
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damage = 5
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/obj/item/projectile/bullet/meteorshot
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name = "meteor"
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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 = 30
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knockdown = 160
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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/meteorshot/weak
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damage = 10
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knockdown = 80
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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/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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damage = 3
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stamina = 25
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/obj/item/projectile/bullet/pellet/shotgun_improvised
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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 = 1
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nodamage = 1
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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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@@ -160,17 +336,7 @@
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..()
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SpinAnimation()
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/obj/item/projectile/bullet/meteorshot/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/meteorshot/New()
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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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@@ -181,6 +347,7 @@
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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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@@ -210,7 +377,7 @@
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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 1
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return TRUE
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/obj/item/projectile/bullet/dart/metalfoam/New()
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..()
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@@ -223,18 +390,7 @@
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name = "syringe"
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icon_state = "syringeproj"
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/obj/item/projectile/bullet/neurotoxin
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name = "neurotoxin spit"
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icon_state = "neurotoxin"
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damage = 5
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damage_type = TOX
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knockdown = 100
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/obj/item/projectile/bullet/neurotoxin/on_hit(atom/target, blocked = FALSE)
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if(isalien(target))
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knockdown = 0
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nodamage = 1
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. = ..() // Execute the rest of the code.
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// DNA injector
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|
||||
/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()
|
||||
|
||||
@@ -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 ..()
|
||||
|
||||
|
||||
Reference in New Issue
Block a user