section one
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@@ -7,13 +7,13 @@
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icon_state = "large"
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w_class = WEIGHT_CLASS_TINY
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item_flags = DROPDEL
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sharpness = TRUE
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sharpness = SHARP_EDGED
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/obj/item/shrapnel/stingball // stingbang grenades
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name = "stingball"
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embedding = list(embed_chance=90, fall_chance=3, jostle_chance=7, ignore_throwspeed_threshold=TRUE, pain_stam_pct=0.7, pain_mult=5, jostle_pain_mult=6, rip_time=15, embed_chance_turf_mod=-100)
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icon_state = "tiny"
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sharpness = FALSE
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sharpness = SHARP_NONE
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/obj/item/shrapnel/bullet // bullets
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name = "bullet"
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@@ -30,24 +30,25 @@
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/obj/item/projectile/bullet/shrapnel
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name = "flying shrapnel shard"
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damage = 8
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range = 10
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damage = 14
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range = 20
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armour_penetration = -30
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dismemberment = 5
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ricochets_max = 2
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ricochet_chance = 40
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ricochet_chance = 70
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shrapnel_type = /obj/item/shrapnel
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ricochet_incidence_leeway = 60
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sharpness = TRUE
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wound_bonus = 30
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sharpness = SHARP_EDGED
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wound_bonus = 40
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/obj/item/projectile/bullet/shrapnel/mega
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name = "flying shrapnel hunk"
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range = 25
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dismemberment = 10
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ricochets_max = 4
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ricochet_chance = 90
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ricochet_decay_chance = 0.9
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range = 45
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dismemberment = 15
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ricochets_max = 6
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ricochet_chance = 130
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ricochet_incidence_leeway = 0
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ricochet_delay_chance = 0.9
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/obj/item/projectile/bullet/pellet/stingball
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name = "stingball pellet"
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@@ -71,10 +72,10 @@
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name = "breakbang pellet"
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damage = 10
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wound_bonus = 40
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sharpness = FALSE
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sharpness = SHARP_NONE
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/obj/item/projectile/bullet/pellet/stingball/shred
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name = "shredbang pellet"
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damage = 10
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wound_bonus = 30
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sharpness = TRUE
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sharpness = SHARP_EDGED
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