section 2
This commit is contained in:
@@ -8,4 +8,12 @@
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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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sharpness = SHARP_EDGED
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sharpness = SHARP_POINTY
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shrapnel_type = /obj/item/shrapnel/bullet
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embedding = list(embed_chance=15, fall_chance=2, jostle_chance=0, ignore_throwspeed_threshold=TRUE, pain_stam_pct=0.5, pain_mult=3, rip_time=10)
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wound_falloff_tile = -5
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embed_falloff_tile = -5
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/obj/projectile/bullet/smite
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name = "divine retribution"
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damage = 10
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@@ -25,8 +25,10 @@
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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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damage = 40
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armour_penetration = 5
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wound_bonus = -50
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wound_falloff_tile = 0
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/obj/item/projectile/bullet/mm195x129_ap
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name = "1.95x129mm armor-piercing bullet"
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@@ -35,8 +37,12 @@
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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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damage = 50
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armour_penetration = -60
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sharpness = SHARP_EDGED
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wound_bonus = -40
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bare_wound_bonus = 30
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wound_falloff_tile = -8
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/obj/item/projectile/bullet/incendiary/mm195x129
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name = "1.95x129mm incendiary bullet"
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@@ -3,11 +3,13 @@
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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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embedding = list(embed_chance=15, fall_chance=3, jostle_chance=4, ignore_throwspeed_threshold=TRUE, pain_stam_pct=0.4, pain_mult=5, jostle_pain_mult=6, rip_time=10)
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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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embedding = null
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/obj/item/projectile/bullet/incendiary/c9mm
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name = "9mm incendiary bullet"
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@@ -19,8 +19,9 @@
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ricochet_chance = 50
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ricochet_auto_aim_angle = 10
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ricochet_auto_aim_range = 3
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wound_bonus = -35
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sharpness = SHARP_EDGED
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wound_bonus = -20
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bare_wound_bonus = 10
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embedding = list(embed_chance=15, fall_chance=2, jostle_chance=2, ignore_throwspeed_threshold=TRUE, pain_stam_pct=0.4, pain_mult=3, jostle_pain_mult=5, rip_time=10)
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/obj/item/projectile/bullet/c38/match
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name = ".38 Match bullet"
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@@ -43,13 +44,21 @@
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ricochet_chance = 130
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ricochet_decay_damage = 0.8
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shrapnel_type = NONE
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sharpness = SHARP_NONE
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embedding = null
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// premium .38 ammo from cargo, weak against armor, lower base damage, but excellent at embedding and causing slice wounds at close range
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/obj/item/projectile/bullet/c38/dumdum
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name = ".38 DumDum bullet"
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damage = 15
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armour_penetration = -30
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ricochets_max = 0
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shrapnel_type = /obj/item/shrapnel/bullet/c38/dumdum
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sharpness = SHARP_EDGED
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wound_bonus = 20
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bare_wound_bonus = 20
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embedding = list(embed_chance=75, fall_chance=3, jostle_chance=4, ignore_throwspeed_threshold=TRUE, pain_stam_pct=0.4, pain_mult=5, jostle_pain_mult=6, rip_time=10)
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wound_falloff_tile = -5
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embed_falloff_tile = -15
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/obj/item/projectile/bullet/c38/rubber
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name = ".38 rubber bullet"
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@@ -102,6 +111,7 @@
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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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wound_bonus = -70
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/obj/item/projectile/bullet/a357/ap
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name = ".357 armor-piercing bullet"
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@@ -3,12 +3,15 @@
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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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wound_bonus = -40
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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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wound_bonus = -35
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wound_falloff_tile = 0
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/obj/item/projectile/bullet/a762_enchanted
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name = "enchanted 7.62 bullet"
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@@ -1,16 +1,18 @@
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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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damage = 50
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sharpness = SHARP_POINTY
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wound_bonus = 0
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/obj/item/projectile/bullet/shotgun_slug/executioner
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name = "executioner slug" // admin only, can dismember limbs
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sharpness = SHARP_EDGED
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wound_bonus = 0
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wound_bonus = 80
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/obj/item/projectile/bullet/shotgun_slug/pulverizer
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name = "pulverizer slug" // admin only, can crush bones
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sharpness = SHARP_NONE
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wound_bonus = 0
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wound_bonus = 80
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/obj/item/projectile/bullet/shotgun_beanbag
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name = "beanbag slug"
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@@ -18,6 +20,7 @@
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stamina = 70
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wound_bonus = 20
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sharpness = SHARP_NONE
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embedding = null
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/obj/item/projectile/bullet/incendiary/shotgun
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name = "incendiary slug"
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@@ -83,18 +86,22 @@
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return BULLET_ACT_HIT
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/obj/item/projectile/bullet/pellet
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var/tile_dropoff = 0.75
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var/tile_dropoff = 0.45
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var/tile_dropoff_s = 1.25
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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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wound_bonus = -10
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damage = 7.5
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wound_bonus = 5
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bare_wound_bonus = 5
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wound_falloff_tile = -2.5 // low damage + additional dropoff will already curb wounding potential anything past point blank
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/obj/item/projectile/bullet/pellet/shotgun_rubbershot
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name = "rubbershot pellet"
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damage = 2
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stamina = 15
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sharpness = SHARP_NONE
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embedding = null
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/obj/item/projectile/bullet/pellet/Range()
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..()
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@@ -106,8 +113,10 @@
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qdel(src)
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/obj/item/projectile/bullet/pellet/shotgun_improvised
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tile_dropoff = 0.55 //Come on it does 6 damage don't be like that.
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tile_dropoff = 0.35 //Come on it does 6 damage don't be like that.
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damage = 6
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wound_bonus = 0
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bare_wound_bonus = 7.5
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/obj/item/projectile/bullet/pellet/shotgun_improvised/Initialize()
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. = ..()
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@@ -3,6 +3,8 @@
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/obj/item/projectile/bullet/c45
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name = ".45 bullet"
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damage = 30
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wound_bonus = -10
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wound_falloff_tile = -10
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/obj/item/projectile/bullet/c45_cleaning
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name = ".45 bullet"
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@@ -51,11 +53,15 @@
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/obj/item/projectile/bullet/c46x30mm
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name = "4.6x30mm bullet"
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damage = 15
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wound_bonus = -5
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bare_wound_bonus = 5
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embed_falloff_tile = -4
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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 = 12.5
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armour_penetration = 40
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embedding = null
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/obj/item/projectile/bullet/incendiary/c46x30mm
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name = "4.6x30mm incendiary bullet"
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