section 2
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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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