This commit is contained in:
Ghommie
2020-01-12 19:18:03 +01:00
1472 changed files with 218564 additions and 214937 deletions
@@ -1,85 +1,85 @@
/obj/item/ammo_casing
name = "bullet casing"
desc = "A bullet casing."
icon = 'icons/obj/ammo.dmi'
icon_state = "s-casing"
flags_1 = CONDUCT_1
slot_flags = ITEM_SLOT_BELT
throwforce = 0
w_class = WEIGHT_CLASS_TINY
materials = list(MAT_METAL = 500)
var/fire_sound = null //What sound should play when this ammo is fired
var/caliber = null //Which kind of guns it can be loaded into
var/projectile_type = null //The bullet type to create when New() is called
var/obj/item/projectile/BB = null //The loaded bullet
var/pellets = 1 //Pellets for spreadshot
var/variance = 0 //Variance for inaccuracy fundamental to the casing
var/randomspread = 0 //Randomspread for automatics
var/delay = 0 //Delay for energy weapons
var/click_cooldown_override = 0 //Override this to make your gun have a faster fire rate, in tenths of a second. 4 is the default gun cooldown.
var/firing_effect_type = /obj/effect/temp_visual/dir_setting/firing_effect //the visual effect appearing when the ammo is fired.
var/heavy_metal = TRUE
var/harmful = TRUE //pacifism check for boolet, set to FALSE if bullet is non-lethal
/obj/item/ammo_casing/spent
name = "spent bullet casing"
BB = null
/obj/item/ammo_casing/Initialize()
. = ..()
if(projectile_type)
BB = new projectile_type(src)
pixel_x = rand(-10, 10)
pixel_y = rand(-10, 10)
setDir(pick(GLOB.alldirs))
update_icon()
/obj/item/ammo_casing/update_icon()
..()
icon_state = "[initial(icon_state)][BB ? "-live" : ""]"
desc = "[initial(desc)][BB ? "" : " This one is spent."]"
//proc to magically refill a casing with a new projectile
/obj/item/ammo_casing/proc/newshot() //For energy weapons, syringe gun, shotgun shells and wands (!).
if(!BB)
BB = new projectile_type(src, src)
/obj/item/ammo_casing/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/ammo_box))
var/obj/item/ammo_box/box = I
if(isturf(loc))
var/boolets = 0
for(var/obj/item/ammo_casing/bullet in loc)
if (box.stored_ammo.len >= box.max_ammo)
break
if (bullet.BB)
if (box.give_round(bullet, 0))
boolets++
else
continue
if (boolets > 0)
box.update_icon()
to_chat(user, "<span class='notice'>You collect [boolets] shell\s. [box] now contains [box.stored_ammo.len] shell\s.</span>")
else
to_chat(user, "<span class='warning'>You fail to collect anything!</span>")
else
return ..()
/obj/item/ammo_casing/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
if(heavy_metal)
bounce_away(FALSE, NONE)
. = ..()
/obj/item/ammo_casing/proc/bounce_away(still_warm = FALSE, bounce_delay = 3)
update_icon()
SpinAnimation(10, 1)
var/matrix/M = matrix(transform)
M.Turn(rand(-170,170))
transform = M
pixel_x = rand(-12, 12)
pixel_y = rand(-12, 12)
var/turf/T = get_turf(src)
if(still_warm && T && T.bullet_sizzle)
addtimer(CALLBACK(GLOBAL_PROC, .proc/playsound, src, 'sound/items/welder.ogg', 20, 1), bounce_delay) //If the turf is made of water and the shell casing is still hot, make a sizzling sound when it's ejected.
else if(T && T.bullet_bounce_sound)
addtimer(CALLBACK(GLOBAL_PROC, .proc/playsound, src, T.bullet_bounce_sound, 60, 1), bounce_delay) //Soft / non-solid turfs that shouldn't make a sound when a shell casing is ejected over them.
/obj/item/ammo_casing
name = "bullet casing"
desc = "A bullet casing."
icon = 'icons/obj/ammo.dmi'
icon_state = "s-casing"
flags_1 = CONDUCT_1
slot_flags = ITEM_SLOT_BELT
throwforce = 0
w_class = WEIGHT_CLASS_TINY
materials = list(MAT_METAL = 500)
var/fire_sound = null //What sound should play when this ammo is fired
var/caliber = null //Which kind of guns it can be loaded into
var/projectile_type = null //The bullet type to create when New() is called
var/obj/item/projectile/BB = null //The loaded bullet
var/pellets = 1 //Pellets for spreadshot
var/variance = 0 //Variance for inaccuracy fundamental to the casing
var/randomspread = 0 //Randomspread for automatics
var/delay = 0 //Delay for energy weapons
var/click_cooldown_override = 0 //Override this to make your gun have a faster fire rate, in tenths of a second. 4 is the default gun cooldown.
var/firing_effect_type = /obj/effect/temp_visual/dir_setting/firing_effect //the visual effect appearing when the ammo is fired.
var/heavy_metal = TRUE
var/harmful = TRUE //pacifism check for boolet, set to FALSE if bullet is non-lethal
/obj/item/ammo_casing/spent
name = "spent bullet casing"
BB = null
/obj/item/ammo_casing/Initialize()
. = ..()
if(projectile_type)
BB = new projectile_type(src)
pixel_x = rand(-10, 10)
pixel_y = rand(-10, 10)
setDir(pick(GLOB.alldirs))
update_icon()
/obj/item/ammo_casing/update_icon()
..()
icon_state = "[initial(icon_state)][BB ? "-live" : ""]"
desc = "[initial(desc)][BB ? "" : " This one is spent."]"
//proc to magically refill a casing with a new projectile
/obj/item/ammo_casing/proc/newshot() //For energy weapons, syringe gun, shotgun shells and wands (!).
if(!BB)
BB = new projectile_type(src, src)
/obj/item/ammo_casing/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/ammo_box))
var/obj/item/ammo_box/box = I
if(isturf(loc))
var/boolets = 0
for(var/obj/item/ammo_casing/bullet in loc)
if (box.stored_ammo.len >= box.max_ammo)
break
if (bullet.BB)
if (box.give_round(bullet, 0))
boolets++
else
continue
if (boolets > 0)
box.update_icon()
to_chat(user, "<span class='notice'>You collect [boolets] shell\s. [box] now contains [box.stored_ammo.len] shell\s.</span>")
else
to_chat(user, "<span class='warning'>You fail to collect anything!</span>")
else
return ..()
/obj/item/ammo_casing/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
if(heavy_metal)
bounce_away(FALSE, NONE)
. = ..()
/obj/item/ammo_casing/proc/bounce_away(still_warm = FALSE, bounce_delay = 3)
update_icon()
SpinAnimation(10, 1)
var/matrix/M = matrix(transform)
M.Turn(rand(-170,170))
transform = M
pixel_x = rand(-12, 12)
pixel_y = rand(-12, 12)
var/turf/T = get_turf(src)
if(still_warm && T && T.bullet_sizzle)
addtimer(CALLBACK(GLOBAL_PROC, .proc/playsound, src, 'sound/items/welder.ogg', 20, 1), bounce_delay) //If the turf is made of water and the shell casing is still hot, make a sizzling sound when it's ejected.
else if(T && T.bullet_bounce_sound)
addtimer(CALLBACK(GLOBAL_PROC, .proc/playsound, src, T.bullet_bounce_sound, 60, 1), bounce_delay) //Soft / non-solid turfs that shouldn't make a sound when a shell casing is ejected over them.
+63 -63
View File
@@ -1,63 +1,63 @@
/obj/item/ammo_casing/proc/fire_casing(atom/target, mob/living/user, params, distro, quiet, zone_override, spread, atom/fired_from)
distro += variance
for (var/i = max(1, pellets), i > 0, i--)
var/targloc = get_turf(target)
ready_proj(target, user, quiet, zone_override, fired_from)
if(distro) //We have to spread a pixel-precision bullet. throw_proj was called before so angles should exist by now...
if(randomspread)
spread = round((rand() - 0.5) * distro)
else //Smart spread
spread = round((i / pellets - 0.5) * distro)
if(!throw_proj(target, targloc, user, params, spread))
return 0
if(i > 1)
newshot()
if(click_cooldown_override)
user.changeNext_move(click_cooldown_override)
else
user.changeNext_move(CLICK_CD_RANGE)
user.newtonian_move(get_dir(target, user))
update_icon()
return 1
/obj/item/ammo_casing/proc/ready_proj(atom/target, mob/living/user, quiet, zone_override = "", fired_from)
if (!BB)
return
BB.original = target
BB.firer = user
BB.fired_from = fired_from
if (zone_override)
BB.def_zone = zone_override
else
BB.def_zone = user.zone_selected
BB.suppressed = quiet
if(reagents && BB.reagents)
reagents.trans_to(BB, reagents.total_volume) //For chemical darts/bullets
qdel(reagents)
/obj/item/ammo_casing/proc/throw_proj(atom/target, turf/targloc, mob/living/user, params, spread)
var/turf/curloc = get_turf(user)
if (!istype(targloc) || !istype(curloc) || !BB)
return 0
var/firing_dir
if(BB.firer)
firing_dir = BB.firer.dir
if(!BB.suppressed && firing_effect_type)
new firing_effect_type(get_turf(src), firing_dir)
var/direct_target
if(targloc == curloc)
if(target) //if the target is right on our location we'll skip the travelling code in the proj's fire()
direct_target = target
if(!direct_target)
BB.preparePixelProjectile(target, user, params, spread)
BB.fire(null, direct_target)
BB = null
return 1
/obj/item/ammo_casing/proc/spread(turf/target, turf/current, distro)
var/dx = abs(target.x - current.x)
var/dy = abs(target.y - current.y)
return locate(target.x + round(gaussian(0, distro) * (dy+2)/8, 1), target.y + round(gaussian(0, distro) * (dx+2)/8, 1), target.z)
/obj/item/ammo_casing/proc/fire_casing(atom/target, mob/living/user, params, distro, quiet, zone_override, spread, atom/fired_from)
distro += variance
for (var/i = max(1, pellets), i > 0, i--)
var/targloc = get_turf(target)
ready_proj(target, user, quiet, zone_override, fired_from)
if(distro) //We have to spread a pixel-precision bullet. throw_proj was called before so angles should exist by now...
if(randomspread)
spread = round((rand() - 0.5) * distro)
else //Smart spread
spread = round((i / pellets - 0.5) * distro)
if(!throw_proj(target, targloc, user, params, spread))
return 0
if(i > 1)
newshot()
if(click_cooldown_override)
user.changeNext_move(click_cooldown_override)
else
user.changeNext_move(CLICK_CD_RANGE)
user.newtonian_move(get_dir(target, user))
update_icon()
return 1
/obj/item/ammo_casing/proc/ready_proj(atom/target, mob/living/user, quiet, zone_override = "", fired_from)
if (!BB)
return
BB.original = target
BB.firer = user
BB.fired_from = fired_from
if (zone_override)
BB.def_zone = zone_override
else
BB.def_zone = user.zone_selected
BB.suppressed = quiet
if(reagents && BB.reagents)
reagents.trans_to(BB, reagents.total_volume) //For chemical darts/bullets
qdel(reagents)
/obj/item/ammo_casing/proc/throw_proj(atom/target, turf/targloc, mob/living/user, params, spread)
var/turf/curloc = get_turf(user)
if (!istype(targloc) || !istype(curloc) || !BB)
return 0
var/firing_dir
if(BB.firer)
firing_dir = BB.firer.dir
if(!BB.suppressed && firing_effect_type)
new firing_effect_type(get_turf(src), firing_dir)
var/direct_target
if(targloc == curloc)
if(target) //if the target is right on our location we'll skip the travelling code in the proj's fire()
direct_target = target
if(!direct_target)
BB.preparePixelProjectile(target, user, params, spread)
BB.fire(null, direct_target)
BB = null
return 1
/obj/item/ammo_casing/proc/spread(turf/target, turf/current, distro)
var/dx = abs(target.x - current.x)
var/dy = abs(target.y - current.y)
return locate(target.x + round(gaussian(0, distro) * (dy+2)/8, 1), target.y + round(gaussian(0, distro) * (dx+2)/8, 1), target.z)
@@ -1,23 +1,23 @@
// 1.95x129mm (SAW)
/obj/item/ammo_casing/mm195x129
name = "1.95x129mm bullet casing"
desc = "A 1.95x129mm bullet casing."
icon_state = "762-casing"
caliber = "mm195129"
projectile_type = /obj/item/projectile/bullet/mm195x129
/obj/item/ammo_casing/mm195x129/ap
name = "1.95x129mm armor-piercing bullet casing"
desc = "A 1.95x129mm bullet casing designed with a hardened-tipped core to help penetrate armored targets."
projectile_type = /obj/item/projectile/bullet/mm195x129_ap
/obj/item/ammo_casing/mm195x129/hollow
name = "1.95x129mm hollow-point bullet casing"
desc = "A 1.95x129mm bullet casing designed to cause more damage to unarmored targets."
projectile_type = /obj/item/projectile/bullet/mm195x129_hp
/obj/item/ammo_casing/mm195x129/incen
name = "1.95x129mm incendiary bullet casing"
desc = "A 1.95x129mm bullet casing designed with a chemical-filled capsule on the tip that when bursted, reacts with the atmosphere to produce a fireball, engulfing the target in flames."
projectile_type = /obj/item/projectile/bullet/incendiary/mm195x129
// 1.95x129mm (SAW)
/obj/item/ammo_casing/mm195x129
name = "1.95x129mm bullet casing"
desc = "A 1.95x129mm bullet casing."
icon_state = "762-casing"
caliber = "mm195129"
projectile_type = /obj/item/projectile/bullet/mm195x129
/obj/item/ammo_casing/mm195x129/ap
name = "1.95x129mm armor-piercing bullet casing"
desc = "A 1.95x129mm bullet casing designed with a hardened-tipped core to help penetrate armored targets."
projectile_type = /obj/item/projectile/bullet/mm195x129_ap
/obj/item/ammo_casing/mm195x129/hollow
name = "1.95x129mm hollow-point bullet casing"
desc = "A 1.95x129mm bullet casing designed to cause more damage to unarmored targets."
projectile_type = /obj/item/projectile/bullet/mm195x129_hp
/obj/item/ammo_casing/mm195x129/incen
name = "1.95x129mm incendiary bullet casing"
desc = "A 1.95x129mm bullet casing designed with a chemical-filled capsule on the tip that when bursted, reacts with the atmosphere to produce a fireball, engulfing the target in flames."
projectile_type = /obj/item/projectile/bullet/incendiary/mm195x129
@@ -1,50 +1,50 @@
// 10mm (Stechkin)
/obj/item/ammo_casing/c10mm
name = ".10mm bullet casing"
desc = "A 10mm bullet casing."
caliber = "10mm"
projectile_type = /obj/item/projectile/bullet/c10mm
/obj/item/ammo_casing/c10mm/ap
name = ".10mm armor-piercing bullet casing"
desc = "A 10mm armor-piercing bullet casing."
projectile_type = /obj/item/projectile/bullet/c10mm_ap
/obj/item/ammo_casing/c10mm/hp
name = ".10mm hollow-point bullet casing"
desc = "A 10mm hollow-point bullet casing."
projectile_type = /obj/item/projectile/bullet/c10mm_hp
/obj/item/ammo_casing/c10mm/fire
name = ".10mm incendiary bullet casing"
desc = "A 10mm incendiary bullet casing."
projectile_type = /obj/item/projectile/bullet/incendiary/c10mm
// 9mm (Stechkin APS)
/obj/item/ammo_casing/c9mm
name = "9mm bullet casing"
desc = "A 9mm bullet casing."
caliber = "9mm"
projectile_type = /obj/item/projectile/bullet/c9mm
/obj/item/ammo_casing/c9mm/ap
name = "9mm armor-piercing bullet casing"
desc = "A 9mm armor-piercing bullet casing."
projectile_type =/obj/item/projectile/bullet/c9mm_ap
/obj/item/ammo_casing/c9mm/inc
name = "9mm incendiary bullet casing"
desc = "A 9mm incendiary bullet casing."
projectile_type = /obj/item/projectile/bullet/incendiary/c9mm
// .50AE (Desert Eagle)
/obj/item/ammo_casing/a50AE
name = ".50AE bullet casing"
desc = "A .50AE bullet casing."
caliber = ".50"
projectile_type = /obj/item/projectile/bullet/a50AE
// 10mm (Stechkin)
/obj/item/ammo_casing/c10mm
name = ".10mm bullet casing"
desc = "A 10mm bullet casing."
caliber = "10mm"
projectile_type = /obj/item/projectile/bullet/c10mm
/obj/item/ammo_casing/c10mm/ap
name = ".10mm armor-piercing bullet casing"
desc = "A 10mm armor-piercing bullet casing."
projectile_type = /obj/item/projectile/bullet/c10mm_ap
/obj/item/ammo_casing/c10mm/hp
name = ".10mm hollow-point bullet casing"
desc = "A 10mm hollow-point bullet casing."
projectile_type = /obj/item/projectile/bullet/c10mm_hp
/obj/item/ammo_casing/c10mm/fire
name = ".10mm incendiary bullet casing"
desc = "A 10mm incendiary bullet casing."
projectile_type = /obj/item/projectile/bullet/incendiary/c10mm
// 9mm (Stechkin APS)
/obj/item/ammo_casing/c9mm
name = "9mm bullet casing"
desc = "A 9mm bullet casing."
caliber = "9mm"
projectile_type = /obj/item/projectile/bullet/c9mm
/obj/item/ammo_casing/c9mm/ap
name = "9mm armor-piercing bullet casing"
desc = "A 9mm armor-piercing bullet casing."
projectile_type =/obj/item/projectile/bullet/c9mm_ap
/obj/item/ammo_casing/c9mm/inc
name = "9mm incendiary bullet casing"
desc = "A 9mm incendiary bullet casing."
projectile_type = /obj/item/projectile/bullet/incendiary/c9mm
// .50AE (Desert Eagle)
/obj/item/ammo_casing/a50AE
name = ".50AE bullet casing"
desc = "A .50AE bullet casing."
caliber = ".50"
projectile_type = /obj/item/projectile/bullet/a50AE
@@ -1,50 +1,50 @@
// .357 (Syndie Revolver)
/obj/item/ammo_casing/a357
name = ".357 bullet casing"
desc = "A .357 bullet casing."
caliber = "357"
projectile_type = /obj/item/projectile/bullet/a357
/obj/item/ammo_casing/a357/ap
name = ".357 armor-piercing bullet casing"
desc = "A .357 armor-piercing bullet casing."
projectile_type = /obj/item/projectile/bullet/a357/ap
// 7.62x38mmR (Nagant Revolver)
/obj/item/ammo_casing/n762
name = "7.62x38mmR bullet casing"
desc = "A 7.62x38mmR bullet casing."
caliber = "n762"
projectile_type = /obj/item/projectile/bullet/n762
// .38 (Detective's Gun)
/obj/item/ammo_casing/c38
name = ".38 rubber bullet casing"
desc = "A .38 rubber bullet casing."
caliber = "38"
projectile_type = /obj/item/projectile/bullet/c38/rubber
/obj/item/ammo_casing/c38/lethal
name = ".38 bullet casing"
desc = "A .38 bullet casing"
projectile_type = /obj/item/projectile/bullet/c38
/obj/item/ammo_casing/c38/trac
name = ".38 TRAC bullet casing"
desc = "A .38 \"TRAC\" bullet casing."
projectile_type = /obj/item/projectile/bullet/c38/trac
/obj/item/ammo_casing/c38/hotshot
name = ".38 Hot Shot bullet casing"
desc = "A .38 Hot Shot bullet casing."
caliber = "38"
projectile_type = /obj/item/projectile/bullet/c38/hotshot
/obj/item/ammo_casing/c38/iceblox
name = ".38 Iceblox bullet casing"
desc = "A .38 Iceblox bullet casing."
caliber = "38"
// .357 (Syndie Revolver)
/obj/item/ammo_casing/a357
name = ".357 bullet casing"
desc = "A .357 bullet casing."
caliber = "357"
projectile_type = /obj/item/projectile/bullet/a357
/obj/item/ammo_casing/a357/ap
name = ".357 armor-piercing bullet casing"
desc = "A .357 armor-piercing bullet casing."
projectile_type = /obj/item/projectile/bullet/a357/ap
// 7.62x38mmR (Nagant Revolver)
/obj/item/ammo_casing/n762
name = "7.62x38mmR bullet casing"
desc = "A 7.62x38mmR bullet casing."
caliber = "n762"
projectile_type = /obj/item/projectile/bullet/n762
// .38 (Detective's Gun)
/obj/item/ammo_casing/c38
name = ".38 rubber bullet casing"
desc = "A .38 rubber bullet casing."
caliber = "38"
projectile_type = /obj/item/projectile/bullet/c38/rubber
/obj/item/ammo_casing/c38/lethal
name = ".38 bullet casing"
desc = "A .38 bullet casing"
projectile_type = /obj/item/projectile/bullet/c38
/obj/item/ammo_casing/c38/trac
name = ".38 TRAC bullet casing"
desc = "A .38 \"TRAC\" bullet casing."
projectile_type = /obj/item/projectile/bullet/c38/trac
/obj/item/ammo_casing/c38/hotshot
name = ".38 Hot Shot bullet casing"
desc = "A .38 Hot Shot bullet casing."
caliber = "38"
projectile_type = /obj/item/projectile/bullet/c38/hotshot
/obj/item/ammo_casing/c38/iceblox
name = ".38 Iceblox bullet casing"
desc = "A .38 Iceblox bullet casing."
caliber = "38"
projectile_type = /obj/item/projectile/bullet/c38/iceblox
@@ -1,28 +1,28 @@
// 7.62 (Nagant Rifle)
/obj/item/ammo_casing/a762
name = "7.62 bullet casing"
desc = "A 7.62 bullet casing."
icon_state = "762-casing"
caliber = "a762"
projectile_type = /obj/item/projectile/bullet/a762
/obj/item/ammo_casing/a762/enchanted
projectile_type = /obj/item/projectile/bullet/a762_enchanted
// 5.56mm (M-90gl Carbine)
/obj/item/ammo_casing/a556
name = "5.56mm bullet casing"
desc = "A 5.56mm bullet casing."
caliber = "a556"
projectile_type = /obj/item/projectile/bullet/a556
// 40mm (Grenade Launcher)
/obj/item/ammo_casing/a40mm
name = "40mm HE shell"
desc = "A cased high explosive grenade that can only be activated once fired out of a grenade launcher."
caliber = "40mm"
icon_state = "40mmHE"
projectile_type = /obj/item/projectile/bullet/a40mm
// 7.62 (Nagant Rifle)
/obj/item/ammo_casing/a762
name = "7.62 bullet casing"
desc = "A 7.62 bullet casing."
icon_state = "762-casing"
caliber = "a762"
projectile_type = /obj/item/projectile/bullet/a762
/obj/item/ammo_casing/a762/enchanted
projectile_type = /obj/item/projectile/bullet/a762_enchanted
// 5.56mm (M-90gl Carbine)
/obj/item/ammo_casing/a556
name = "5.56mm bullet casing"
desc = "A 5.56mm bullet casing."
caliber = "a556"
projectile_type = /obj/item/projectile/bullet/a556
// 40mm (Grenade Launcher)
/obj/item/ammo_casing/a40mm
name = "40mm HE shell"
desc = "A cased high explosive grenade that can only be activated once fired out of a grenade launcher."
caliber = "40mm"
icon_state = "40mmHE"
projectile_type = /obj/item/projectile/bullet/a40mm
@@ -1,141 +1,141 @@
// Shotgun
/obj/item/ammo_casing/shotgun
name = "shotgun slug"
desc = "A 12 gauge lead slug."
icon_state = "blshell"
caliber = "shotgun"
projectile_type = /obj/item/projectile/bullet/shotgun_slug
materials = list(MAT_METAL=4000)
/obj/item/ammo_casing/shotgun/beanbag
name = "beanbag slug"
desc = "A weak beanbag slug for riot control."
icon_state = "bshell"
projectile_type = /obj/item/projectile/bullet/shotgun_beanbag
materials = list(MAT_METAL=250)
/obj/item/ammo_casing/shotgun/incendiary
name = "incendiary slug"
desc = "An incendiary-coated shotgun slug."
icon_state = "ishell"
projectile_type = /obj/item/projectile/bullet/incendiary/shotgun
/obj/item/ammo_casing/shotgun/dragonsbreath
name = "dragonsbreath shell"
desc = "A shotgun shell which fires a spread of incendiary pellets."
icon_state = "ishell2"
projectile_type = /obj/item/projectile/bullet/incendiary/shotgun/dragonsbreath
pellets = 4
variance = 35
/obj/item/ammo_casing/shotgun/stunslug
name = "taser slug"
desc = "A stunning taser slug."
icon_state = "stunshell"
projectile_type = /obj/item/projectile/bullet/shotgun_stunslug
materials = list(MAT_METAL=250)
/obj/item/ammo_casing/shotgun/meteorslug
name = "meteorslug shell"
desc = "A shotgun shell rigged with CMC technology, which launches a massive slug when fired."
icon_state = "mshell"
projectile_type = /obj/item/projectile/bullet/shotgun_meteorslug
/obj/item/ammo_casing/shotgun/pulseslug
name = "pulse slug"
desc = "A delicate device which can be loaded into a shotgun. The primer acts as a button which triggers the gain medium and fires a powerful \
energy blast. While the heat and power drain limit it to one use, it can still allow an operator to engage targets that ballistic ammunition \
would have difficulty with."
icon_state = "pshell"
projectile_type = /obj/item/projectile/beam/pulse/shotgun
/obj/item/ammo_casing/shotgun/frag12
name = "FRAG-12 slug"
desc = "A high explosive breaching round for a 12 gauge shotgun."
icon_state = "heshell"
projectile_type = /obj/item/projectile/bullet/shotgun_frag12
/obj/item/ammo_casing/shotgun/buckshot
name = "buckshot shell"
desc = "A 12 gauge buckshot shell."
icon_state = "gshell"
projectile_type = /obj/item/projectile/bullet/pellet/shotgun_buckshot
pellets = 6
variance = 25
/obj/item/ammo_casing/shotgun/rubbershot
name = "rubber shot"
desc = "A shotgun casing filled with densely-packed rubber balls, used to incapacitate crowds from a distance."
icon_state = "bshell"
projectile_type = /obj/item/projectile/bullet/pellet/shotgun_rubbershot
pellets = 6
variance = 25
materials = list(MAT_METAL=4000)
/obj/item/ammo_casing/shotgun/improvised
name = "improvised shell"
desc = "An extremely weak shotgun shell with multiple small pellets made out of metal shards."
icon_state = "improvshell"
projectile_type = /obj/item/projectile/bullet/pellet/shotgun_improvised
materials = list(MAT_METAL=250)
pellets = 10
variance = 25
/obj/item/ammo_casing/shotgun/ion
name = "ion shell"
desc = "An advanced shotgun shell which uses a subspace ansible crystal to produce an effect similar to a standard ion rifle. \
The unique properties of the crystal split the pulse into a spread of individually weaker bolts."
icon_state = "ionshell"
projectile_type = /obj/item/projectile/ion/weak
pellets = 4
variance = 35
/obj/item/ammo_casing/shotgun/laserslug
name = "scatter laser shell"
desc = "An advanced shotgun shell that uses a micro laser to replicate the effects of a scatter laser weapon in a ballistic package."
icon_state = "lshell"
projectile_type = /obj/item/projectile/beam/weak
pellets = 6
variance = 35
/obj/item/ammo_casing/shotgun/techshell
name = "unloaded technological shell"
desc = "A high-tech shotgun shell which can be loaded with materials to produce unique effects."
icon_state = "cshell"
projectile_type = null
/obj/item/ammo_casing/shotgun/dart
name = "shotgun dart"
desc = "A dart for use in shotguns. Can be injected with up to 30 units of any chemical."
icon_state = "cshell"
projectile_type = /obj/item/projectile/bullet/dart
var/reagent_amount = 30
/obj/item/ammo_casing/shotgun/dart/Initialize()
. = ..()
create_reagents(reagent_amount, OPENCONTAINER)
/obj/item/ammo_casing/shotgun/dart/attackby()
return
/obj/item/ammo_casing/shotgun/dart/noreact
name = "cryostasis shotgun dart"
desc = "A dart for use in shotguns. Uses technology similar to cryostasis beakers to keep internal reagents from reacting. Can be injected with up to 10 units of any chemical."
icon_state = "cnrshell"
reagent_amount = 10
/obj/item/ammo_casing/shotgun/dart/noreact/Initialize()
. = ..()
ENABLE_BITFIELD(reagents.reagents_holder_flags, NO_REACT)
/obj/item/ammo_casing/shotgun/dart/bioterror
desc = "A shotgun dart filled with deadly toxins."
/obj/item/ammo_casing/shotgun/dart/bioterror/Initialize()
. = ..()
reagents.add_reagent("neurotoxin", 6)
reagents.add_reagent("spore", 6)
reagents.add_reagent("mutetoxin", 6) //;HELP OPS IN MAINT
reagents.add_reagent("coniine", 6)
reagents.add_reagent("sodium_thiopental", 6)
// Shotgun
/obj/item/ammo_casing/shotgun
name = "shotgun slug"
desc = "A 12 gauge lead slug."
icon_state = "blshell"
caliber = "shotgun"
projectile_type = /obj/item/projectile/bullet/shotgun_slug
materials = list(MAT_METAL=4000)
/obj/item/ammo_casing/shotgun/beanbag
name = "beanbag slug"
desc = "A weak beanbag slug for riot control."
icon_state = "bshell"
projectile_type = /obj/item/projectile/bullet/shotgun_beanbag
materials = list(MAT_METAL=250)
/obj/item/ammo_casing/shotgun/incendiary
name = "incendiary slug"
desc = "An incendiary-coated shotgun slug."
icon_state = "ishell"
projectile_type = /obj/item/projectile/bullet/incendiary/shotgun
/obj/item/ammo_casing/shotgun/dragonsbreath
name = "dragonsbreath shell"
desc = "A shotgun shell which fires a spread of incendiary pellets."
icon_state = "ishell2"
projectile_type = /obj/item/projectile/bullet/incendiary/shotgun/dragonsbreath
pellets = 4
variance = 35
/obj/item/ammo_casing/shotgun/stunslug
name = "taser slug"
desc = "A stunning taser slug."
icon_state = "stunshell"
projectile_type = /obj/item/projectile/bullet/shotgun_stunslug
materials = list(MAT_METAL=250)
/obj/item/ammo_casing/shotgun/meteorslug
name = "meteorslug shell"
desc = "A shotgun shell rigged with CMC technology, which launches a massive slug when fired."
icon_state = "mshell"
projectile_type = /obj/item/projectile/bullet/shotgun_meteorslug
/obj/item/ammo_casing/shotgun/pulseslug
name = "pulse slug"
desc = "A delicate device which can be loaded into a shotgun. The primer acts as a button which triggers the gain medium and fires a powerful \
energy blast. While the heat and power drain limit it to one use, it can still allow an operator to engage targets that ballistic ammunition \
would have difficulty with."
icon_state = "pshell"
projectile_type = /obj/item/projectile/beam/pulse/shotgun
/obj/item/ammo_casing/shotgun/frag12
name = "FRAG-12 slug"
desc = "A high explosive breaching round for a 12 gauge shotgun."
icon_state = "heshell"
projectile_type = /obj/item/projectile/bullet/shotgun_frag12
/obj/item/ammo_casing/shotgun/buckshot
name = "buckshot shell"
desc = "A 12 gauge buckshot shell."
icon_state = "gshell"
projectile_type = /obj/item/projectile/bullet/pellet/shotgun_buckshot
pellets = 6
variance = 25
/obj/item/ammo_casing/shotgun/rubbershot
name = "rubber shot"
desc = "A shotgun casing filled with densely-packed rubber balls, used to incapacitate crowds from a distance."
icon_state = "bshell"
projectile_type = /obj/item/projectile/bullet/pellet/shotgun_rubbershot
pellets = 6
variance = 25
materials = list(MAT_METAL=4000)
/obj/item/ammo_casing/shotgun/improvised
name = "improvised shell"
desc = "An extremely weak shotgun shell with multiple small pellets made out of metal shards."
icon_state = "improvshell"
projectile_type = /obj/item/projectile/bullet/pellet/shotgun_improvised
materials = list(MAT_METAL=250)
pellets = 10
variance = 25
/obj/item/ammo_casing/shotgun/ion
name = "ion shell"
desc = "An advanced shotgun shell which uses a subspace ansible crystal to produce an effect similar to a standard ion rifle. \
The unique properties of the crystal split the pulse into a spread of individually weaker bolts."
icon_state = "ionshell"
projectile_type = /obj/item/projectile/ion/weak
pellets = 4
variance = 35
/obj/item/ammo_casing/shotgun/laserslug
name = "scatter laser shell"
desc = "An advanced shotgun shell that uses a micro laser to replicate the effects of a scatter laser weapon in a ballistic package."
icon_state = "lshell"
projectile_type = /obj/item/projectile/beam/weak
pellets = 6
variance = 35
/obj/item/ammo_casing/shotgun/techshell
name = "unloaded technological shell"
desc = "A high-tech shotgun shell which can be loaded with materials to produce unique effects."
icon_state = "cshell"
projectile_type = null
/obj/item/ammo_casing/shotgun/dart
name = "shotgun dart"
desc = "A dart for use in shotguns. Can be injected with up to 30 units of any chemical."
icon_state = "cshell"
projectile_type = /obj/item/projectile/bullet/dart
var/reagent_amount = 30
/obj/item/ammo_casing/shotgun/dart/Initialize()
. = ..()
create_reagents(reagent_amount, OPENCONTAINER)
/obj/item/ammo_casing/shotgun/dart/attackby()
return
/obj/item/ammo_casing/shotgun/dart/noreact
name = "cryostasis shotgun dart"
desc = "A dart for use in shotguns. Uses technology similar to cryostasis beakers to keep internal reagents from reacting. Can be injected with up to 10 units of any chemical."
icon_state = "cnrshell"
reagent_amount = 10
/obj/item/ammo_casing/shotgun/dart/noreact/Initialize()
. = ..()
ENABLE_BITFIELD(reagents.reagents_holder_flags, NO_REACT)
/obj/item/ammo_casing/shotgun/dart/bioterror
desc = "A shotgun dart filled with deadly toxins."
/obj/item/ammo_casing/shotgun/dart/bioterror/Initialize()
. = ..()
reagents.add_reagent(/datum/reagent/toxin/fentanyl, 6)
reagents.add_reagent(/datum/reagent/toxin/spore, 6)
reagents.add_reagent(/datum/reagent/toxin/mutetoxin, 6) //;HELP OPS IN MAINT
reagents.add_reagent(/datum/reagent/toxin/coniine, 6)
reagents.add_reagent(/datum/reagent/toxin/sodium_thiopental, 6)
@@ -1,32 +1,32 @@
// 4.6x30mm (Autorifles)
/obj/item/ammo_casing/c46x30mm
name = "4.6x30mm bullet casing"
desc = "A 4.6x30mm bullet casing."
caliber = "4.6x30mm"
projectile_type = /obj/item/projectile/bullet/c46x30mm
/obj/item/ammo_casing/c46x30mm/ap
name = "4.6x30mm armor-piercing bullet casing"
desc = "A 4.6x30mm armor-piercing bullet casing."
projectile_type = /obj/item/projectile/bullet/c46x30mm_ap
/obj/item/ammo_casing/c46x30mm/inc
name = "4.6x30mm incendiary bullet casing"
desc = "A 4.6x30mm incendiary bullet casing."
projectile_type = /obj/item/projectile/bullet/incendiary/c46x30mm
// .45 (M1911 + C20r)
/obj/item/ammo_casing/c45
name = ".45 bullet casing"
desc = "A .45 bullet casing."
caliber = ".45"
projectile_type = /obj/item/projectile/bullet/c45
/obj/item/ammo_casing/c45/nostamina
projectile_type = /obj/item/projectile/bullet/c45_nostamina
/obj/item/ammo_casing/c45/kitchengun
desc = "A .45 bullet casing. It has a small sponge attached to it."
projectile_type = /obj/item/projectile/bullet/c45_cleaning
// 4.6x30mm (Autorifles)
/obj/item/ammo_casing/c46x30mm
name = "4.6x30mm bullet casing"
desc = "A 4.6x30mm bullet casing."
caliber = "4.6x30mm"
projectile_type = /obj/item/projectile/bullet/c46x30mm
/obj/item/ammo_casing/c46x30mm/ap
name = "4.6x30mm armor-piercing bullet casing"
desc = "A 4.6x30mm armor-piercing bullet casing."
projectile_type = /obj/item/projectile/bullet/c46x30mm_ap
/obj/item/ammo_casing/c46x30mm/inc
name = "4.6x30mm incendiary bullet casing"
desc = "A 4.6x30mm incendiary bullet casing."
projectile_type = /obj/item/projectile/bullet/incendiary/c46x30mm
// .45 (M1911 + C20r)
/obj/item/ammo_casing/c45
name = ".45 bullet casing"
desc = "A .45 bullet casing."
caliber = ".45"
projectile_type = /obj/item/projectile/bullet/c45
/obj/item/ammo_casing/c45/nostamina
projectile_type = /obj/item/projectile/bullet/c45_nostamina
/obj/item/ammo_casing/c45/kitchengun
desc = "A .45 bullet casing. It has a small sponge attached to it."
projectile_type = /obj/item/projectile/bullet/c45_cleaning
@@ -1,20 +1,20 @@
// .50 (Sniper)
/obj/item/ammo_casing/p50
name = ".50 bullet casing"
desc = "A .50 bullet casing."
caliber = ".50"
projectile_type = /obj/item/projectile/bullet/p50
icon_state = ".50"
/obj/item/ammo_casing/p50/soporific
name = ".50 soporific bullet casing"
desc = "A .50 bullet casing, specialised in sending the target to sleep, instead of hell."
projectile_type = /obj/item/projectile/bullet/p50/soporific
icon_state = "sleeper"
harmful = FALSE
/obj/item/ammo_casing/p50/penetrator
name = ".50 penetrator round bullet casing"
desc = "A .50 caliber penetrator round casing."
projectile_type = /obj/item/projectile/bullet/p50/penetrator
// .50 (Sniper)
/obj/item/ammo_casing/p50
name = ".50 bullet casing"
desc = "A .50 bullet casing."
caliber = ".50"
projectile_type = /obj/item/projectile/bullet/p50
icon_state = ".50"
/obj/item/ammo_casing/p50/soporific
name = ".50 soporific bullet casing"
desc = "A .50 bullet casing, specialised in sending the target to sleep, instead of hell."
projectile_type = /obj/item/projectile/bullet/p50/soporific
icon_state = "sleeper"
harmful = FALSE
/obj/item/ammo_casing/p50/penetrator
name = ".50 penetrator round bullet casing"
desc = "A .50 caliber penetrator round casing."
projectile_type = /obj/item/projectile/bullet/p50/penetrator
@@ -1,16 +1,16 @@
/obj/item/ammo_casing/caseless
desc = "A caseless bullet casing."
firing_effect_type = null
heavy_metal = FALSE
/obj/item/ammo_casing/caseless/fire_casing(atom/target, mob/living/user, params, distro, quiet, zone_override, spread, atom/fired_from)
if (..()) //successfully firing
moveToNullspace()
QDEL_NULL(src)
return TRUE
else
return FALSE
/obj/item/ammo_casing/caseless/update_icon()
..()
icon_state = "[initial(icon_state)]"
/obj/item/ammo_casing/caseless
desc = "A caseless bullet casing."
firing_effect_type = null
heavy_metal = FALSE
/obj/item/ammo_casing/caseless/fire_casing(atom/target, mob/living/user, params, distro, quiet, zone_override, spread, atom/fired_from)
if (..()) //successfully firing
moveToNullspace()
QDEL_NULL(src)
return TRUE
else
return FALSE
/obj/item/ammo_casing/caseless/update_icon()
..()
icon_state = "[initial(icon_state)]"
@@ -1,65 +1,65 @@
/obj/item/ammo_casing/caseless/foam_dart
name = "foam dart"
desc = "It's nerf or nothing! Ages 8 and up."
projectile_type = /obj/item/projectile/bullet/reusable/foam_dart
caliber = "foam_force"
icon = 'icons/obj/guns/toy.dmi'
icon_state = "foamdart"
materials = list(MAT_METAL = 11.25)
harmful = FALSE
var/modified = FALSE
/obj/item/ammo_casing/caseless/foam_dart/update_icon()
..()
if (modified)
icon_state = "foamdart_empty"
desc = "It's nerf or nothing! ... Although, this one doesn't look too safe."
if(BB)
BB.icon_state = "foamdart_empty"
else
icon_state = initial(icon_state)
desc = "It's nerf or nothing! Ages 8 and up."
if(BB)
BB.icon_state = initial(BB.icon_state)
/obj/item/ammo_casing/caseless/foam_dart/attackby(obj/item/A, mob/user, params)
var/obj/item/projectile/bullet/reusable/foam_dart/FD = BB
if (istype(A, /obj/item/screwdriver) && !modified)
modified = TRUE
FD.modified = TRUE
FD.damage_type = BRUTE
to_chat(user, "<span class='notice'>You pop the safety cap off [src].</span>")
update_icon()
else if (istype(A, /obj/item/pen))
if(modified)
if(!FD.pen)
harmful = TRUE
if(!user.transferItemToLoc(A, FD))
return
FD.pen = A
FD.damage = 5
FD.nodamage = FALSE
to_chat(user, "<span class='notice'>You insert [A] into [src].</span>")
else
to_chat(user, "<span class='warning'>There's already something in [src].</span>")
else
to_chat(user, "<span class='warning'>The safety cap prevents you from inserting [A] into [src].</span>")
else
return ..()
/obj/item/ammo_casing/caseless/foam_dart/attack_self(mob/living/user)
var/obj/item/projectile/bullet/reusable/foam_dart/FD = BB
if(FD.pen)
FD.damage = initial(FD.damage)
FD.nodamage = initial(FD.nodamage)
user.put_in_hands(FD.pen)
to_chat(user, "<span class='notice'>You remove [FD.pen] from [src].</span>")
FD.pen = null
/obj/item/ammo_casing/caseless/foam_dart/riot
name = "riot foam dart"
desc = "Whose smart idea was it to use toys as crowd control? Ages 18 and up."
projectile_type = /obj/item/projectile/bullet/reusable/foam_dart/riot
icon_state = "foamdart_riot"
materials = list(MAT_METAL = 1125)
/obj/item/ammo_casing/caseless/foam_dart
name = "foam dart"
desc = "It's nerf or nothing! Ages 8 and up."
projectile_type = /obj/item/projectile/bullet/reusable/foam_dart
caliber = "foam_force"
icon = 'icons/obj/guns/toy.dmi'
icon_state = "foamdart"
materials = list(MAT_METAL = 11.25)
harmful = FALSE
var/modified = FALSE
/obj/item/ammo_casing/caseless/foam_dart/update_icon()
..()
if (modified)
icon_state = "foamdart_empty"
desc = "It's nerf or nothing! ... Although, this one doesn't look too safe."
if(BB)
BB.icon_state = "foamdart_empty"
else
icon_state = initial(icon_state)
desc = "It's nerf or nothing! Ages 8 and up."
if(BB)
BB.icon_state = initial(BB.icon_state)
/obj/item/ammo_casing/caseless/foam_dart/attackby(obj/item/A, mob/user, params)
var/obj/item/projectile/bullet/reusable/foam_dart/FD = BB
if (istype(A, /obj/item/screwdriver) && !modified)
modified = TRUE
FD.modified = TRUE
FD.damage_type = BRUTE
to_chat(user, "<span class='notice'>You pop the safety cap off [src].</span>")
update_icon()
else if (istype(A, /obj/item/pen))
if(modified)
if(!FD.pen)
harmful = TRUE
if(!user.transferItemToLoc(A, FD))
return
FD.pen = A
FD.damage = 5
FD.nodamage = FALSE
to_chat(user, "<span class='notice'>You insert [A] into [src].</span>")
else
to_chat(user, "<span class='warning'>There's already something in [src].</span>")
else
to_chat(user, "<span class='warning'>The safety cap prevents you from inserting [A] into [src].</span>")
else
return ..()
/obj/item/ammo_casing/caseless/foam_dart/attack_self(mob/living/user)
var/obj/item/projectile/bullet/reusable/foam_dart/FD = BB
if(FD.pen)
FD.damage = initial(FD.damage)
FD.nodamage = initial(FD.nodamage)
user.put_in_hands(FD.pen)
to_chat(user, "<span class='notice'>You remove [FD.pen] from [src].</span>")
FD.pen = null
/obj/item/ammo_casing/caseless/foam_dart/riot
name = "riot foam dart"
desc = "Whose smart idea was it to use toys as crowd control? Ages 18 and up."
projectile_type = /obj/item/projectile/bullet/reusable/foam_dart/riot
icon_state = "foamdart_riot"
materials = list(MAT_METAL = 1125)
@@ -1,22 +1,22 @@
/obj/item/ammo_casing/caseless/magspear
name = "magnetic spear"
desc = "A reusable spear that is typically loaded into kinetic spearguns."
projectile_type = /obj/item/projectile/bullet/reusable/magspear
caliber = "speargun"
icon_state = "magspear"
throwforce = 15 //still deadly when thrown
throw_speed = 3
/obj/item/ammo_casing/caseless/laser
name = "laser casing"
desc = "You shouldn't be seeing this."
caliber = "laser"
icon_state = "s-casing-live"
projectile_type = /obj/item/projectile/beam
fire_sound = 'sound/weapons/laser.ogg'
firing_effect_type = /obj/effect/temp_visual/dir_setting/firing_effect/energy
/obj/item/ammo_casing/caseless/laser/gatling
projectile_type = /obj/item/projectile/beam/weak/penetrator
variance = 0.8
click_cooldown_override = 1
/obj/item/ammo_casing/caseless/magspear
name = "magnetic spear"
desc = "A reusable spear that is typically loaded into kinetic spearguns."
projectile_type = /obj/item/projectile/bullet/reusable/magspear
caliber = "speargun"
icon_state = "magspear"
throwforce = 15 //still deadly when thrown
throw_speed = 3
/obj/item/ammo_casing/caseless/laser
name = "laser casing"
desc = "You shouldn't be seeing this."
caliber = "laser"
icon_state = "s-casing-live"
projectile_type = /obj/item/projectile/beam
fire_sound = 'sound/weapons/laser.ogg'
firing_effect_type = /obj/effect/temp_visual/dir_setting/firing_effect/energy
/obj/item/ammo_casing/caseless/laser/gatling
projectile_type = /obj/item/projectile/beam/weak/penetrator
variance = 0.8
click_cooldown_override = 1
@@ -1,19 +1,19 @@
/obj/item/ammo_casing/caseless/rocket
name = "\improper PM-9HE"
desc = "An 84mm High Explosive rocket. Fire at people and pray."
caliber = "84mm"
icon_state = "srm-8"
projectile_type = /obj/item/projectile/bullet/a84mm_he
/obj/item/ammo_casing/caseless/rocket/hedp
name = "\improper PM-9HEDP"
desc = "An 84mm High Explosive Dual Purpose rocket. Pointy end toward mechs."
caliber = "84mm"
icon_state = "84mm-hedp"
projectile_type = /obj/item/projectile/bullet/a84mm
/obj/item/ammo_casing/caseless/a75
desc = "A .75 bullet casing."
caliber = "75"
icon_state = "s-casing-live"
projectile_type = /obj/item/projectile/bullet/gyro
/obj/item/ammo_casing/caseless/rocket
name = "\improper PM-9HE"
desc = "An 84mm High Explosive rocket. Fire at people and pray."
caliber = "84mm"
icon_state = "srm-8"
projectile_type = /obj/item/projectile/bullet/a84mm_he
/obj/item/ammo_casing/caseless/rocket/hedp
name = "\improper PM-9HEDP"
desc = "An 84mm High Explosive Dual Purpose rocket. Pointy end toward mechs."
caliber = "84mm"
icon_state = "84mm-hedp"
projectile_type = /obj/item/projectile/bullet/a84mm
/obj/item/ammo_casing/caseless/a75
desc = "A .75 bullet casing."
caliber = "75"
icon_state = "s-casing-live"
projectile_type = /obj/item/projectile/bullet/gyro
@@ -1,10 +1,10 @@
/obj/item/ammo_casing/energy
name = "energy weapon lens"
desc = "The part of the gun that makes the laser go pew."
caliber = "energy"
projectile_type = /obj/item/projectile/energy
var/e_cost = 100 //The amount of energy a cell needs to expend to create this shot.
var/select_name = "energy"
fire_sound = 'sound/weapons/laser.ogg'
firing_effect_type = /obj/effect/temp_visual/dir_setting/firing_effect/energy
heavy_metal = FALSE
/obj/item/ammo_casing/energy
name = "energy weapon lens"
desc = "The part of the gun that makes the laser go pew."
caliber = "energy"
projectile_type = /obj/item/projectile/energy
var/e_cost = 100 //The amount of energy a cell needs to expend to create this shot.
var/select_name = "energy"
fire_sound = 'sound/weapons/laser.ogg'
firing_effect_type = /obj/effect/temp_visual/dir_setting/firing_effect/energy
heavy_metal = FALSE
@@ -1,12 +1,12 @@
/obj/item/ammo_casing/energy/bolt
projectile_type = /obj/item/projectile/energy/bolt
select_name = "bolt"
e_cost = 500
fire_sound = 'sound/weapons/genhit.ogg'
/obj/item/ammo_casing/energy/bolt/halloween
projectile_type = /obj/item/projectile/energy/bolt/halloween
/obj/item/ammo_casing/energy/bolt/large
projectile_type = /obj/item/projectile/energy/bolt/large
select_name = "heavy bolt"
/obj/item/ammo_casing/energy/bolt
projectile_type = /obj/item/projectile/energy/bolt
select_name = "bolt"
e_cost = 500
fire_sound = 'sound/weapons/genhit.ogg'
/obj/item/ammo_casing/energy/bolt/halloween
projectile_type = /obj/item/projectile/energy/bolt/halloween
/obj/item/ammo_casing/energy/bolt/large
projectile_type = /obj/item/projectile/energy/bolt/large
select_name = "heavy bolt"
@@ -1,29 +1,29 @@
/obj/item/ammo_casing/energy/gravity
e_cost = 0
fire_sound = 'sound/weapons/wave.ogg'
select_name = "gravity"
delay = 50
var/obj/item/gun/energy/gravity_gun/gun
/obj/item/ammo_casing/energy/gravity/Initialize(mapload)
if(istype(loc,/obj/item/gun/energy/gravity_gun))
gun = loc
. = ..()
/obj/item/ammo_casing/energy/gravity/Destroy()
gun = null
. = ..()
/obj/item/ammo_casing/energy/gravity/repulse
projectile_type = /obj/item/projectile/gravityrepulse
select_name = "repulse"
/obj/item/ammo_casing/energy/gravity/attract
projectile_type = /obj/item/projectile/gravityattract
select_name = "attract"
/obj/item/ammo_casing/energy/gravity/chaos
projectile_type = /obj/item/projectile/gravitychaos
select_name = "chaos"
/obj/item/ammo_casing/energy/gravity
e_cost = 0
fire_sound = 'sound/weapons/wave.ogg'
select_name = "gravity"
delay = 50
var/obj/item/gun/energy/gravity_gun/gun
/obj/item/ammo_casing/energy/gravity/Initialize(mapload)
if(istype(loc,/obj/item/gun/energy/gravity_gun))
gun = loc
. = ..()
/obj/item/ammo_casing/energy/gravity/Destroy()
gun = null
. = ..()
/obj/item/ammo_casing/energy/gravity/repulse
projectile_type = /obj/item/projectile/gravityrepulse
select_name = "repulse"
/obj/item/ammo_casing/energy/gravity/attract
projectile_type = /obj/item/projectile/gravityattract
select_name = "attract"
/obj/item/ammo_casing/energy/gravity/chaos
projectile_type = /obj/item/projectile/gravitychaos
select_name = "chaos"
@@ -1,73 +1,73 @@
/obj/item/ammo_casing/energy/laser
projectile_type = /obj/item/projectile/beam/laser
select_name = "kill"
/obj/item/ammo_casing/energy/lasergun
projectile_type = /obj/item/projectile/beam/laser
e_cost = 83
select_name = "kill"
/obj/item/ammo_casing/energy/lasergun/old
projectile_type = /obj/item/projectile/beam/laser
e_cost = 200
select_name = "kill"
/obj/item/ammo_casing/energy/laser/hos
e_cost = 100
/obj/item/ammo_casing/energy/laser/practice
projectile_type = /obj/item/projectile/beam/practice
select_name = "practice"
harmful = FALSE
/obj/item/ammo_casing/energy/laser/scatter
projectile_type = /obj/item/projectile/beam/scatter
pellets = 5
variance = 25
select_name = "scatter"
/obj/item/ammo_casing/energy/laser/scatter/disabler
projectile_type = /obj/item/projectile/beam/disabler
pellets = 3
variance = 15
harmful = FALSE
/obj/item/ammo_casing/energy/laser/heavy
projectile_type = /obj/item/projectile/beam/laser/heavylaser
select_name = "anti-vehicle"
fire_sound = 'sound/weapons/lasercannonfire.ogg'
/obj/item/ammo_casing/energy/laser/pulse
projectile_type = /obj/item/projectile/beam/pulse
e_cost = 200
select_name = "DESTROY"
fire_sound = 'sound/weapons/pulse.ogg'
/obj/item/ammo_casing/energy/laser/bluetag
projectile_type = /obj/item/projectile/beam/lasertag/bluetag
select_name = "bluetag"
harmful = FALSE
/obj/item/ammo_casing/energy/laser/bluetag/hitscan
projectile_type = /obj/item/projectile/beam/lasertag/bluetag/hitscan
/obj/item/ammo_casing/energy/laser/redtag
projectile_type = /obj/item/projectile/beam/lasertag/redtag
select_name = "redtag"
harmful = FALSE
/obj/item/ammo_casing/energy/laser/redtag/hitscan
projectile_type = /obj/item/projectile/beam/lasertag/redtag/hitscan
/obj/item/ammo_casing/energy/laser/redtag/hitscan/holy
projectile_type = /obj/item/projectile/beam/lasertag/redtag/hitscan/holy
/obj/item/ammo_casing/energy/xray
projectile_type = /obj/item/projectile/beam/xray
e_cost = 50
fire_sound = 'sound/weapons/laser3.ogg'
/obj/item/ammo_casing/energy/mindflayer
projectile_type = /obj/item/projectile/beam/mindflayer
select_name = "MINDFUCK"
fire_sound = 'sound/weapons/laser.ogg'
/obj/item/ammo_casing/energy/laser
projectile_type = /obj/item/projectile/beam/laser
select_name = "kill"
/obj/item/ammo_casing/energy/lasergun
projectile_type = /obj/item/projectile/beam/laser
e_cost = 83
select_name = "kill"
/obj/item/ammo_casing/energy/lasergun/old
projectile_type = /obj/item/projectile/beam/laser
e_cost = 200
select_name = "kill"
/obj/item/ammo_casing/energy/laser/hos
e_cost = 100
/obj/item/ammo_casing/energy/laser/practice
projectile_type = /obj/item/projectile/beam/practice
select_name = "practice"
harmful = FALSE
/obj/item/ammo_casing/energy/laser/scatter
projectile_type = /obj/item/projectile/beam/scatter
pellets = 5
variance = 25
select_name = "scatter"
/obj/item/ammo_casing/energy/laser/scatter/disabler
projectile_type = /obj/item/projectile/beam/disabler
pellets = 3
variance = 15
harmful = FALSE
/obj/item/ammo_casing/energy/laser/heavy
projectile_type = /obj/item/projectile/beam/laser/heavylaser
select_name = "anti-vehicle"
fire_sound = 'sound/weapons/lasercannonfire.ogg'
/obj/item/ammo_casing/energy/laser/pulse
projectile_type = /obj/item/projectile/beam/pulse
e_cost = 200
select_name = "DESTROY"
fire_sound = 'sound/weapons/pulse.ogg'
/obj/item/ammo_casing/energy/laser/bluetag
projectile_type = /obj/item/projectile/beam/lasertag/bluetag
select_name = "bluetag"
harmful = FALSE
/obj/item/ammo_casing/energy/laser/bluetag/hitscan
projectile_type = /obj/item/projectile/beam/lasertag/bluetag/hitscan
/obj/item/ammo_casing/energy/laser/redtag
projectile_type = /obj/item/projectile/beam/lasertag/redtag
select_name = "redtag"
harmful = FALSE
/obj/item/ammo_casing/energy/laser/redtag/hitscan
projectile_type = /obj/item/projectile/beam/lasertag/redtag/hitscan
/obj/item/ammo_casing/energy/laser/redtag/hitscan/holy
projectile_type = /obj/item/projectile/beam/lasertag/redtag/hitscan/holy
/obj/item/ammo_casing/energy/xray
projectile_type = /obj/item/projectile/beam/xray
e_cost = 50
fire_sound = 'sound/weapons/laser3.ogg'
/obj/item/ammo_casing/energy/mindflayer
projectile_type = /obj/item/projectile/beam/mindflayer
select_name = "MINDFUCK"
fire_sound = 'sound/weapons/laser.ogg'
@@ -1,6 +1,6 @@
/obj/item/ammo_casing/energy/c3dbullet
projectile_type = /obj/item/projectile/bullet/c3d
select_name = "spraydown"
fire_sound = 'sound/weapons/gunshot_smg.ogg'
e_cost = 20
firing_effect_type = /obj/effect/temp_visual/dir_setting/firing_effect
/obj/item/ammo_casing/energy/c3dbullet
projectile_type = /obj/item/projectile/bullet/c3d
select_name = "spraydown"
fire_sound = 'sound/weapons/gunshot_smg.ogg'
e_cost = 20
firing_effect_type = /obj/effect/temp_visual/dir_setting/firing_effect
@@ -1,11 +1,15 @@
/obj/item/ammo_casing/energy/plasma
projectile_type = /obj/item/projectile/plasma
select_name = "plasma burst"
fire_sound = 'sound/weapons/plasma_cutter.ogg'
delay = 15
e_cost = 25
/obj/item/ammo_casing/energy/plasma/adv
projectile_type = /obj/item/projectile/plasma/adv
delay = 10
e_cost = 10
/obj/item/ammo_casing/energy/plasma
projectile_type = /obj/item/projectile/plasma
select_name = "plasma burst"
fire_sound = 'sound/weapons/plasma_cutter.ogg'
delay = 15
e_cost = 25
/obj/item/ammo_casing/energy/plasma/adv
projectile_type = /obj/item/projectile/plasma/adv
delay = 10
e_cost = 10
/obj/item/ammo_casing/energy/plasma/weak
projectile_type = /obj/item/projectile/plasma/weak
e_cost = 100
@@ -1,20 +1,20 @@
/obj/item/ammo_casing/energy/wormhole
projectile_type = /obj/item/projectile/beam/wormhole
e_cost = 0
fire_sound = 'sound/weapons/pulse3.ogg'
var/obj/item/gun/energy/wormhole_projector/gun = null
select_name = "blue"
/obj/item/ammo_casing/energy/wormhole/orange
projectile_type = /obj/item/projectile/beam/wormhole/orange
select_name = "orange"
/obj/item/ammo_casing/energy/wormhole/Initialize(mapload, obj/item/gun/energy/wormhole_projector/wh)
. = ..()
gun = wh
/obj/item/ammo_casing/energy/wormhole/throw_proj()
. = ..()
if(istype(BB, /obj/item/projectile/beam/wormhole))
var/obj/item/projectile/beam/wormhole/WH = BB
WH.gun = gun
/obj/item/ammo_casing/energy/wormhole
projectile_type = /obj/item/projectile/beam/wormhole
e_cost = 0
fire_sound = 'sound/weapons/pulse3.ogg'
var/obj/item/gun/energy/wormhole_projector/gun = null
select_name = "blue"
/obj/item/ammo_casing/energy/wormhole/orange
projectile_type = /obj/item/projectile/beam/wormhole/orange
select_name = "orange"
/obj/item/ammo_casing/energy/wormhole/Initialize(mapload, obj/item/gun/energy/wormhole_projector/wh)
. = ..()
gun = wh
/obj/item/ammo_casing/energy/wormhole/throw_proj()
. = ..()
if(istype(BB, /obj/item/projectile/beam/wormhole))
var/obj/item/projectile/beam/wormhole/WH = BB
WH.gun = gun
@@ -1,74 +1,74 @@
/obj/item/ammo_casing/energy/ion
projectile_type = /obj/item/projectile/ion
select_name = "ion"
fire_sound = 'sound/weapons/ionrifle.ogg'
/obj/item/ammo_casing/energy/declone
projectile_type = /obj/item/projectile/energy/declone
select_name = "declone"
fire_sound = 'sound/weapons/pulse3.ogg'
/obj/item/ammo_casing/energy/flora
fire_sound = 'sound/effects/stealthoff.ogg'
harmful = FALSE
/obj/item/ammo_casing/energy/flora/yield
projectile_type = /obj/item/projectile/energy/florayield
select_name = "yield"
/obj/item/ammo_casing/energy/flora/mut
projectile_type = /obj/item/projectile/energy/floramut
select_name = "mutation"
/obj/item/ammo_casing/energy/temp
projectile_type = /obj/item/projectile/temp
select_name = "freeze"
e_cost = 250
fire_sound = 'sound/weapons/pulse3.ogg'
/obj/item/ammo_casing/energy/temp/hot
projectile_type = /obj/item/projectile/temp/hot
select_name = "bake"
/obj/item/ammo_casing/energy/meteor
projectile_type = /obj/item/projectile/meteor
select_name = "goddamn meteor"
/obj/item/ammo_casing/energy/net
projectile_type = /obj/item/projectile/energy/net
select_name = "netting"
pellets = 6
variance = 40
harmful = FALSE
/obj/item/ammo_casing/energy/trap
projectile_type = /obj/item/projectile/energy/trap
select_name = "snare"
harmful = FALSE
/obj/item/ammo_casing/energy/instakill
projectile_type = /obj/item/projectile/beam/instakill
e_cost = 0
select_name = "DESTROY"
/obj/item/ammo_casing/energy/instakill/blue
projectile_type = /obj/item/projectile/beam/instakill/blue
/obj/item/ammo_casing/energy/instakill/red
projectile_type = /obj/item/projectile/beam/instakill/red
/obj/item/ammo_casing/energy/tesla_revolver
fire_sound = 'sound/magic/lightningbolt.ogg'
e_cost = 200
select_name = "stun"
projectile_type = /obj/item/projectile/energy/tesla/revolver
/obj/item/ammo_casing/energy/emitter
fire_sound = 'sound/weapons/emitter.ogg'
e_cost = 2000 //20,000 is in the cell making this 10 shots before reload
projectile_type = /obj/item/projectile/beam/emitter
/obj/item/ammo_casing/energy/shrink
projectile_type = /obj/item/projectile/beam/shrink
select_name = "shrink ray"
/obj/item/ammo_casing/energy/ion
projectile_type = /obj/item/projectile/ion
select_name = "ion"
fire_sound = 'sound/weapons/ionrifle.ogg'
/obj/item/ammo_casing/energy/declone
projectile_type = /obj/item/projectile/energy/declone
select_name = "declone"
fire_sound = 'sound/weapons/pulse3.ogg'
/obj/item/ammo_casing/energy/flora
fire_sound = 'sound/effects/stealthoff.ogg'
harmful = FALSE
/obj/item/ammo_casing/energy/flora/yield
projectile_type = /obj/item/projectile/energy/florayield
select_name = "yield"
/obj/item/ammo_casing/energy/flora/mut
projectile_type = /obj/item/projectile/energy/floramut
select_name = "mutation"
/obj/item/ammo_casing/energy/temp
projectile_type = /obj/item/projectile/temp
select_name = "freeze"
e_cost = 250
fire_sound = 'sound/weapons/pulse3.ogg'
/obj/item/ammo_casing/energy/temp/hot
projectile_type = /obj/item/projectile/temp/hot
select_name = "bake"
/obj/item/ammo_casing/energy/meteor
projectile_type = /obj/item/projectile/meteor
select_name = "goddamn meteor"
/obj/item/ammo_casing/energy/net
projectile_type = /obj/item/projectile/energy/net
select_name = "netting"
pellets = 6
variance = 40
harmful = FALSE
/obj/item/ammo_casing/energy/trap
projectile_type = /obj/item/projectile/energy/trap
select_name = "snare"
harmful = FALSE
/obj/item/ammo_casing/energy/instakill
projectile_type = /obj/item/projectile/beam/instakill
e_cost = 0
select_name = "DESTROY"
/obj/item/ammo_casing/energy/instakill/blue
projectile_type = /obj/item/projectile/beam/instakill/blue
/obj/item/ammo_casing/energy/instakill/red
projectile_type = /obj/item/projectile/beam/instakill/red
/obj/item/ammo_casing/energy/tesla_revolver
fire_sound = 'sound/magic/lightningbolt.ogg'
e_cost = 200
select_name = "stun"
projectile_type = /obj/item/projectile/energy/tesla/revolver
/obj/item/ammo_casing/energy/emitter
fire_sound = 'sound/weapons/emitter.ogg'
e_cost = 2000 //20,000 is in the cell making this 10 shots before reload
projectile_type = /obj/item/projectile/beam/emitter
/obj/item/ammo_casing/energy/shrink
projectile_type = /obj/item/projectile/beam/shrink
select_name = "shrink ray"
e_cost = 200
@@ -1,30 +1,30 @@
/obj/item/ammo_casing/energy/electrode
projectile_type = /obj/item/projectile/energy/electrode
select_name = "stun"
fire_sound = 'sound/weapons/taser.ogg'
e_cost = 200
harmful = FALSE
/obj/item/ammo_casing/energy/electrode/spec
e_cost = 100
/obj/item/ammo_casing/energy/electrode/gun
fire_sound = 'sound/weapons/gunshot.ogg'
e_cost = 100
/obj/item/ammo_casing/energy/electrode/hos
e_cost = 200
/obj/item/ammo_casing/energy/electrode/old
e_cost = 1000
/obj/item/ammo_casing/energy/disabler
projectile_type = /obj/item/projectile/beam/disabler
select_name = "disable"
e_cost = 40
fire_sound = 'sound/weapons/taser2.ogg'
harmful = FALSE
click_cooldown_override = 3.5
/obj/item/ammo_casing/energy/disabler/secborg
/obj/item/ammo_casing/energy/electrode
projectile_type = /obj/item/projectile/energy/electrode
select_name = "stun"
fire_sound = 'sound/weapons/taser.ogg'
e_cost = 200
harmful = FALSE
/obj/item/ammo_casing/energy/electrode/spec
e_cost = 100
/obj/item/ammo_casing/energy/electrode/gun
fire_sound = 'sound/weapons/gunshot.ogg'
e_cost = 100
/obj/item/ammo_casing/energy/electrode/hos
e_cost = 200
/obj/item/ammo_casing/energy/electrode/old
e_cost = 1000
/obj/item/ammo_casing/energy/disabler
projectile_type = /obj/item/projectile/beam/disabler
select_name = "disable"
e_cost = 40
fire_sound = 'sound/weapons/taser2.ogg'
harmful = FALSE
click_cooldown_override = 3.5
/obj/item/ammo_casing/energy/disabler/secborg
e_cost = 50
@@ -1,45 +1,45 @@
/obj/item/ammo_casing/magic
name = "magic casing"
desc = "I didn't even know magic needed ammo..."
projectile_type = /obj/item/projectile/magic
firing_effect_type = /obj/effect/temp_visual/dir_setting/firing_effect/magic
heavy_metal = FALSE
/obj/item/ammo_casing/magic/change
projectile_type = /obj/item/projectile/magic/change
/obj/item/ammo_casing/magic/animate
projectile_type = /obj/item/projectile/magic/animate
/obj/item/ammo_casing/magic/heal
projectile_type = /obj/item/projectile/magic/resurrection
harmful = FALSE
/obj/item/ammo_casing/magic/death
projectile_type = /obj/item/projectile/magic/death
/obj/item/ammo_casing/magic/teleport
projectile_type = /obj/item/projectile/magic/teleport
harmful = FALSE
/obj/item/ammo_casing/magic/door
projectile_type = /obj/item/projectile/magic/door
harmful = FALSE
/obj/item/ammo_casing/magic/fireball
projectile_type = /obj/item/projectile/magic/aoe/fireball
/obj/item/ammo_casing/magic/chaos
projectile_type = /obj/item/projectile/magic
/obj/item/ammo_casing/magic/spellblade
projectile_type = /obj/item/projectile/magic/spellblade
/obj/item/ammo_casing/magic/arcane_barrage
projectile_type = /obj/item/projectile/magic/arcane_barrage
/obj/item/ammo_casing/magic/honk
projectile_type = /obj/item/projectile/bullet/honker
/obj/item/ammo_casing/magic/locker
projectile_type = /obj/item/projectile/magic/locker
/obj/item/ammo_casing/magic
name = "magic casing"
desc = "I didn't even know magic needed ammo..."
projectile_type = /obj/item/projectile/magic
firing_effect_type = /obj/effect/temp_visual/dir_setting/firing_effect/magic
heavy_metal = FALSE
/obj/item/ammo_casing/magic/change
projectile_type = /obj/item/projectile/magic/change
/obj/item/ammo_casing/magic/animate
projectile_type = /obj/item/projectile/magic/animate
/obj/item/ammo_casing/magic/heal
projectile_type = /obj/item/projectile/magic/resurrection
harmful = FALSE
/obj/item/ammo_casing/magic/death
projectile_type = /obj/item/projectile/magic/death
/obj/item/ammo_casing/magic/teleport
projectile_type = /obj/item/projectile/magic/teleport
harmful = FALSE
/obj/item/ammo_casing/magic/door
projectile_type = /obj/item/projectile/magic/door
harmful = FALSE
/obj/item/ammo_casing/magic/fireball
projectile_type = /obj/item/projectile/magic/aoe/fireball
/obj/item/ammo_casing/magic/chaos
projectile_type = /obj/item/projectile/magic
/obj/item/ammo_casing/magic/spellblade
projectile_type = /obj/item/projectile/magic/spellblade
/obj/item/ammo_casing/magic/arcane_barrage
projectile_type = /obj/item/projectile/magic/arcane_barrage
/obj/item/ammo_casing/magic/honk
projectile_type = /obj/item/projectile/bullet/honker
/obj/item/ammo_casing/magic/locker
projectile_type = /obj/item/projectile/magic/locker
@@ -1,78 +1,78 @@
/obj/item/ammo_casing/syringegun
name = "syringe gun spring"
desc = "A high-power spring that throws syringes."
projectile_type = /obj/item/projectile/bullet/dart/syringe
firing_effect_type = null
/obj/item/ammo_casing/syringegun/ready_proj(atom/target, mob/living/user, quiet, zone_override = "")
if(!BB)
return
if(istype(loc, /obj/item/gun/syringe))
var/obj/item/gun/syringe/SG = loc
if(!SG.syringes.len)
return
var/obj/item/reagent_containers/syringe/S = SG.syringes[1]
S.reagents.trans_to(BB, S.reagents.total_volume)
BB.name = S.name
var/obj/item/projectile/bullet/dart/D = BB
D.piercing = S.proj_piercing
SG.syringes.Remove(S)
qdel(S)
..()
/obj/item/ammo_casing/chemgun
name = "dart synthesiser"
desc = "A high-power spring, linked to an energy-based dart synthesiser."
projectile_type = /obj/item/projectile/bullet/dart
firing_effect_type = null
/obj/item/ammo_casing/chemgun/ready_proj(atom/target, mob/living/user, quiet, zone_override = "")
if(!BB)
return
if(istype(loc, /obj/item/gun/chem))
var/obj/item/gun/chem/CG = loc
if(CG.syringes_left <= 0)
return
CG.reagents.trans_to(BB, 15)
BB.name = "chemical dart"
CG.syringes_left--
..()
/obj/item/ammo_casing/dnainjector
name = "rigged syringe gun spring"
desc = "A high-power spring that throws DNA injectors."
projectile_type = /obj/item/projectile/bullet/dnainjector
firing_effect_type = null
/obj/item/ammo_casing/dnainjector/ready_proj(atom/target, mob/living/user, quiet, zone_override = "")
if(!BB)
return
if(istype(loc, /obj/item/gun/syringe/dna))
var/obj/item/gun/syringe/dna/SG = loc
if(!SG.syringes.len)
return
var/obj/item/dnainjector/S = popleft(SG.syringes)
var/obj/item/projectile/bullet/dnainjector/D = BB
S.forceMove(D)
D.injector = S
..()
/obj/item/ammo_casing/syringegun/dart
name = "used air canister"
desc = "A small canister of compressed gas."
projectile_type = /obj/item/projectile/bullet/dart/syringe/dart
firing_effect_type = null
harmful = FALSE
/obj/item/ammo_casing/syringegun/dart/ready_proj(atom/target, mob/living/user, quiet, zone_override = "")
..()
var/obj/item/gun/syringe/SG = loc
if(!SG.syringes.len)
return
var/obj/item/reagent_containers/syringe/dart/S = SG.syringes[1]
if(S.emptrig == TRUE)
var/obj/item/projectile/bullet/dart/syringe/dart/D = BB
D.emptrig = TRUE
/obj/item/ammo_casing/syringegun
name = "syringe gun spring"
desc = "A high-power spring that throws syringes."
projectile_type = /obj/item/projectile/bullet/dart/syringe
firing_effect_type = null
/obj/item/ammo_casing/syringegun/ready_proj(atom/target, mob/living/user, quiet, zone_override = "")
if(!BB)
return
if(istype(loc, /obj/item/gun/syringe))
var/obj/item/gun/syringe/SG = loc
if(!SG.syringes.len)
return
var/obj/item/reagent_containers/syringe/S = SG.syringes[1]
S.reagents.trans_to(BB, S.reagents.total_volume)
BB.name = S.name
var/obj/item/projectile/bullet/dart/D = BB
D.piercing = S.proj_piercing
SG.syringes.Remove(S)
qdel(S)
..()
/obj/item/ammo_casing/chemgun
name = "dart synthesiser"
desc = "A high-power spring, linked to an energy-based dart synthesiser."
projectile_type = /obj/item/projectile/bullet/dart
firing_effect_type = null
/obj/item/ammo_casing/chemgun/ready_proj(atom/target, mob/living/user, quiet, zone_override = "")
if(!BB)
return
if(istype(loc, /obj/item/gun/chem))
var/obj/item/gun/chem/CG = loc
if(CG.syringes_left <= 0)
return
CG.reagents.trans_to(BB, 15)
BB.name = "chemical dart"
CG.syringes_left--
..()
/obj/item/ammo_casing/dnainjector
name = "rigged syringe gun spring"
desc = "A high-power spring that throws DNA injectors."
projectile_type = /obj/item/projectile/bullet/dnainjector
firing_effect_type = null
/obj/item/ammo_casing/dnainjector/ready_proj(atom/target, mob/living/user, quiet, zone_override = "")
if(!BB)
return
if(istype(loc, /obj/item/gun/syringe/dna))
var/obj/item/gun/syringe/dna/SG = loc
if(!SG.syringes.len)
return
var/obj/item/dnainjector/S = popleft(SG.syringes)
var/obj/item/projectile/bullet/dnainjector/D = BB
S.forceMove(D)
D.injector = S
..()
/obj/item/ammo_casing/syringegun/dart
name = "used air canister"
desc = "A small canister of compressed gas."
projectile_type = /obj/item/projectile/bullet/dart/syringe/dart
firing_effect_type = null
harmful = FALSE
/obj/item/ammo_casing/syringegun/dart/ready_proj(atom/target, mob/living/user, quiet, zone_override = "")
..()
var/obj/item/gun/syringe/SG = loc
if(!SG.syringes.len)
return
var/obj/item/reagent_containers/syringe/dart/S = SG.syringes[1]
if(S.emptrig == TRUE)
var/obj/item/projectile/bullet/dart/syringe/dart/D = BB
D.emptrig = TRUE