// 9mm (Stechkin APS) /obj/item/projectile/bullet/c9mm name = "9mm bullet" damage = 20 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) /obj/item/projectile/bullet/c9mm_ap name = "9mm armor-piercing bullet" damage = 15 armour_penetration = 40 embedding = null /obj/item/projectile/bullet/incendiary/c9mm name = "9mm incendiary bullet" damage = 10 fire_stacks = 1 // 10mm (Stechkin) /obj/item/projectile/bullet/c10mm name = "10mm bullet" damage = 30 /obj/item/projectile/bullet/c10mm_ap name = "10mm armor-piercing bullet" damage = 27 armour_penetration = 40 /obj/item/projectile/bullet/c10mm_hp name = "10mm hollow-point bullet" damage = 40 armour_penetration = -50 /obj/item/projectile/bullet/incendiary/c10mm name = "10mm incendiary bullet" damage = 15 fire_stacks = 2 /obj/item/projectile/bullet/c10mm/soporific name ="10mm soporific bullet" nodamage = TRUE /obj/item/projectile/bullet/c10mm/soporific/on_hit(atom/target, blocked = FALSE) . = ..() if((blocked != 100) && isliving(target)) var/mob/living/L = target L.blur_eyes(6) if(L.getStaminaLoss() >= 60) L.Sleeping(300) else L.adjustStaminaLoss(25)