// 7.62x38mmR (Nagant Revolver) /obj/item/projectile/bullet/n762 name = "7.62x38mmR bullet" damage = 60 // .50AE (Desert Eagle) /obj/item/projectile/bullet/a50AE name = ".50AE bullet" damage = 60 // .38 (Detective's Gun) /obj/item/projectile/bullet/c38 name = ".38 bullet" damage = 25 /obj/item/projectile/bullet/c38/rubber name = ".38 rubber bullet" damage = 15 stamina = 48 /obj/item/projectile/bullet/c38/trac name = ".38 TRAC bullet" damage = 10 /obj/item/projectile/bullet/c38/trac/on_hit(atom/target, blocked = FALSE) . = ..() var/mob/living/carbon/M = target var/obj/item/implant/tracking/c38/imp for(var/obj/item/implant/tracking/c38/TI in M.implants) //checks if the target already contains a tracking implant imp = TI return if(!imp) imp = new /obj/item/implant/tracking/c38(M) imp.implant(M) /obj/item/projectile/bullet/c38/hotshot //similar to incendiary bullets, but do not leave a flaming trail name = ".38 Hot Shot bullet" damage = 20 /obj/item/projectile/bullet/c38/hotshot/on_hit(atom/target, blocked = FALSE) . = ..() if(iscarbon(target)) var/mob/living/carbon/M = target M.adjust_fire_stacks(6) M.IgniteMob() /obj/item/projectile/bullet/c38/iceblox //see /obj/item/projectile/temp for the original code name = ".38 Iceblox bullet" damage = 20 var/temperature = 100 /obj/item/projectile/bullet/c38/iceblox/on_hit(atom/target, blocked = FALSE) . = ..() if(isliving(target)) var/mob/living/M = target M.adjust_bodytemperature(((100-blocked)/100)*(temperature - M.bodytemperature)) // .357 (Syndie Revolver) /obj/item/projectile/bullet/a357 name = ".357 bullet" damage = 60 /obj/item/projectile/bullet/a357/ap name = ".357 armor-piercing bullet" damage = 45 armour_penetration = 45