// 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 custom_materials = list(/datum/material/iron=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 custom_materials = list(/datum/material/iron=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 custom_materials = list(/datum/material/iron=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 custom_materials = list(/datum/material/iron=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 custom_materials = list(/datum/material/iron=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/scatter 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 an obscene amount of lethal reagents. God help whoever is shot with this." projectile_type = /obj/item/projectile/bullet/dart/piercing reagent_amount = 50 /obj/item/ammo_casing/shotgun/dart/bioterror/Initialize() . = ..() reagents.add_reagent(/datum/reagent/toxin/amanitin, 12) //for a nasty surprise after you get shot and somehow escape and don't think to quickly purge, and even shock those who are loaded up on purging agents reagents.add_reagent(/datum/reagent/toxin/chloralhydrate, 6) reagents.add_reagent(/datum/reagent/toxin/mutetoxin, 6) //;HELPIES OPS IN MAINT reagents.add_reagent(/datum/reagent/impedrezene, 6) reagents.add_reagent(/datum/reagent/toxin/acid/fluacid, 5) //this and the acid equal about 25ish burn, not counting the minute toxin damage dealt by their metabolism, this makes each dart about as lethal as a stechkin shot in upfront damage reagents.add_reagent(/datum/reagent/toxin/acid, 5) reagents.add_reagent(/datum/reagent/consumable/frostoil, 10) //tempgun slowdown goes both ways and adds to the burn