// .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 // 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 // 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 // .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 // .38 (Detective's Gun) /obj/item/ammo_casing/c38 name = ".38 bullet casing" desc = "A .38 bullet casing." caliber = "38" projectile_type = /obj/item/projectile/bullet/c38 // 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 // 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) /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 // 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 // .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" /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 // 1.95x129mm (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 // 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 = "laser slug" desc = "An advanced shotgun shell that uses a micro laser to replicate the effects of a laser weapon in a ballistic package." icon_state = "lshell" projectile_type = /obj/item/projectile/beam/laser /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 /obj/item/ammo_casing/shotgun/dart/New() ..() container_type |= OPENCONTAINER_1 create_reagents(30) reagents.set_reacting(FALSE) /obj/item/ammo_casing/shotgun/dart/attackby() return /obj/item/ammo_casing/shotgun/dart/bioterror desc = "A shotgun dart filled with deadly toxins." /obj/item/ammo_casing/shotgun/dart/bioterror/New() ..() 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)