/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 /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 /obj/item/ammo_casing/magic/door projectile_type = /obj/item/projectile/magic/door /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/chaos/newshot() ..() /obj/item/ammo_casing/magic/honk projectile_type = /obj/item/projectile/bullet/honker /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/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/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