// 9mm (Stechkin APS) /obj/item/projectile/bullet/c9mm name = "9mm bullet" damage = 20 /obj/item/projectile/bullet/c9mm_ap name = "9mm armor-piercing bullet" damage = 15 armour_penetration = 40 /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) // .32 ACP (Improvised Pistol) /obj/item/projectile/bullet/c32acp name = ".32 bullet" damage = 13 /obj/item/projectile/bullet/r32acp name = ".32 rubber bullet" damage = 3 eyeblur = 1 stamina = 20