// Caseless Ammunition /obj/item/ammo_casing/caseless desc = "A caseless bullet casing." firing_effect_type = null /obj/item/ammo_casing/caseless/fire_casing(atom/target, mob/living/user, params, distro, quiet, zone_override, spread) if (..()) //successfully firing loc = null return 1 else return 0 /obj/item/ammo_casing/caseless/update_icon() ..() icon_state = "[initial(icon_state)]" /obj/item/ammo_casing/caseless/a75 desc = "A .75 bullet casing." caliber = "75" icon_state = "s-casing-live" projectile_type = /obj/item/projectile/bullet/gyro /obj/item/ammo_casing/caseless/a84mm desc = "An 84mm anti-armour rocket." caliber = "84mm" icon_state = "s-casing-live" projectile_type = /obj/item/projectile/bullet/a84mm /obj/item/ammo_casing/caseless/magspear name = "magnetic spear" desc = "A reusable spear that is typically loaded into kinetic spearguns." projectile_type = /obj/item/projectile/bullet/reusable/magspear caliber = "speargun" icon_state = "magspear" throwforce = 15 //still deadly when thrown throw_speed = 3 /obj/item/ammo_casing/caseless/laser name = "laser casing" desc = "You shouldn't be seeing this." caliber = "laser" icon_state = "s-casing-live" projectile_type = /obj/item/projectile/beam fire_sound = 'sound/weapons/laser.ogg' firing_effect_type = /obj/effect/temp_visual/dir_setting/firing_effect/energy /obj/item/ammo_casing/caseless/laser/gatling projectile_type = /obj/item/projectile/beam/weak variance = 0.8 click_cooldown_override = 1 /obj/item/ammo_casing/caseless/foam_dart name = "foam dart" desc = "It's nerf or nothing! Ages 8 and up." projectile_type = /obj/item/projectile/bullet/reusable/foam_dart caliber = "foam_force" icon = 'icons/obj/guns/toy.dmi' icon_state = "foamdart" var/modified = 0 /obj/item/ammo_casing/caseless/foam_dart/update_icon() ..() if (modified) icon_state = "foamdart_empty" desc = "It's nerf or nothing! ... Although, this one doesn't look too safe." if(BB) BB.icon_state = "foamdart_empty" else icon_state = initial(icon_state) desc = "It's nerf or nothing! Ages 8 and up." if(BB) BB.icon_state = initial(BB.icon_state) /obj/item/ammo_casing/caseless/foam_dart/attackby(obj/item/A, mob/user, params) var/obj/item/projectile/bullet/reusable/foam_dart/FD = BB if (istype(A, /obj/item/screwdriver) && !modified) modified = 1 FD.modified = 1 FD.damage_type = BRUTE to_chat(user, "You pop the safety cap off [src].") update_icon() else if (istype(A, /obj/item/pen)) if(modified) if(!FD.pen) if(!user.transferItemToLoc(A, FD)) return FD.pen = A FD.damage = 5 FD.nodamage = 0 to_chat(user, "You insert [A] into [src].") else to_chat(user, "There's already something in [src].") else to_chat(user, "The safety cap prevents you from inserting [A] into [src].") else return ..() /obj/item/ammo_casing/caseless/foam_dart/attack_self(mob/living/user) var/obj/item/projectile/bullet/reusable/foam_dart/FD = BB if(FD.pen) FD.damage = initial(FD.damage) FD.nodamage = initial(FD.nodamage) user.put_in_hands(FD.pen) to_chat(user, "You remove [FD.pen] from [src].") FD.pen = null /obj/item/ammo_casing/caseless/foam_dart/riot name = "riot foam dart" desc = "Whose smart idea was it to use toys as crowd control? Ages 18 and up." projectile_type = /obj/item/projectile/bullet/reusable/foam_dart/riot icon_state = "foamdart_riot"