Files
GS13NG/code/modules/projectiles/ammunition/ballistic/shotgun.dm
T
Letter N 021b28a2b7 cleanup
shitcode - b - gone
2021-01-20 11:08:21 +08:00

167 lines
6.7 KiB
Plaintext

// 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/executioner
name = "executioner slug"
desc = "A 12 gauge lead slug purpose built to annihilate flesh on impact."
icon_state = "stunshell"
projectile_type = /obj/item/projectile/bullet/shotgun_slug/executioner
/obj/item/ammo_casing/shotgun/pulverizer
name = "pulverizer slug"
desc = "A 12 gauge lead slug purpose built to annihilate bones on impact."
icon_state = "stunshell"
projectile_type = /obj/item/projectile/bullet/shotgun_slug/pulverizer
/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
/obj/item/ammo_casing/shotgun/incapacitate
name = "custom incapacitating shot"
desc = "A shotgun casing filled with... something. used to incapacitate targets."
icon_state = "bountyshell"
projectile_type = /obj/item/projectile/bullet/pellet/shotgun_incapacitate
pellets = 12//double the pellets, but half the stun power of each, which makes this best for just dumping right in someone's face.
variance = 25
custom_materials = list(/datum/material/iron=4000)