021b28a2b7
shitcode - b - gone
167 lines
6.7 KiB
Plaintext
167 lines
6.7 KiB
Plaintext
// Shotgun
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/obj/item/ammo_casing/shotgun
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name = "shotgun slug"
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desc = "A 12 gauge lead slug."
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icon_state = "blshell"
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caliber = "shotgun"
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projectile_type = /obj/item/projectile/bullet/shotgun_slug
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custom_materials = list(/datum/material/iron=4000)
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/obj/item/ammo_casing/shotgun/executioner
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name = "executioner slug"
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desc = "A 12 gauge lead slug purpose built to annihilate flesh on impact."
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icon_state = "stunshell"
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projectile_type = /obj/item/projectile/bullet/shotgun_slug/executioner
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/obj/item/ammo_casing/shotgun/pulverizer
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name = "pulverizer slug"
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desc = "A 12 gauge lead slug purpose built to annihilate bones on impact."
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icon_state = "stunshell"
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projectile_type = /obj/item/projectile/bullet/shotgun_slug/pulverizer
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/obj/item/ammo_casing/shotgun/beanbag
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name = "beanbag slug"
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desc = "A weak beanbag slug for riot control."
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icon_state = "bshell"
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projectile_type = /obj/item/projectile/bullet/shotgun_beanbag
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custom_materials = list(/datum/material/iron=250)
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/obj/item/ammo_casing/shotgun/incendiary
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name = "incendiary slug"
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desc = "An incendiary-coated shotgun slug."
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icon_state = "ishell"
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projectile_type = /obj/item/projectile/bullet/incendiary/shotgun
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/obj/item/ammo_casing/shotgun/dragonsbreath
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name = "dragonsbreath shell"
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desc = "A shotgun shell which fires a spread of incendiary pellets."
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icon_state = "ishell2"
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projectile_type = /obj/item/projectile/bullet/incendiary/shotgun/dragonsbreath
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pellets = 4
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variance = 35
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/obj/item/ammo_casing/shotgun/stunslug
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name = "taser slug"
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desc = "A stunning taser slug."
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icon_state = "stunshell"
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projectile_type = /obj/item/projectile/bullet/shotgun_stunslug
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custom_materials = list(/datum/material/iron=250)
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/obj/item/ammo_casing/shotgun/meteorslug
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name = "meteorslug shell"
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desc = "A shotgun shell rigged with CMC technology, which launches a massive slug when fired."
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icon_state = "mshell"
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projectile_type = /obj/item/projectile/bullet/shotgun_meteorslug
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/obj/item/ammo_casing/shotgun/pulseslug
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name = "pulse slug"
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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 \
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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 \
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would have difficulty with."
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icon_state = "pshell"
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projectile_type = /obj/item/projectile/beam/pulse/shotgun
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/obj/item/ammo_casing/shotgun/frag12
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name = "FRAG-12 slug"
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desc = "A high explosive breaching round for a 12 gauge shotgun."
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icon_state = "heshell"
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projectile_type = /obj/item/projectile/bullet/shotgun_frag12
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/obj/item/ammo_casing/shotgun/buckshot
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name = "buckshot shell"
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desc = "A 12 gauge buckshot shell."
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icon_state = "gshell"
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projectile_type = /obj/item/projectile/bullet/pellet/shotgun_buckshot
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pellets = 6
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variance = 25
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/obj/item/ammo_casing/shotgun/rubbershot
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name = "rubber shot"
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desc = "A shotgun casing filled with densely-packed rubber balls, used to incapacitate crowds from a distance."
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icon_state = "bshell"
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projectile_type = /obj/item/projectile/bullet/pellet/shotgun_rubbershot
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pellets = 6
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variance = 25
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custom_materials = list(/datum/material/iron=4000)
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/obj/item/ammo_casing/shotgun/improvised
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name = "improvised shell"
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desc = "An extremely weak shotgun shell with multiple small pellets made out of metal shards."
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icon_state = "improvshell"
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projectile_type = /obj/item/projectile/bullet/pellet/shotgun_improvised
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custom_materials = list(/datum/material/iron=250)
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pellets = 10
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variance = 25
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/obj/item/ammo_casing/shotgun/ion
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name = "ion shell"
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desc = "An advanced shotgun shell which uses a subspace ansible crystal to produce an effect similar to a standard ion rifle. \
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The unique properties of the crystal split the pulse into a spread of individually weaker bolts."
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icon_state = "ionshell"
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projectile_type = /obj/item/projectile/ion/weak
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pellets = 4
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variance = 35
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/obj/item/ammo_casing/shotgun/laserslug
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name = "scatter laser shell"
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desc = "An advanced shotgun shell that uses a micro laser to replicate the effects of a scatter laser weapon in a ballistic package."
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icon_state = "lshell"
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projectile_type = /obj/item/projectile/beam/scatter
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pellets = 6
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variance = 35
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/obj/item/ammo_casing/shotgun/techshell
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name = "unloaded technological shell"
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desc = "A high-tech shotgun shell which can be loaded with materials to produce unique effects."
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icon_state = "cshell"
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projectile_type = null
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/obj/item/ammo_casing/shotgun/dart
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name = "shotgun dart"
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desc = "A dart for use in shotguns. Can be injected with up to 30 units of any chemical."
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icon_state = "cshell"
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projectile_type = /obj/item/projectile/bullet/dart
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var/reagent_amount = 30
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/obj/item/ammo_casing/shotgun/dart/Initialize()
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. = ..()
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create_reagents(reagent_amount, OPENCONTAINER)
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/obj/item/ammo_casing/shotgun/dart/attackby()
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return
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/obj/item/ammo_casing/shotgun/dart/noreact
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name = "cryostasis shotgun dart"
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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."
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icon_state = "cnrshell"
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reagent_amount = 10
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/obj/item/ammo_casing/shotgun/dart/noreact/Initialize()
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. = ..()
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ENABLE_BITFIELD(reagents.reagents_holder_flags, NO_REACT)
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/obj/item/ammo_casing/shotgun/dart/bioterror
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desc = "A shotgun dart filled with an obscene amount of lethal reagents. God help whoever is shot with this."
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projectile_type = /obj/item/projectile/bullet/dart/piercing
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reagent_amount = 50
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/obj/item/ammo_casing/shotgun/dart/bioterror/Initialize()
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. = ..()
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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
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reagents.add_reagent(/datum/reagent/toxin/chloralhydrate, 6)
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reagents.add_reagent(/datum/reagent/toxin/mutetoxin, 6) //;HELPIES OPS IN MAINT
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reagents.add_reagent(/datum/reagent/impedrezene, 6)
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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
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reagents.add_reagent(/datum/reagent/toxin/acid, 5)
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reagents.add_reagent(/datum/reagent/consumable/frostoil, 10) //tempgun slowdown goes both ways and adds to the burn
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/obj/item/ammo_casing/shotgun/incapacitate
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name = "custom incapacitating shot"
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desc = "A shotgun casing filled with... something. used to incapacitate targets."
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icon_state = "bountyshell"
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projectile_type = /obj/item/projectile/bullet/pellet/shotgun_incapacitate
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pellets = 12//double the pellets, but half the stun power of each, which makes this best for just dumping right in someone's face.
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variance = 25
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custom_materials = list(/datum/material/iron=4000)
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