bd9ad82bbf
* adds cryostatis shotgun darts, because shooting tiny water+potassium bombs into people is funny * lowers amount from 15 to 10 * Update ammo_casings.dm
315 lines
10 KiB
Plaintext
315 lines
10 KiB
Plaintext
// .357 (Syndie Revolver)
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/obj/item/ammo_casing/a357
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name = ".357 bullet casing"
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desc = "A .357 bullet casing."
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caliber = "357"
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projectile_type = /obj/item/projectile/bullet/a357
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// 7.62 (Nagant Rifle)
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/obj/item/ammo_casing/a762
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name = "7.62 bullet casing"
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desc = "A 7.62 bullet casing."
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icon_state = "762-casing"
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caliber = "a762"
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projectile_type = /obj/item/projectile/bullet/a762
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/obj/item/ammo_casing/a762/enchanted
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projectile_type = /obj/item/projectile/bullet/a762_enchanted
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// 7.62x38mmR (Nagant Revolver)
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/obj/item/ammo_casing/n762
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name = "7.62x38mmR bullet casing"
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desc = "A 7.62x38mmR bullet casing."
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caliber = "n762"
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projectile_type = /obj/item/projectile/bullet/n762
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// .50AE (Desert Eagle)
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/obj/item/ammo_casing/a50AE
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name = ".50AE bullet casing"
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desc = "A .50AE bullet casing."
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caliber = ".50"
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projectile_type = /obj/item/projectile/bullet/a50AE
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// .38 (Detective's Gun)
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/obj/item/ammo_casing/c38
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name = ".38 bullet casing"
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desc = "A .38 bullet casing."
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caliber = "38"
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projectile_type = /obj/item/projectile/bullet/c38
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// 10mm (Stechkin)
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/obj/item/ammo_casing/c10mm
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name = ".10mm bullet casing"
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desc = "A 10mm bullet casing."
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caliber = "10mm"
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projectile_type = /obj/item/projectile/bullet/c10mm
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/obj/item/ammo_casing/c10mm/ap
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name = ".10mm armor-piercing bullet casing"
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desc = "A 10mm armor-piercing bullet casing."
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projectile_type = /obj/item/projectile/bullet/c10mm_ap
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/obj/item/ammo_casing/c10mm/hp
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name = ".10mm hollow-point bullet casing"
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desc = "A 10mm hollow-point bullet casing."
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projectile_type = /obj/item/projectile/bullet/c10mm_hp
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/obj/item/ammo_casing/c10mm/fire
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name = ".10mm incendiary bullet casing"
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desc = "A 10mm incendiary bullet casing."
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projectile_type = /obj/item/projectile/bullet/incendiary/c10mm
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// 9mm (Stechkin APS)
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/obj/item/ammo_casing/c9mm
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name = "9mm bullet casing"
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desc = "A 9mm bullet casing."
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caliber = "9mm"
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projectile_type = /obj/item/projectile/bullet/c9mm
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/obj/item/ammo_casing/c9mm/ap
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name = "9mm armor-piercing bullet casing"
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desc = "A 9mm armor-piercing bullet casing."
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projectile_type =/obj/item/projectile/bullet/c9mm_ap
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/obj/item/ammo_casing/c9mm/inc
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name = "9mm incendiary bullet casing"
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desc = "A 9mm incendiary bullet casing."
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projectile_type = /obj/item/projectile/bullet/incendiary/c9mm
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// 4.6x30mm (Autorifles)
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/obj/item/ammo_casing/c46x30mm
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name = "4.6x30mm bullet casing"
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desc = "A 4.6x30mm bullet casing."
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caliber = "4.6x30mm"
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projectile_type = /obj/item/projectile/bullet/c46x30mm
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/obj/item/ammo_casing/c46x30mm/ap
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name = "4.6x30mm armor-piercing bullet casing"
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desc = "A 4.6x30mm armor-piercing bullet casing."
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projectile_type = /obj/item/projectile/bullet/c46x30mm_ap
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/obj/item/ammo_casing/c46x30mm/inc
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name = "4.6x30mm incendiary bullet casing"
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desc = "A 4.6x30mm incendiary bullet casing."
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projectile_type = /obj/item/projectile/bullet/incendiary/c46x30mm
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// .45 (M1911 + C20r)
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/obj/item/ammo_casing/c45
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name = ".45 bullet casing"
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desc = "A .45 bullet casing."
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caliber = ".45"
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projectile_type = /obj/item/projectile/bullet/c45
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/obj/item/ammo_casing/c45/nostamina
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projectile_type = /obj/item/projectile/bullet/c45_nostamina
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// 5.56mm (M-90gl Carbine)
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/obj/item/ammo_casing/a556
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name = "5.56mm bullet casing"
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desc = "A 5.56mm bullet casing."
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caliber = "a556"
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projectile_type = /obj/item/projectile/bullet/a556
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// 40mm (Grenade Launcher)
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/obj/item/ammo_casing/a40mm
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name = "40mm HE shell"
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desc = "A cased high explosive grenade that can only be activated once fired out of a grenade launcher."
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caliber = "40mm"
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icon_state = "40mmHE"
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projectile_type = /obj/item/projectile/bullet/a40mm
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// .50 (Sniper)
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/obj/item/ammo_casing/p50
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name = ".50 bullet casing"
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desc = "A .50 bullet casing."
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caliber = ".50"
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projectile_type = /obj/item/projectile/bullet/p50
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icon_state = ".50"
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/obj/item/ammo_casing/p50/soporific
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name = ".50 soporific bullet casing"
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desc = "A .50 bullet casing, specialised in sending the target to sleep, instead of hell."
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projectile_type = /obj/item/projectile/bullet/p50/soporific
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icon_state = "sleeper"
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/obj/item/ammo_casing/p50/penetrator
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name = ".50 penetrator round bullet casing"
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desc = "A .50 caliber penetrator round casing."
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projectile_type = /obj/item/projectile/bullet/p50/penetrator
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// 1.95x129mm (SAW)
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/obj/item/ammo_casing/mm195x129
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name = "1.95x129mm bullet casing"
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desc = "A 1.95x129mm bullet casing."
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icon_state = "762-casing"
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caliber = "mm195129"
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projectile_type = /obj/item/projectile/bullet/mm195x129
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/obj/item/ammo_casing/mm195x129/ap
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name = "1.95x129mm armor-piercing bullet casing"
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desc = "A 1.95x129mm bullet casing designed with a hardened-tipped core to help penetrate armored targets."
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projectile_type = /obj/item/projectile/bullet/mm195x129_ap
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/obj/item/ammo_casing/mm195x129/hollow
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name = "1.95x129mm hollow-point bullet casing"
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desc = "A 1.95x129mm bullet casing designed to cause more damage to unarmored targets."
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projectile_type = /obj/item/projectile/bullet/mm195x129_hp
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/obj/item/ammo_casing/mm195x129/incen
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name = "1.95x129mm incendiary bullet casing"
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desc = "A 1.95x129mm bullet casing designed with a chemical-filled capsule on the tip that when bursted, reacts with the atmosphere to produce a fireball, engulfing the target in flames."
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projectile_type = /obj/item/projectile/bullet/incendiary/mm195x129
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// 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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materials = list(MAT_METAL=4000)
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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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materials = list(MAT_METAL=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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materials = list(MAT_METAL=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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materials = list(MAT_METAL=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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materials = list(MAT_METAL=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 = "laser slug"
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desc = "An advanced shotgun shell that uses a micro laser to replicate the effects of a laser weapon in a ballistic package."
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icon_state = "lshell"
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projectile_type = /obj/item/projectile/beam/laser
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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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var/reagent_react = TRUE
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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, using similar technolgoy as cryostatis 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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reagent_react = FALSE
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/obj/item/ammo_casing/shotgun/dart/Initialize()
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. = ..()
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container_type |= OPENCONTAINER
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create_reagents(reagent_amount)
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reagents.set_reacting(reagent_react)
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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/bioterror
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desc = "A shotgun dart filled with deadly toxins."
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/obj/item/ammo_casing/shotgun/dart/bioterror/Initialize()
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. = ..()
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reagents.add_reagent("neurotoxin", 6)
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reagents.add_reagent("spore", 6)
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reagents.add_reagent("mutetoxin", 6) //;HELP OPS IN MAINT
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reagents.add_reagent("coniine", 6)
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reagents.add_reagent("sodium_thiopental", 6)
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