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GS13NG/code/modules/projectiles/ammunition/ammo_casings.dm
T
MMMiracles bd9ad82bbf Adds Cryostatis Shotgun Darts (#35342)
* adds cryostatis shotgun darts, because shooting tiny water+potassium bombs into people is funny

* lowers amount from 15 to 10

* Update ammo_casings.dm
2018-02-15 14:25:05 -06:00

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// .357 (Syndie Revolver)
/obj/item/ammo_casing/a357
name = ".357 bullet casing"
desc = "A .357 bullet casing."
caliber = "357"
projectile_type = /obj/item/projectile/bullet/a357
// 7.62 (Nagant Rifle)
/obj/item/ammo_casing/a762
name = "7.62 bullet casing"
desc = "A 7.62 bullet casing."
icon_state = "762-casing"
caliber = "a762"
projectile_type = /obj/item/projectile/bullet/a762
/obj/item/ammo_casing/a762/enchanted
projectile_type = /obj/item/projectile/bullet/a762_enchanted
// 7.62x38mmR (Nagant Revolver)
/obj/item/ammo_casing/n762
name = "7.62x38mmR bullet casing"
desc = "A 7.62x38mmR bullet casing."
caliber = "n762"
projectile_type = /obj/item/projectile/bullet/n762
// .50AE (Desert Eagle)
/obj/item/ammo_casing/a50AE
name = ".50AE bullet casing"
desc = "A .50AE bullet casing."
caliber = ".50"
projectile_type = /obj/item/projectile/bullet/a50AE
// .38 (Detective's Gun)
/obj/item/ammo_casing/c38
name = ".38 bullet casing"
desc = "A .38 bullet casing."
caliber = "38"
projectile_type = /obj/item/projectile/bullet/c38
// 10mm (Stechkin)
/obj/item/ammo_casing/c10mm
name = ".10mm bullet casing"
desc = "A 10mm bullet casing."
caliber = "10mm"
projectile_type = /obj/item/projectile/bullet/c10mm
/obj/item/ammo_casing/c10mm/ap
name = ".10mm armor-piercing bullet casing"
desc = "A 10mm armor-piercing bullet casing."
projectile_type = /obj/item/projectile/bullet/c10mm_ap
/obj/item/ammo_casing/c10mm/hp
name = ".10mm hollow-point bullet casing"
desc = "A 10mm hollow-point bullet casing."
projectile_type = /obj/item/projectile/bullet/c10mm_hp
/obj/item/ammo_casing/c10mm/fire
name = ".10mm incendiary bullet casing"
desc = "A 10mm incendiary bullet casing."
projectile_type = /obj/item/projectile/bullet/incendiary/c10mm
// 9mm (Stechkin APS)
/obj/item/ammo_casing/c9mm
name = "9mm bullet casing"
desc = "A 9mm bullet casing."
caliber = "9mm"
projectile_type = /obj/item/projectile/bullet/c9mm
/obj/item/ammo_casing/c9mm/ap
name = "9mm armor-piercing bullet casing"
desc = "A 9mm armor-piercing bullet casing."
projectile_type =/obj/item/projectile/bullet/c9mm_ap
/obj/item/ammo_casing/c9mm/inc
name = "9mm incendiary bullet casing"
desc = "A 9mm incendiary bullet casing."
projectile_type = /obj/item/projectile/bullet/incendiary/c9mm
// 4.6x30mm (Autorifles)
/obj/item/ammo_casing/c46x30mm
name = "4.6x30mm bullet casing"
desc = "A 4.6x30mm bullet casing."
caliber = "4.6x30mm"
projectile_type = /obj/item/projectile/bullet/c46x30mm
/obj/item/ammo_casing/c46x30mm/ap
name = "4.6x30mm armor-piercing bullet casing"
desc = "A 4.6x30mm armor-piercing bullet casing."
projectile_type = /obj/item/projectile/bullet/c46x30mm_ap
/obj/item/ammo_casing/c46x30mm/inc
name = "4.6x30mm incendiary bullet casing"
desc = "A 4.6x30mm incendiary bullet casing."
projectile_type = /obj/item/projectile/bullet/incendiary/c46x30mm
// .45 (M1911 + C20r)
/obj/item/ammo_casing/c45
name = ".45 bullet casing"
desc = "A .45 bullet casing."
caliber = ".45"
projectile_type = /obj/item/projectile/bullet/c45
/obj/item/ammo_casing/c45/nostamina
projectile_type = /obj/item/projectile/bullet/c45_nostamina
// 5.56mm (M-90gl Carbine)
/obj/item/ammo_casing/a556
name = "5.56mm bullet casing"
desc = "A 5.56mm bullet casing."
caliber = "a556"
projectile_type = /obj/item/projectile/bullet/a556
// 40mm (Grenade Launcher)
/obj/item/ammo_casing/a40mm
name = "40mm HE shell"
desc = "A cased high explosive grenade that can only be activated once fired out of a grenade launcher."
caliber = "40mm"
icon_state = "40mmHE"
projectile_type = /obj/item/projectile/bullet/a40mm
// .50 (Sniper)
/obj/item/ammo_casing/p50
name = ".50 bullet casing"
desc = "A .50 bullet casing."
caliber = ".50"
projectile_type = /obj/item/projectile/bullet/p50
icon_state = ".50"
/obj/item/ammo_casing/p50/soporific
name = ".50 soporific bullet casing"
desc = "A .50 bullet casing, specialised in sending the target to sleep, instead of hell."
projectile_type = /obj/item/projectile/bullet/p50/soporific
icon_state = "sleeper"
/obj/item/ammo_casing/p50/penetrator
name = ".50 penetrator round bullet casing"
desc = "A .50 caliber penetrator round casing."
projectile_type = /obj/item/projectile/bullet/p50/penetrator
// 1.95x129mm (SAW)
/obj/item/ammo_casing/mm195x129
name = "1.95x129mm bullet casing"
desc = "A 1.95x129mm bullet casing."
icon_state = "762-casing"
caliber = "mm195129"
projectile_type = /obj/item/projectile/bullet/mm195x129
/obj/item/ammo_casing/mm195x129/ap
name = "1.95x129mm armor-piercing bullet casing"
desc = "A 1.95x129mm bullet casing designed with a hardened-tipped core to help penetrate armored targets."
projectile_type = /obj/item/projectile/bullet/mm195x129_ap
/obj/item/ammo_casing/mm195x129/hollow
name = "1.95x129mm hollow-point bullet casing"
desc = "A 1.95x129mm bullet casing designed to cause more damage to unarmored targets."
projectile_type = /obj/item/projectile/bullet/mm195x129_hp
/obj/item/ammo_casing/mm195x129/incen
name = "1.95x129mm incendiary bullet casing"
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."
projectile_type = /obj/item/projectile/bullet/incendiary/mm195x129
// 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
materials = list(MAT_METAL=4000)
/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
materials = list(MAT_METAL=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
materials = list(MAT_METAL=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
materials = list(MAT_METAL=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
materials = list(MAT_METAL=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 = "laser slug"
desc = "An advanced shotgun shell that uses a micro laser to replicate the effects of a laser weapon in a ballistic package."
icon_state = "lshell"
projectile_type = /obj/item/projectile/beam/laser
/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
var/reagent_react = TRUE
/obj/item/ammo_casing/shotgun/dart/noreact
name = "cryostasis shotgun dart"
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."
icon_state = "cnrshell"
reagent_amount = 10
reagent_react = FALSE
/obj/item/ammo_casing/shotgun/dart/Initialize()
. = ..()
container_type |= OPENCONTAINER
create_reagents(reagent_amount)
reagents.set_reacting(reagent_react)
/obj/item/ammo_casing/shotgun/dart/attackby()
return
/obj/item/ammo_casing/shotgun/dart/bioterror
desc = "A shotgun dart filled with deadly toxins."
/obj/item/ammo_casing/shotgun/dart/bioterror/Initialize()
. = ..()
reagents.add_reagent("neurotoxin", 6)
reagents.add_reagent("spore", 6)
reagents.add_reagent("mutetoxin", 6) //;HELP OPS IN MAINT
reagents.add_reagent("coniine", 6)
reagents.add_reagent("sodium_thiopental", 6)