77 lines
2.0 KiB
Plaintext
77 lines
2.0 KiB
Plaintext
/obj/item/projectile/bullet/gyro
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name ="explosive bolt"
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icon_state= "bolter"
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damage = 50
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/obj/item/projectile/bullet/gyro/on_hit(atom/target, blocked = FALSE)
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..()
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explosion(target, -1, 0, 2)
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return BULLET_ACT_HIT
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/obj/item/projectile/bullet/a84mm
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name ="\improper HEDP rocket"
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desc = "USE A WEEL GUN"
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icon_state= "84mm-hedp"
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damage = 80
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var/anti_armour_damage = 200
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armour_penetration = 100
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dismemberment = 100
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ricochets_max = 0
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/obj/item/projectile/bullet/a84mm/on_hit(atom/target, blocked = FALSE)
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..()
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explosion(target, -1, 1, 3, 1, 0, flame_range = 4)
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if(ismecha(target))
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var/obj/vehicle/sealed/mecha/M = target
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M.take_damage(anti_armour_damage)
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if(issilicon(target))
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var/mob/living/silicon/S = target
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S.take_overall_damage(anti_armour_damage*0.75, anti_armour_damage*0.25)
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return BULLET_ACT_HIT
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/obj/item/projectile/bullet/a84mm_he
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name ="\improper HE missile"
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desc = "Boom."
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icon_state = "missile"
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damage = 30
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ricochets_max = 0 //it's a MISSILE
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/obj/item/projectile/bullet/a84mm_he/on_hit(atom/target, blocked=0)
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..()
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if(!isliving(target)) //if the target isn't alive, so is a wall or something
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explosion(target, 0, 1, 2, 4)
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else
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explosion(target, 0, 0, 2, 4)
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return BULLET_ACT_HIT
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/obj/item/projectile/bullet/a84mm_br
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name ="\improper HE missile"
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desc = "Boom."
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icon_state = "missile"
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damage = 30
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ricochets_max = 0 //it's a MISSILE
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var/sturdy = list(
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/turf/closed,
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/obj/vehicle/sealed/mecha,
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/obj/machinery/door/,
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/obj/machinery/door/poddoor/shutters
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)
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/obj/item/broken_missile
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name = "\improper broken missile"
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desc = "A missile that did not detonate. The tail has snapped and it is in no way fit to be used again."
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icon = 'icons/obj/projectiles.dmi'
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icon_state = "missile_broken"
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w_class = WEIGHT_CLASS_TINY
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/obj/item/projectile/bullet/a84mm_br/on_hit(atom/target, blocked=0)
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..()
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for(var/i in sturdy)
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if(istype(target, i))
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explosion(target, 0, 1, 1, 2)
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return BULLET_ACT_HIT
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//if(istype(target, /turf/closed) || ismecha(target))
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new /obj/item/broken_missile(get_turf(src), 1)
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