Skip to content

Commit

Permalink
Skrem's Quick Ballistic Glanceover (#2354)
Browse files Browse the repository at this point in the history
## About The Pull Request

If maintainers want me to shorten the changelog, I can, I tend to start
there so I know what to talk about up here.

What started as a PR meant to buff up rubber rounds ended up turning
into a general passover I gave to much of the syntax and presentation of
ballistics. PR doesn't actually change that much function-wise, but it
changes a lot of lines due to a lot of changed pathing to better
establish consistency within ballistic code as well as overviewing a lot
of descriptions, names, and inherit moments.

Functionally, less-lethals and sniper rounds have been changed the most
by this PR. To a lesser extent, .38 special and shotgun rounds have been
tweaked. Finally, the PR stamps out a missing sprite bug with the WT-550
magazines, buffs up the surplus rifle (yeah, that old thing), tinkers
with some projectile speeds, makes match rounds slightly better, and
goes over A LOT of descriptions. I apologize for the massive wall of
text that's to follow.

Will take a look at energy weapons when I feel like it (might kill
disablers, I don't like mapping though).

## Why It's Good For The Game

### Slug and Pellet Changes
The pellet changes are actually just systemizing what was supposed to be
intentional design according to code comments, it just hadn't reached
every single pellet-based shotgun projectile. The improvised shell buff
is to make it not a potential complete whiff because RNG mechanics are
generally bad and not fun to play with.

### Less-Lethal Changes
Several implementations of less-lethal (rubber) ammunition on shiptest
are strictly worse than their standard alternatives. While this isn't a
PvP server, it feels very not-fun meta-wise to POTENTIALLY arm for SOME
insubordination and still fire what may as well be a round that bleeds
someone out (as they'll cause bleeding anyway). Increasing the stamina
damage on each of these makes it so they actually have a vague trade-off
(maybe stamina damage can do something like slow simplemobs in the
future, I don't know, I'd love to do it but simplemob code makes me
screech).

To make them not directly better in PvP and not the staple of taking
down the Super Scary Syndicate Shocktrooper Guy, they've had their
negative AP doubled. Not as good against combatants, but still perfectly
adept, if not better at general riot control against civilians. Makes
sense and puts them in their niche a little better.

### .38 Changes
The .38 special round relatively has more "power" and "velocity"
compared to the 9mm round, though it does not quite reach the levels
that .45 automatic or 10mm does in the IRL server. Furthermore, .38
special was specifically designed not to over-penetrate targets so as to
minimize the chance of collateral damage in police work. These are the
ultimate justifications behind giving it the worst AP out of all the
pistol calibers (-30, instead of -20) while still raising its damage to
25.

This should make the Winchester a better staple for taking out weaker
enemies such as legions or unarmored hermits, but it'll perform worse
against goliaths, frontiersmen, and the like. All-in-all, a more
"early-game" caliber, if you will, which is kinda what it's always been.

### Projectile Speed and Match Changes
Match rounds don't really exist as far as I've seen. That being said,
they're meant to be of higher quality, so their getting slightly higher
AP and speed makes sense, even if they're mostly just a meme round.

The speed increase of DMR/sniper rounds is primarily meant to
differentiate them better from AR rounds beyond having 20 more AP.
Assault rifles so far have pretty much dominated with better magazine
size, fire rate, and the exact same force as the DMR calibers, just
doing less damage against armored targets (doesn't matter too much when
you can just vomit rounds). I'd like to buff up the DMR damage even more
(sniper is fine), but I'd rather get some feedback on changing them to
35 baseline before doing so.

The speed decrease on shotguns is meant to cement them as CQC weapons.
Slugs are heavy. Shotguns are meant for close range. It's not much, but
it's thematically a good way to keep them in their lane, not that
they're even that problematic, hence only the slight change.

### Sniper Rifle Knockdown Change
Having a big-ass bullet that does 70 damage with 50 AP hit you is
already a middle finger. Making it potentially knock off an arm or a leg
is another middle finger. Being hardstunned for ten seconds after is the
icing on the cake. Changed it to a knockdown because we hate ranged
tasers.

### Surplus Rifle Fire Rate Buff
This thing is a joke. I haven't even seen it on the server, but I'd
rather make it vaguely competitive considering 10mm isn't super deadly
and only otherwise exists on the stechkin or the one Inteq SMG that you
never see (Colossus-only).

It's still clunky and terrible, but it should be less comedic and more
of a potential option if you have NOTHING else (will never happen).

### Boarder Magazine Change
Top-loading magazine fits into a standard assault rifle? No. Doesn't
make sense. Someone should probably just kill this gun, it's stupid and
looks stupid last I checked.

### WT-550 Magazine Fix
Don't think I've seen anyone use this weapon, I've only printed out
their magazines to dump AP rounds into my NT-SVG carbine. Noticed they
were invisible then. Someone increased their capacity to 30 without a
care for how its update_icon works. Not cool. Anyway, fixes are good.
Moving on.

### Syntax, Description, Spelling, and Overall Presentation Changes
Something very important when maintaining code is generally keeping
consistency in how things are not only presented, but how they're stored
as well. While I'd love to do EVEN more in the method of refactoring to
better align how so much of gun code works, this was something I wanted
to keep as a one-day project, so I mostly tinkered with pathing,
inherits, and groupings.

In the avenue of spelling and description changes, that's just 1)
Cleaning up errors that PR authors and maintainers missed and 2) Making
things more concise and just... better. Some of the SolGov descriptions
were a real headache to look at, and not because of the frequent
spelling and syntax errors.

Whoever misspelled and caused an entire series of items to be
/obj/item/gun/ballistic/automatic/assualt may wish to avoid any crows
for the next three months.

Perfectly willing to adjust or reel back some of my descriptions if
someone can offer something better than what I've written out if there's
some soul they REALLY want to keep.

## Changelog

:cl:
tweak: The NT 'Boarder' ARG now loads standard P-16 magazines, rather
than the M-90gl toploaders.
balance: .38 special does 25 damage up from 20. AP has been reduced to
-30 from -20.
balance: Standardizes pellet projectiles to lose 10% damage of both
types per tile across the board. Improvised pellets no longer have a
hardcapped 1-8 tile range.
balance: Less-lethal rounds now do 50% more stamina than the force of
their lethal counterparts, with 25% the normal force and double the
negative AP. If the round had positive or zero AP, it was subtracted by
20.
balance: Shotgun slugs do 40 damage, down from 60, but have zero AP,
rather than -10. FRAG-12 and meteor slugs have had their damage adjusted
to reflect their relative force.
balance: Surplus rifle fire_delay has been cut to 1 second from 3.
balance: .50 BMG knocks down instead of hardstunning.
balance: Any DMR, match, or sniper round now travels slightly faster
than other bullets. Shotgun slugs and pellets now travel slightly slower
than other bullets.
balance: Match rounds have had their AP slightly increased.
fix: Fixed WT-550 magazines not displaying properly.
spellcheck: Went over (almost) every single ballistic description,
including the guns themselves, magazines, ballistic casings, and speed
loaders/stripper clips to not only have better consistency and
readability, but also be more clear on the general effectiveness of each
caliber.
spellcheck: Assualt is gone.
code: Repaths/renames most ballistic ammo pathing to maintain
consistency or take advantage of inherits, when possible.
/:cl:
  • Loading branch information
Skrem7 authored Sep 17, 2023
1 parent b5ef2d1 commit 2fc01ad
Show file tree
Hide file tree
Showing 61 changed files with 587 additions and 567 deletions.
2 changes: 1 addition & 1 deletion _maps/RandomRuins/BeachRuins/beach_treasure_cove.dmm
Original file line number Diff line number Diff line change
Expand Up @@ -393,7 +393,7 @@
pixel_x = 9;
pixel_y = -1
},
/obj/item/gun/ballistic/automatic/assualt/p16/minutemen{
/obj/item/gun/ballistic/automatic/assault/p16/minutemen{
pixel_y = 7;
pixel_x = -9
},
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -1703,7 +1703,7 @@
"Md" = (
/obj/structure/rack,
/obj/item/ammo_box/magazine/smgm9mm/ap,
/obj/item/ammo_box/magazine/smgm9mm/fire,
/obj/item/ammo_box/magazine/smgm9mm/inc,
/obj/machinery/light/small/directional/east,
/turf/open/floor/vault,
/area/ruin/unpowered/corprejectvault)
Expand Down
12 changes: 6 additions & 6 deletions _maps/deprecated/Ships/minutemen_carina.dmm
Original file line number Diff line number Diff line change
Expand Up @@ -2065,12 +2065,12 @@
pixel_x = -1;
pixel_y = 14
},
/obj/item/ammo_box/magazine/m45/rubbershot,
/obj/item/ammo_box/magazine/m45/rubbershot,
/obj/item/ammo_box/magazine/m45/rubbershot,
/obj/item/ammo_box/magazine/m45/rubbershot,
/obj/item/ammo_box/magazine/m45/rubbershot,
/obj/item/ammo_box/magazine/m45/rubbershot,
/obj/item/ammo_box/magazine/m45/rubber,
/obj/item/ammo_box/magazine/m45/rubber,
/obj/item/ammo_box/magazine/m45/rubber,
/obj/item/ammo_box/magazine/m45/rubber,
/obj/item/ammo_box/magazine/m45/rubber,
/obj/item/ammo_box/magazine/m45/rubber,
/obj/machinery/airalarm/directional/north,
/obj/effect/turf_decal/corner/opaque/red{
dir = 1
Expand Down
2 changes: 1 addition & 1 deletion _maps/map_files/generic/CentCom.dmm
Original file line number Diff line number Diff line change
Expand Up @@ -8951,7 +8951,7 @@
"hra" = (
/obj/structure/table/reinforced,
/obj/item/storage/lockbox/loyalty,
/obj/item/gun/ballistic/automatic/assualt/ar,
/obj/item/gun/ballistic/automatic/assault/ar,
/obj/machinery/light/directional/north,
/obj/effect/turf_decal/industrial/warning,
/turf/open/floor/plasteel,
Expand Down
2 changes: 1 addition & 1 deletion _maps/shuttles/shiptest/independent_beluga.dmm
Original file line number Diff line number Diff line change
Expand Up @@ -1169,7 +1169,7 @@
req_access_txt = "1"
},
/obj/machinery/light/directional/north,
/obj/item/ammo_box/magazine/co9mm/rubbershot{
/obj/item/ammo_box/magazine/co9mm/rubber{
pixel_x = 9;
pixel_y = 4
},
Expand Down
40 changes: 20 additions & 20 deletions _maps/shuttles/shiptest/independent_halftrack.dmm
Original file line number Diff line number Diff line change
Expand Up @@ -371,28 +371,28 @@
/obj/item/gun/ballistic/automatic/smg/vector{
spawnwithmagazine = 0
},
/obj/item/ammo_box/magazine/smgm9mm/rubbershot,
/obj/item/ammo_box/magazine/smgm9mm/rubbershot,
/obj/item/ammo_box/magazine/smgm9mm/rubber,
/obj/item/ammo_box/magazine/smgm9mm/rubber,
/obj/item/gun/ballistic/automatic/pistol/commander/no_mag,
/obj/item/gun/ballistic/automatic/pistol/commander/no_mag,
/obj/item/ammo_box/magazine/co9mm{
ammo_type = /obj/item/ammo_casing/c9mm/rubbershot;
ammo_type = /obj/item/ammo_casing/c9mm/rubber;
name = "Commander magazine (Rubbershot 9mm)"
},
/obj/item/ammo_box/magazine/co9mm{
ammo_type = /obj/item/ammo_casing/c9mm/rubbershot;
ammo_type = /obj/item/ammo_casing/c9mm/rubber;
name = "Commander magazine (Rubbershot 9mm)"
},
/obj/item/ammo_box/magazine/co9mm{
ammo_type = /obj/item/ammo_casing/c9mm/rubbershot;
ammo_type = /obj/item/ammo_casing/c9mm/rubber;
name = "Commander magazine (Rubbershot 9mm)"
},
/obj/item/ammo_box/magazine/co9mm{
ammo_type = /obj/item/ammo_casing/c9mm/rubbershot;
ammo_type = /obj/item/ammo_casing/c9mm/rubber;
name = "Commander magazine (Rubbershot 9mm)"
},
/obj/item/ammo_box/magazine/co9mm{
ammo_type = /obj/item/ammo_casing/c9mm/rubbershot;
ammo_type = /obj/item/ammo_casing/c9mm/rubber;
name = "Commander magazine (Rubbershot 9mm)"
},
/obj/structure/closet/secure_closet/wall{
Expand Down Expand Up @@ -432,11 +432,11 @@
/obj/item/ammo_box/magazine/co9mm,
/obj/item/ammo_box/magazine/co9mm,
/obj/item/ammo_box/magazine/co9mm,
/obj/item/ammo_box/magazine/co9mm/rubbershot,
/obj/item/ammo_box/magazine/co9mm/rubbershot,
/obj/item/ammo_box/magazine/co9mm/rubbershot,
/obj/item/ammo_box/magazine/co9mm/rubbershot,
/obj/item/ammo_box/magazine/co9mm/rubbershot,
/obj/item/ammo_box/magazine/co9mm/rubber,
/obj/item/ammo_box/magazine/co9mm/rubber,
/obj/item/ammo_box/magazine/co9mm/rubber,
/obj/item/ammo_box/magazine/co9mm/rubber,
/obj/item/ammo_box/magazine/co9mm/rubber,
/obj/effect/turf_decal/box/red,
/turf/open/floor/plasteel/dark,
/area/ship/security)
Expand Down Expand Up @@ -1022,20 +1022,20 @@
/obj/item/gun/ballistic/automatic/smg/vector{
spawnwithmagazine = 0
},
/obj/item/ammo_box/magazine/smgm9mm/rubbershot,
/obj/item/ammo_box/magazine/smgm9mm/rubbershot,
/obj/item/ammo_box/magazine/smgm9mm/rubber,
/obj/item/ammo_box/magazine/smgm9mm/rubber,
/obj/item/ammo_box/magazine/co9mm{
ammo_type = /obj/item/ammo_casing/c9mm/rubbershot;
ammo_type = /obj/item/ammo_casing/c9mm/rubber;
name = "Commander magazine (Rubbershot 9mm)"
},
/obj/item/gun/ballistic/automatic/pistol/commander/no_mag,
/obj/item/gun/ballistic/automatic/pistol/commander/no_mag,
/obj/item/ammo_box/magazine/co9mm{
ammo_type = /obj/item/ammo_casing/c9mm/rubbershot;
ammo_type = /obj/item/ammo_casing/c9mm/rubber;
name = "Commander magazine (Rubbershot 9mm)"
},
/obj/item/ammo_box/magazine/co9mm{
ammo_type = /obj/item/ammo_casing/c9mm/rubbershot;
ammo_type = /obj/item/ammo_casing/c9mm/rubber;
name = "Commander magazine (Rubbershot 9mm)"
},
/obj/item/ammo_box/magazine/co9mm{
Expand All @@ -1051,7 +1051,7 @@
req_access_txt = "5"
},
/obj/item/ammo_box/magazine/co9mm{
ammo_type = /obj/item/ammo_casing/c9mm/rubbershot;
ammo_type = /obj/item/ammo_casing/c9mm/rubber;
name = "Commander magazine (Rubbershot 9mm)"
},
/obj/machinery/light/directional/north,
Expand Down Expand Up @@ -1502,8 +1502,8 @@
/obj/structure/closet/secure_closet/security,
/obj/item/gun/ballistic/automatic/pistol/deagle,
/obj/item/gun/ballistic/automatic/pistol/deagle,
/obj/item/gun/ballistic/automatic/assualt/ak47,
/obj/item/gun/ballistic/automatic/assualt/ak47,
/obj/item/gun/ballistic/automatic/assault/ak47,
/obj/item/gun/ballistic/automatic/assault/ak47,
/obj/item/ammo_box/magazine/ak47,
/obj/item/ammo_box/magazine/ak47,
/obj/item/ammo_box/magazine/ak47,
Expand Down
6 changes: 3 additions & 3 deletions _maps/shuttles/shiptest/independent_litieguai.dmm
Original file line number Diff line number Diff line change
Expand Up @@ -2248,17 +2248,17 @@
/area/ship/crew)
"UX" = (
/obj/item/ammo_box/magazine/co9mm{
ammo_type = /obj/item/ammo_casing/c9mm/rubbershot;
ammo_type = /obj/item/ammo_casing/c9mm/rubber;
name = "Commander magazine (Rubbershot 9mm)"
},
/obj/item/gun/ballistic/automatic/pistol/commander/no_mag,
/obj/item/gun/ballistic/automatic/pistol/commander/no_mag,
/obj/item/ammo_box/magazine/co9mm{
ammo_type = /obj/item/ammo_casing/c9mm/rubbershot;
ammo_type = /obj/item/ammo_casing/c9mm/rubber;
name = "Commander magazine (Rubbershot 9mm)"
},
/obj/item/ammo_box/magazine/co9mm{
ammo_type = /obj/item/ammo_casing/c9mm/rubbershot;
ammo_type = /obj/item/ammo_casing/c9mm/rubber;
name = "Commander magazine (Rubbershot 9mm)"
},
/obj/item/ammo_box/magazine/co9mm{
Expand Down
4 changes: 2 additions & 2 deletions _maps/shuttles/shiptest/independent_rigger.dmm
Original file line number Diff line number Diff line change
Expand Up @@ -4144,8 +4144,8 @@
req_access_txt = "1"
},
/obj/item/ammo_box/c38_box,
/obj/item/ammo_box/magazine/m45/rubbershot,
/obj/item/ammo_box/magazine/m45/rubbershot,
/obj/item/ammo_box/magazine/m45/rubber,
/obj/item/ammo_box/magazine/m45/rubber,
/obj/item/ammo_box/magazine/m45,
/turf/open/floor/plasteel/dark,
/area/ship/security)
Expand Down
8 changes: 4 additions & 4 deletions _maps/shuttles/shiptest/independent_tranquility.dmm
Original file line number Diff line number Diff line change
Expand Up @@ -5481,7 +5481,7 @@
/area/ship/engineering/engine)
"Rk" = (
/obj/structure/table,
/obj/item/ammo_box/magazine/m45/rubbershot{
/obj/item/ammo_box/magazine/m45/rubber{
pixel_x = 7;
pixel_y = -2
},
Expand Down Expand Up @@ -5644,15 +5644,15 @@
/area/ship/hallway/starboard)
"Sg" = (
/obj/structure/table,
/obj/item/ammo_casing/c45/rubbershot{
/obj/item/ammo_casing/c45/rubber{
pixel_x = 6;
pixel_y = 7
},
/obj/item/ammo_casing/c45/rubbershot{
/obj/item/ammo_casing/c45/rubber{
pixel_x = 4;
pixel_y = 5
},
/obj/item/ammo_casing/c45/rubbershot{
/obj/item/ammo_casing/c45/rubber{
pixel_x = 8;
pixel_y = 3
},
Expand Down
2 changes: 1 addition & 1 deletion _maps/shuttles/shiptest/inteq_hound.dmm
Original file line number Diff line number Diff line change
Expand Up @@ -586,7 +586,7 @@
/obj/item/ammo_box/magazine/ak47{
pixel_x = 7
},
/obj/item/gun/ballistic/automatic/assualt/ak47/inteq{
/obj/item/gun/ballistic/automatic/assault/ak47/inteq{
pixel_x = -5
},
/obj/structure/closet/secure_closet/wall{
Expand Down
4 changes: 2 additions & 2 deletions _maps/shuttles/shiptest/minutemen_asclepius.dmm
Original file line number Diff line number Diff line change
Expand Up @@ -4069,8 +4069,8 @@
/obj/item/clothing/glasses/hud/security/sunglasses/eyepatch,
/obj/item/storage/belt/security,
/obj/item/gun/ballistic/automatic/pistol/m1911,
/obj/item/ammo_box/magazine/m45/rubbershot,
/obj/item/ammo_box/magazine/m45/rubbershot{
/obj/item/ammo_box/magazine/m45/rubber,
/obj/item/ammo_box/magazine/m45/rubber{
pixel_x = 3
},
/obj/structure/railing{
Expand Down
10 changes: 5 additions & 5 deletions _maps/shuttles/shiptest/minutemen_corvus.dmm
Original file line number Diff line number Diff line change
Expand Up @@ -2327,18 +2327,18 @@
/obj/item/ammo_box/magazine/m45{
pixel_x = 5
},
/obj/item/ammo_box/magazine/m45/rubbershot,
/obj/item/ammo_box/magazine/m45/rubbershot,
/obj/item/ammo_box/magazine/m45/rubbershot,
/obj/item/ammo_box/magazine/m45/rubber,
/obj/item/ammo_box/magazine/m45/rubber,
/obj/item/ammo_box/magazine/m45/rubber,
/obj/effect/turf_decal/corner/opaque/red/border{
dir = 1
},
/obj/item/ammo_box/magazine/m45/rubbershot,
/obj/item/ammo_box/magazine/m45/rubber,
/obj/item/ammo_box/magazine/smgm9mm{
pixel_x = 2;
pixel_y = 1
},
/obj/item/ammo_box/magazine/smgm9mm/rubbershot{
/obj/item/ammo_box/magazine/smgm9mm/rubber{
pixel_x = -5;
pixel_y = -2
},
Expand Down
14 changes: 7 additions & 7 deletions _maps/shuttles/shiptest/minutemen_vela.dmm
Original file line number Diff line number Diff line change
Expand Up @@ -28,9 +28,9 @@
/obj/item/ammo_box/magazine/m45,
/obj/item/ammo_box/magazine/m45,
/obj/item/ammo_box/magazine/m45,
/obj/item/ammo_box/magazine/smgm9mm/rubbershot,
/obj/item/ammo_box/magazine/smgm9mm/rubbershot,
/obj/item/ammo_box/magazine/smgm9mm/rubbershot,
/obj/item/ammo_box/magazine/smgm9mm/rubber,
/obj/item/ammo_box/magazine/smgm9mm/rubber,
/obj/item/ammo_box/magazine/smgm9mm/rubber,
/obj/item/ammo_box/c9mm/rubbershot,
/obj/structure/cable{
icon_state = "0-6"
Expand Down Expand Up @@ -3056,8 +3056,8 @@
/obj/item/clothing/head/helmet/bulletproof/minutemen,
/obj/item/storage/belt/security/full,
/obj/item/restraints/handcuffs,
/obj/item/ammo_box/magazine/m45/rubbershot,
/obj/item/ammo_box/magazine/m45/rubbershot,
/obj/item/ammo_box/magazine/m45/rubber,
/obj/item/ammo_box/magazine/m45/rubber,
/obj/effect/turf_decal/industrial/hatch/yellow,
/obj/structure/extinguisher_cabinet/directional/east,
/obj/item/clothing/suit/armor/vest/marine,
Expand Down Expand Up @@ -6266,8 +6266,8 @@
/obj/item/clothing/head/helmet/bulletproof/minutemen,
/obj/item/storage/belt/security/full,
/obj/item/restraints/handcuffs,
/obj/item/ammo_box/magazine/m45/rubbershot,
/obj/item/ammo_box/magazine/m45/rubbershot,
/obj/item/ammo_box/magazine/m45/rubber,
/obj/item/ammo_box/magazine/m45/rubber,
/obj/effect/turf_decal/industrial/hatch/yellow,
/obj/structure/sign/poster/official/focus{
pixel_y = 32
Expand Down
4 changes: 2 additions & 2 deletions code/modules/cargo/packs/ammo.dm
Original file line number Diff line number Diff line change
Expand Up @@ -122,8 +122,8 @@
name = "WT-550 Auto Rifle Exotic Ammo Crate"
desc = "Contains one magazine of armor-piercing and one magazine of incendiary ammunition for the WT-550 Auto Rifle. Sadly, our manufacturer discontinued the uranium-tipped bullets."
cost = 2500
contains = list(/obj/item/ammo_box/magazine/wt550m9/wtap,
/obj/item/ammo_box/magazine/wt550m9/wtic)
contains = list(/obj/item/ammo_box/magazine/wt550m9/ap,
/obj/item/ammo_box/magazine/wt550m9/inc)

/*
Rifle ammo
Expand Down
8 changes: 4 additions & 4 deletions code/modules/cargo/packs/gun.dm
Original file line number Diff line number Diff line change
Expand Up @@ -130,16 +130,16 @@
name = "P16 Assault Rifle Crate"
desc = "Contains two high-powered, automatic rifles chambered in 5.56mm."
cost = 8000
contains = list(/obj/item/gun/ballistic/automatic/assualt/p16,
/obj/item/gun/ballistic/automatic/assualt/p16)
contains = list(/obj/item/gun/ballistic/automatic/assault/p16,
/obj/item/gun/ballistic/automatic/assault/p16)
crate_name = "auto rifle crate"

/datum/supply_pack/gun/ak
name = "SVG-67 Rifle Crate"
desc = "Contains two high-powered, automatic rifles chambered in 7.62x39mm."
cost = 6000
contains = list(/obj/item/gun/ballistic/automatic/assualt/ak47,
/obj/item/gun/ballistic/automatic/assualt/ak47)
contains = list(/obj/item/gun/ballistic/automatic/assault/ak47,
/obj/item/gun/ballistic/automatic/assault/ak47)
crate_name = "auto rifle crate"

/*
Expand Down
2 changes: 1 addition & 1 deletion code/modules/clothing/suits/armor.dm
Original file line number Diff line number Diff line change
Expand Up @@ -427,7 +427,7 @@

/obj/item/clothing/suit/armor/vest/bulletproof/solgov/Initialize()
. = ..()
allowed |= list(/obj/item/gun/ballistic/automatic/assualt/swiss_cheese, /obj/item/tank)
allowed |= list(/obj/item/gun/ballistic/automatic/assault/swiss_cheese, /obj/item/tank)

/obj/item/clothing/suit/armor/vest/hop
name = "head of personnel's parade jacket"
Expand Down
2 changes: 1 addition & 1 deletion code/modules/jobs/job_types/security_officer.dm
Original file line number Diff line number Diff line change
Expand Up @@ -165,7 +165,7 @@ GLOBAL_LIST_INIT(available_depts, list(SEC_DEPT_ENGINEERING, SEC_DEPT_MEDICAL, S
/datum/outfit/job/security/minutemen/armed
name = "Minuteman (Colonial Minutemen) (Armed)"

suit_store = /obj/item/gun/ballistic/automatic/assualt/p16/minutemen
suit_store = /obj/item/gun/ballistic/automatic/assault/p16/minutemen
belt = /obj/item/storage/belt/military/minutemen/loaded

/datum/outfit/job/security/minutemen/mechpilot
Expand Down
2 changes: 1 addition & 1 deletion code/modules/jobs/job_types/warden.dm
Original file line number Diff line number Diff line change
Expand Up @@ -77,7 +77,7 @@
/datum/outfit/job/warden/minutemen/armed
name = "Field Commander (Colonial Minutemen) (Armed)"

suit_store = /obj/item/gun/ballistic/automatic/assualt/p16/minutemen
suit_store = /obj/item/gun/ballistic/automatic/assault/p16/minutemen
belt = /obj/item/storage/belt/military/minutemen/loaded

backpack_contents = list(/obj/item/melee/classic_baton=1, /obj/item/gun/ballistic/automatic/pistol/commander=1, /obj/item/restraints/handcuffs=1, /obj/item/gun/energy/e_gun/advtaser=1)
Expand Down
8 changes: 4 additions & 4 deletions code/modules/mob/living/simple_animal/hostile/frontiersman.dm
Original file line number Diff line number Diff line change
Expand Up @@ -39,15 +39,15 @@
retreat_distance = 5
minimum_distance = 5
projectilesound = 'sound/weapons/gun/revolver/shot.ogg'
casingtype = /obj/item/ammo_casing/n762
casingtype = /obj/item/ammo_casing/n762_38


/mob/living/simple_animal/hostile/frontier/ranged/mosin
icon_state = "frontiersmanrangedrifle"
icon_living = "frontiersmanrangedrifle"
loot = list(/obj/effect/mob_spawn/human/corpse/frontier/ranged,
/obj/item/gun/ballistic/rifle/boltaction)
casingtype = /obj/item/ammo_casing/a762
casingtype = /obj/item/ammo_casing/a762_54
projectilesound = 'sound/weapons/gun/rifle/mosin.ogg'

/mob/living/simple_animal/hostile/frontier/ranged/trooper
Expand All @@ -68,15 +68,15 @@
rapid_fire_delay = 3
casingtype = /obj/item/ammo_casing/a762_39
loot = list(/obj/effect/mob_spawn/human/corpse/frontier/ranged/trooper,
/obj/item/gun/ballistic/automatic/assualt/ak47)
/obj/item/gun/ballistic/automatic/assault/ak47)

/mob/living/simple_animal/hostile/frontier/ranged/trooper/rifle
icon_state = "frontiersmanrangedmosin"
icon_living = "frontiersmanrangedmosin"

loot = list(/obj/effect/mob_spawn/human/corpse/frontier/ranged/trooper,
/obj/item/gun/ballistic/rifle/boltaction)
casingtype = /obj/item/ammo_casing/a762
casingtype = /obj/item/ammo_casing/a762_54
projectilesound = 'sound/weapons/gun/rifle/mosin.ogg'

/mob/living/simple_animal/hostile/frontier/ranged/trooper/heavy
Expand Down
Loading

0 comments on commit 2fc01ad

Please sign in to comment.