diff --git a/code/modules/cm_marines/dropship_ammo.dm b/code/modules/cm_marines/dropship_ammo.dm index aefc2366caf9..b73b8a1ba0be 100644 --- a/code/modules/cm_marines/dropship_ammo.dm +++ b/code/modules/cm_marines/dropship_ammo.dm @@ -377,6 +377,8 @@ point_cost = 300 fire_mission_delay = 3 //high cooldown + var/rocket_name = " minirocket" + /obj/structure/ship_ammo/minirocket/detonate_on(turf/impact, obj/structure/dropship_equipment/weapon/fired_from) impact.ceiling_debris_check(2) spawn(5) @@ -393,11 +395,11 @@ /obj/structure/ship_ammo/minirocket/show_loaded_desc(mob/user) if(ammo_count) - return "It's loaded with \a [src] containing [ammo_count] minirocket\s." + return "It's loaded with \a [src] containing [ammo_count] [rocket_name]\s." /obj/structure/ship_ammo/minirocket/get_examine_text(mob/user) . = ..() - . += "It has [ammo_count] minirocket\s." + . += "It has [ammo_count][rocket_name]\s." /obj/structure/ship_ammo/minirocket/incendiary @@ -406,6 +408,8 @@ icon_state = "minirocket_inc" point_cost = 500 fire_mission_delay = 3 //high cooldown + rocket_name = " incendiary minirocket" + /obj/structure/ship_ammo/minirocket/incendiary/detonate_on(turf/impact, obj/structure/dropship_equipment/weapon/fired_from) ..() @@ -443,3 +447,35 @@ to_chat(user, SPAN_WARNING("The selected drop site is a sheer wall!")) return FALSE return TRUE + + +/obj/structure/ship_ammo/minirocket/smoke + name = "\improper 1FW-AH Smoke shell 'Fog'" + desc = "The Type 1FW-AH Smoke shell, also known as 'Fog', lacks a targeting system, but its high ammo count and low cost of production means it is a effective way to block enemy visuals, each individual pod contains a chemical mix that produces thick, harmless smoke, or 'fog' on impact. Can be loaded into the LAU-229 Rocket Pod." + icon_state = "minirocket" + icon = 'icons/obj/structures/props/almayer_props.dmi' + equipment_type = /obj/structure/dropship_equipment/weapon/minirocket_pod + ammo_count = 12 + max_ammo_count = 12 + ammo_name = "Smoke shells" + travelling_time = 50 //Slightly faster than their mini-mike siblings. + transferable_ammo = TRUE + point_cost = 100 + fire_mission_delay = 1 //Low cooldown, as the effect is relatively harmless. + rocket_name= " smoke shell" + +/obj/structure/ship_ammo/minirocket/smoke/detonate_on(turf/impact, obj/structure/dropship_equipment/weapon/fired_from) + impact.ceiling_debris_check(2) + spawn(5) + + var/datum/effect_system/smoke_spread/S = new/datum/effect_system/smoke_spread() + S.set_up(7,0,impact,null,70) + S.start() + if(!ammo_count && loc) + qdel(src) //deleted after last Smole shell is fired and impacts the ground. + +/obj/structure/ship_ammo/minirocket/smoke/show_loaded_desc(mob/user) + if(ammo_count) + return "It's loaded with \a [src] containing [ammo_count] [rocket_name]\s." + +//A note from the guy that made this. this was my first project, and it probally sort of sucks. its effectively modified from the core Minirockets. But i oddly had a blast doing it, and hope i can look back of this with fondness later. I love this community and wanted to give more than my character. diff --git a/code/modules/projectiles/magazines/shotguns.dm b/code/modules/projectiles/magazines/shotguns.dm index 61070690e9ac..243d1f92b559 100644 --- a/code/modules/projectiles/magazines/shotguns.dm +++ b/code/modules/projectiles/magazines/shotguns.dm @@ -284,6 +284,7 @@ GLOBAL_LIST_INIT(shotgun_handfuls_12g, list( /obj/item/ammo_magazine/handful/shotgun/heavy/beanbag name = "handful of heavy beanbag shells (8g)" + desc = "A non-lethal type of shotgun ammo." icon_state = "heavy_beanbag_4" handful_state = "heavy_beanbag" default_ammo = /datum/ammo/bullet/shotgun/heavy/beanbag