<commit_before>/obj/item/projectile
	name = "projectile"
	icon = 'icons/obj/projectiles.dmi'
	icon_state = "bullet"
	density = 0
	anchored = 1
	flags = ABSTRACT
	pass_flags = PASSTABLE
	mouse_opacity = 0
	hitsound = 'sound/weapons/pierce.ogg'
	var/hitsound_wall = ""

	resistance_flags = LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
	var/def_zone = ""	//Aiming at
	var/mob/firer = null//Who shot it
	var/suppressed = 0	//Attack message
	var/yo = null
	var/xo = null
	var/current = null
	var/atom/original = null // the original target clicked
	var/turf/starting = null // the projectile's starting turf
	var/list/permutated = list() // we've passed through these atoms, don't try to hit them again
	var/paused = FALSE //for suspending the projectile midair
	var/p_x = 16
	var/p_y = 16			// the pixel location of the tile that the player clicked. Default is the center
	var/speed = 0.5			//Amount of deciseconds it takes for projectile to travel
	var/Angle = 0
	var/spread = 0			//amount (in degrees) of projectile spread
	var/legacy = 0			//legacy projectile system
	animate_movement = 0	//Use SLIDE_STEPS in conjunction with legacy

	var/damage = 10
	var/damage_type = BRUTE //BRUTE, BURN, TOX, OXY, CLONE are the only things that should be in here
	var/nodamage = 0 //Determines if the projectile will skip any damage inflictions
	var/flag = "bullet" //Defines what armor to use when it hits things.  Must be set to bullet, laser, energy,or bomb
	var/projectile_type = /obj/item/projectile
	var/range = 50 //This will de-increment every step. When 0, it will delete the projectile.
		//Effects
	var/stun = 0<commit_msg>Tweaks the projectile speed to be a bit slower<commit_after>/obj/item/projectile
	name = "projectile"
	icon = 'icons/obj/projectiles.dmi'
	icon_state = "bullet"
	density = 0
	anchored = 1
	flags = ABSTRACT
	pass_flags = PASSTABLE
	mouse_opacity = 0
	hitsound = 'sound/weapons/pierce.ogg'
	var/hitsound_wall = ""

	resistance_flags = LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
	var/def_zone = ""	//Aiming at
	var/mob/firer = null//Who shot it
	var/suppressed = 0	//Attack message
	var/yo = null
	var/xo = null
	var/current = null
	var/atom/original = null // the original target clicked
	var/turf/starting = null // the projectile's starting turf
	var/list/permutated = list() // we've passed through these atoms, don't try to hit them again
	var/paused = FALSE //for suspending the projectile midair
	var/p_x = 16
	var/p_y = 16			// the pixel location of the tile that the player clicked. Default is the center
	var/speed = 0.8			//Amount of deciseconds it takes for projectile to travel
	var/Angle = 0
	var/spread = 0			//amount (in degrees) of projectile spread
	var/legacy = 0			//legacy projectile system
	animate_movement = 0	//Use SLIDE_STEPS in conjunction with legacy

	var/damage = 10
	var/damage_type = BRUTE //BRUTE, BURN, TOX, OXY, CLONE are the only things that should be in here
	var/nodamage = 0 //Determines if the projectile will skip any damage inflictions
	var/flag = "bullet" //Defines what armor to use when it hits things.  Must be set to bullet, laser, energy,or bomb
	var/projectile_type = /obj/item/projectile
	var/range = 50 //This will de-increment every step. When 0, it will delete the projectile.
		//Effects
	var/stun = 0
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