<commit_before>/obj/item/projectile/bullet
	name = "bullet"
	icon_state = "bullet"
	damage = 60
	damage_type = BRUTE
	nodamage = FALSE
	flag = "bullet"
	hitsound_wall = "ricochet"
	impact_effect_type = /obj/effect/temp_visual/impact_effect

/obj/item/projectile/bullet/pellet/Range()
	..()
	damage += -0.75
	if(damage < 0)
		qdel(src)

/obj/item/projectile/bullet/incendiary
	damage = 20
	var/fire_stacks = 4

/obj/item/projectile/bullet/incendiary/on_hit(atom/target, blocked = FALSE)
	. = ..()
	if(iscarbon(target))
		var/mob/living/carbon/M = target
		M.adjust_fire_stacks(fire_stacks)
		M.IgniteMob()

/obj/item/projectile/bullet/incendiary/Move()
	. = ..()
	var/turf/location = get_turf(src)
	if(location)
		new /obj/effect/hotspot(location)
		location.hotspot_expose(700, 50, 1)

// .357 (Syndie Revolver)

/obj/item/projectile/bullet/a357
	name = ".357 bullet"
	damage = 60

// 7.62 (Nagant Rifle)
 
/obj/item/projectile/bullet/a762
	name = "7.62 bullet"
	damage = 60

/obj/item/projectile/bullet/a762_enchanted
	name = "enchanted 7.62 bullet"
	damage = 5
	stamina = 80

// 7.62x38mmR (Nagant Revolver)

/obj/item/projectile/bullet/n762
	name = "7.62x38mmR bullet"
	damage = 60

// .50AE (Desert Eagle)

/obj/item/projectile/bullet/a50AE
	name = ".50AE bullet"
	damage = 60

// .38 (Detective's Gun)

/obj/item/projectile/bullet/c38
	name = ".38 bullet"
	damage = 15
	knockdown = 30
	stamina = 50

// 10mm (Stechkin)
<commit_msg>Fixes stealth nerf to detectives gun (#31125)<commit_after>/obj/item/projectile/bullet
	name = "bullet"
	icon_state = "bullet"
	damage = 60
	damage_type = BRUTE
	nodamage = FALSE
	flag = "bullet"
	hitsound_wall = "ricochet"
	impact_effect_type = /obj/effect/temp_visual/impact_effect

/obj/item/projectile/bullet/pellet/Range()
	..()
	damage += -0.75
	if(damage < 0)
		qdel(src)

/obj/item/projectile/bullet/incendiary
	damage = 20
	var/fire_stacks = 4

/obj/item/projectile/bullet/incendiary/on_hit(atom/target, blocked = FALSE)
	. = ..()
	if(iscarbon(target))
		var/mob/living/carbon/M = target
		M.adjust_fire_stacks(fire_stacks)
		M.IgniteMob()

/obj/item/projectile/bullet/incendiary/Move()
	. = ..()
	var/turf/location = get_turf(src)
	if(location)
		new /obj/effect/hotspot(location)
		location.hotspot_expose(700, 50, 1)

// .357 (Syndie Revolver)

/obj/item/projectile/bullet/a357
	name = ".357 bullet"
	damage = 60

// 7.62 (Nagant Rifle)
 
/obj/item/projectile/bullet/a762
	name = "7.62 bullet"
	damage = 60

/obj/item/projectile/bullet/a762_enchanted
	name = "enchanted 7.62 bullet"
	damage = 5
	stamina = 80

// 7.62x38mmR (Nagant Revolver)

/obj/item/projectile/bullet/n762
	name = "7.62x38mmR bullet"
	damage = 60

// .50AE (Desert Eagle)

/obj/item/projectile/bullet/a50AE
	name = ".50AE bullet"
	damage = 60

// .38 (Detective's Gun)

/obj/item/projectile/bullet/c38
	name = ".38 bullet"
	damage = 15
	knockdown = 60
	stamina = 50

// 10mm (Stechkin)

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