Projectile piercing fix (#22157)

Fixes the fact that no projectiles could pierce.
Uses the bitflags introduced in the projectile refactor.
Only some heavy rifle bullets and most ship weapons will pierce.
This also indirectly fixes how anemic all the non-explosive ship weapons
were.

This should probably also check armour piercing, the armor on a mob and
have some values tweaked for some weapons, but I wanted to keep this a
pure bugfix, so the numbers are exactly as they were before this was
broken.

Lore people might want to check their weapons to decide what they should
pierce, how much and how often.



https://github.com/user-attachments/assets/538a3a21-a796-4a81-ba53-6f91addd6785
This commit is contained in:
FenodyreeAv
2026-04-07 14:52:10 +00:00
committed by GitHub
parent 5b2394ecae
commit 5f06d51da3
5 changed files with 85 additions and 20 deletions
@@ -224,6 +224,7 @@
anti_materiel_potential = 3
impact_sounds = list(BULLET_IMPACT_MEAT = SOUNDS_BULLET_MEAT, BULLET_IMPACT_METAL = SOUNDS_BULLET_METAL)
accuracy = 100
projectile_piercing = PASSMOB|PASSDOORS|PASSGLASS|PASSCLOSEDTURF|PASSWINDOW|PASSMACHINE|PASSBLOB|PASSFLAPS|PASSVEHICLE //It's a ship weapon let it try to penetrate everything.
var/obj/item/ship_ammunition/ammo
var/primed = FALSE
var/hit_target = FALSE //First target we hit. Used to report if a hit was successful.