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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
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@@ -224,6 +224,7 @@
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anti_materiel_potential = 3
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impact_sounds = list(BULLET_IMPACT_MEAT = SOUNDS_BULLET_MEAT, BULLET_IMPACT_METAL = SOUNDS_BULLET_METAL)
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accuracy = 100
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projectile_piercing = PASSMOB|PASSDOORS|PASSGLASS|PASSCLOSEDTURF|PASSWINDOW|PASSMACHINE|PASSBLOB|PASSFLAPS|PASSVEHICLE //It's a ship weapon let it try to penetrate everything.
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var/obj/item/ship_ammunition/ammo
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var/primed = FALSE
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var/hit_target = FALSE //First target we hit. Used to report if a hit was successful.
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