Buffs mech heavy gauss (#22874)

Heavy gauss now has anti-material properties, making it better in mech
vs mech fights.
It can also now destroy doors with repeated (3) hits.

It also now deals roughly the same damage as calling ex_act(2) on the
mob.
This is the same as if a mob was in the heavy explosion radius.
It doesn't use ex_act because that has a 70% chance to stun.
I didn't buff the explosion itself so that the mech's shots don't
destroy floors.

Before:
<img width="506" height="694" alt="image"
src="https://github.com/user-attachments/assets/a893b7ca-9c9a-4add-9688-70d1f15e7518"
/>


After:
<img width="525" height="742" alt="image"
src="https://github.com/user-attachments/assets/648e0fb2-3647-471a-94ae-bcda52b944a0"
/>
This commit is contained in:
FenodyreeAv
2026-07-26 18:06:26 +00:00
committed by GitHub
parent 17a73e2bac
commit 7b1122ddef
2 changed files with 67 additions and 1 deletions
@@ -476,12 +476,19 @@
/obj/projectile/bullet/gauss/highex
name = "high-ex shell"
damage = 10
damage = 11
armor_penetration = 30
anti_materiel_potential = 9 //Just enough to be able to destroy doors with repeated hits.
/obj/projectile/bullet/gauss/highex/on_hit(atom/target, blocked, def_zone)
. = ..()
explosion(get_turf(target), -1, 0, 2)
if(ismob(target))
var/mob/living/exploding_mob = target //This damage is dealt directly, instead of using ex_act, so that floors aren't destroyed and the target isnt stunned.
exploding_mob.apply_damage(40, DAMAGE_BRUTE, def_zone, "Explosive blast", DAMAGE_FLAG_EXPLODE)
exploding_mob.apply_damage(40, DAMAGE_BURN, def_zone, "Explosive blast", DAMAGE_FLAG_EXPLODE)
exploding_mob.apply_damage(15, DAMAGE_BRUTE, null, "Explosive blast", DAMAGE_FLAG_EXPLODE | DAMAGE_FLAG_DISPERSED)
exploding_mob.apply_damage(15, DAMAGE_BURN, null, "Explosive blast", DAMAGE_FLAG_EXPLODE | DAMAGE_FLAG_DISPERSED)
if(ismovable(target))
var/atom/movable/T = target
var/throwdir = get_dir(firer,target)