mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-07-18 19:44:58 +01:00
Fixes pellet clouds only ever doing blunt wounds even if the projectile is sharp (#89464)
## About The Pull Request What is says on the tin ## Why It's Good For The Game I thought it was weird that shotguns were only ever breaking limbs but never causing bleeders. Now I know why. ## Changelog 🆑 fix: Pellet clouds now can cause bleeds and punctures if the projectile is sharp. /🆑
This commit is contained in:
@@ -314,6 +314,14 @@
|
||||
var/w_bonus = wound_info_by_part[hit_part][CLOUD_POSITION_W_BONUS]
|
||||
var/bw_bonus = wound_info_by_part[hit_part][CLOUD_POSITION_BW_BONUS]
|
||||
var/wounding_type = (initial(proj_type.damage_type) == BRUTE) ? WOUND_BLUNT : WOUND_BURN // sharpness is handled in the wound rolling
|
||||
var/sharpness = initial(proj_type.sharpness)
|
||||
|
||||
if(wounding_type == WOUND_BLUNT && sharpness)
|
||||
if(sharpness & SHARP_EDGED)
|
||||
wounding_type = WOUND_SLASH
|
||||
else if (sharpness & SHARP_POINTY)
|
||||
wounding_type = WOUND_PIERCE
|
||||
|
||||
wound_info_by_part -= hit_part
|
||||
|
||||
// technically this only checks armor worn the moment that all the pellets resolve rather than as each one hits you,
|
||||
@@ -326,7 +334,7 @@
|
||||
armor_factor *= ARMOR_WEAKENED_MULTIPLIER
|
||||
damage_dealt *= max(0, 1 - armor_factor*0.01)
|
||||
|
||||
hit_part.painless_wound_roll(wounding_type, damage_dealt, w_bonus, bw_bonus, initial(proj_type.sharpness))
|
||||
hit_part.painless_wound_roll(wounding_type, damage_dealt, w_bonus, bw_bonus, sharpness)
|
||||
|
||||
var/limb_hit_text = ""
|
||||
if(hit_part)
|
||||
|
||||
Reference in New Issue
Block a user