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:
necromanceranne
2025-02-15 20:43:39 +11:00
committed by Roxy
parent b8ebdf68a6
commit aaf1b2bbd2
+9 -1
View File
@@ -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)