[MIRROR] Fix runtime with CANT_WOUND weapons that use pellet_cloud (#391)

* Fix runtime with CANT_WOUND weapons that use pellet_cloud (#53001)

In /datum/component/pellet_cloud/proc/pellet_hit if the projectile's wound_bonus is CANT_WOUND, then wound_info_by_part[hit_part] never gets a value set.

This causes an issue in /datum/component/pellet_cloud/proc/finalize() where it assumes that wound_info_by_part[hit_part] has always been set to a list(x,y,z).

I added a quick if check to skip this where there's no wound info for a part.

Weapon this behaviour manifested on: DRAGnet on net mode. Due to the runtime, I didn't notice it dealing any stamina damage. This should fix that scenario as well as any other CANT_WOUND projectiles and prevent them from runtiming early.

* Fix runtime with CANT_WOUND weapons that use pellet_cloud

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
This commit is contained in:
SkyratBot
2020-08-19 02:39:54 +02:00
committed by GitHub
co-authored by Timberpoes
parent 47774d5209
commit b4fcb9dd32
+8 -7
View File
@@ -260,13 +260,14 @@
var/obj/item/bodypart/hit_part
if(isbodypart(target))
hit_part = target
target = hit_part.owner
var/damage_dealt = wound_info_by_part[hit_part][CLOUD_POSITION_DAMAGE]
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/wound_type = (initial(P.damage_type) == BRUTE) ? WOUND_BLUNT : WOUND_BURN // sharpness is handled in the wound rolling
wound_info_by_part[hit_part] = null
hit_part.painless_wound_roll(wound_type, damage_dealt, w_bonus, bw_bonus, initial(P.sharpness))
if(wound_info_by_part[hit_part])
target = hit_part.owner
var/damage_dealt = wound_info_by_part[hit_part][CLOUD_POSITION_DAMAGE]
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/wound_type = (initial(P.damage_type) == BRUTE) ? WOUND_BLUNT : WOUND_BURN // sharpness is handled in the wound rolling
wound_info_by_part[hit_part] = null
hit_part.painless_wound_roll(wound_type, damage_dealt, w_bonus, bw_bonus, initial(P.sharpness))
if(num_hits > 1)
target.visible_message("<span class='danger'>[target] is hit by [num_hits] [proj_name]s[hit_part ? " in the [hit_part.name]" : ""]!</span>", null, null, COMBAT_MESSAGE_RANGE, target)