Files
Bubberstation/code/game/objects/items/shrapnel.dm
SkyratBot 1e0f6f0e12 [MIRROR] Removes Tactical Resting (#8303)
* Removes Tactical Resting (#61552)

About The Pull Request

If you are on combat mode, your bullets will hit people lying down or stunned, otherwise they pass through.
Why It's Good For The Game

The original PR that added it was labeled a fix (#55495) only mentioning it in the changelog once, when it was a balance change, as resting to avoid bullets was intentionally removed after we added crawling and a rest button, for being fucking stupid.
The thing that original pr "fixed" was mobs being bullet sponges, which you can now prevent by switching off combat mode, so it is no longer needed.
Avoiding people shooting at you while also having guns of your own you are perfectly able to shoot is stupid.
It makes mobs like beepsky super annoying, where unless youre in a large area the robot chasing you with one of the only hardstuns left in the game will be really hard to hit.
Changelog

cl
balance: If you are on Combat Mode, your bullets no longer pass through prone people
/cl

* Removes Tactical Resting

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2021-09-21 01:40:36 +01:00

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/obj/item/shrapnel // frag grenades
name = "shrapnel shard"
custom_materials = list(/datum/material/iron=50)
weak_against_armour = TRUE
icon = 'icons/obj/shards.dmi'
icon_state = "large"
w_class = WEIGHT_CLASS_TINY
item_flags = DROPDEL
sharpness = SHARP_EDGED
/obj/item/shrapnel/stingball // stingbang grenades
name = "stingball"
icon_state = "tiny"
sharpness = NONE
/obj/item/shrapnel/bullet // bullets
name = "bullet"
icon = 'icons/obj/guns/ammo.dmi'
icon_state = "s-casing"
embedding = null // embedding vars are taken from the projectile itself
/obj/projectile/bullet/shrapnel
name = "flying shrapnel shard"
damage = 14
range = 20
weak_against_armour = TRUE
dismemberment = 5
ricochets_max = 2
ricochet_chance = 70
shrapnel_type = /obj/item/shrapnel
ricochet_incidence_leeway = 60
hit_prone_targets = TRUE
sharpness = SHARP_EDGED
wound_bonus = 30
embedding = list(embed_chance=70, ignore_throwspeed_threshold=TRUE, fall_chance=1)
/obj/projectile/bullet/shrapnel/mega
name = "flying shrapnel hunk"
range = 45
dismemberment = 15
ricochets_max = 6
ricochet_chance = 130
ricochet_incidence_leeway = 0
ricochet_decay_chance = 0.9
/obj/projectile/bullet/pellet/stingball
name = "stingball pellet"
damage = 3
stamina = 8
ricochets_max = 4
ricochet_chance = 66
ricochet_decay_chance = 1
ricochet_decay_damage = 0.9
ricochet_auto_aim_angle = 10
ricochet_auto_aim_range = 2
ricochet_incidence_leeway = 0
embed_falloff_tile = -2
shrapnel_type = /obj/item/shrapnel/stingball
embedding = list(embed_chance=55, fall_chance=2, jostle_chance=7, ignore_throwspeed_threshold=TRUE, pain_stam_pct=0.7, pain_mult=3, jostle_pain_mult=3, rip_time=15)
/obj/projectile/bullet/pellet/stingball/on_ricochet(atom/A)
hit_prone_targets = TRUE // ducking will save you from the first wave, but not the rebounds
/obj/projectile/bullet/pellet/stingball/mega
name = "megastingball pellet"
ricochets_max = 6
ricochet_chance = 110
/obj/projectile/bullet/pellet/capmine
name = "\improper AP shrapnel shard"
range = 7
damage = 8
stamina = 8
sharpness = SHARP_EDGED
wound_bonus = 5
bare_wound_bonus = 5
ricochets_max = 2
ricochet_chance = 140
shrapnel_type = /obj/item/shrapnel/capmine
embedding = list(embed_chance=90, fall_chance=3, jostle_chance=7, ignore_throwspeed_threshold=TRUE, pain_stam_pct=0.7, pain_mult=5, jostle_pain_mult=6, rip_time=15)
wound_falloff_tile = 0
embed_falloff_tile = 0
/obj/item/shrapnel/capmine
name = "\improper AP shrapnel shard"
custom_materials = list(/datum/material/iron=50)
weak_against_armour = TRUE