Update bullets_ch.dm

Add comments describing the new variables
This commit is contained in:
Razgriz
2021-01-21 19:30:17 -07:00
committed by GitHub
parent 1889d68b2b
commit 0f781684d9

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@@ -2,12 +2,21 @@
/obj/item/projectile/bullet
var/diam = 9 //mm
var/energy_add = 0
var/energy_add = 0 //See note below. Adds velocity, basically.
var/velocity = 500 //Meters per second
var/hollow_point = FALSE //Determines if the round leaves additional shrapnel in the wound
var/grains = 115 //I hope the unit is obvious
var/energy //Joules
var/old_bullet_act = FALSE
var/old_bullet_act = FALSE //This makes it so that the game ignores the new ballistic stuff and uses old damage system for the bullet.
/*energy_add
Pretty much, when a bullet is a fired from a gun, it replaces the default muzzle velocity of the round with it's own muzzle velocity,
so if you want a certain round to have extra velocity, you have the option to add energy. For example,
if I have an AP round that shoots 650 m/s and the base round only shoots 600 m/s, I need to take the weight of the round in grains (say 60),
convert it to kilograms (divide by 15432 or some wacky number like that, just google grains to kilograms), then multiply the weight in kilograms by
the velocity squared for both the 650, and 600, and subtract the result for 650 from the result for 600, then that number is what I would put there.
If you want to be lazy, or you can't find more specific numbers for the AP/HP versions of a round, then just don't bother with changing any of that and
only use the hollow_point and armor_penetration values.*/
/obj/item/projectile/bullet/launch_projectile(atom/target, target_zone, mob/user, params, angle_override, forced_spread = 0)
energy = 0.5 * velocity * velocity * (grains / GRAINS_PER_KG) + energy_add