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Bring back ballistics
Now with ez "use old damages" change.
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@@ -22,7 +22,7 @@
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scoped_accuracy = 75
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ignore_visor_zoom_restriction = TRUE // Ignore the restriction on vision modifiers when using this gun's scope.
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one_handed_penalty = 90
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var/bolt_open = 0
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bolt_open = 0 //CHOMP Edit
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/obj/item/weapon/gun/projectile/heavysniper/update_icon()
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if(bolt_open)
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@@ -7,15 +7,15 @@
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var/hollow_point = FALSE //Determines if the round leaves additional shrapnel in the wound
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var/grains = 115 //I hope the unit is obvious
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var/energy //Joules
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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.
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var/old_bullet_act = TRUE //This makes it so that the game ignores the new ballistic stuff and uses old damage system for the bullet.
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/*energy_add
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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,
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so if you want a certain round to have extra velocity, you have the option to add energy. For example,
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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),
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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
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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.
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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
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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,
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so if you want a certain round to have extra velocity, you have the option to add energy. For example,
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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),
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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
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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.
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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
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only use the hollow_point and armor_penetration values.*/
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/obj/item/projectile/bullet/launch_projectile(atom/target, target_zone, mob/user, params, angle_override, forced_spread = 0)
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@@ -175,13 +175,13 @@ only use the hollow_point and armor_penetration values.*/
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velocity = 343
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armor_penetration = -50
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hollow_point = TRUE
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/obj/item/projectile/bullet/a22lr
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fire_sound = 'sound/weapons/gunshot_pathetic.ogg'
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grains = 40
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diam = 5.7
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velocity = 370
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/obj/item/projectile/bullet/a22lr/ap
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grains = 31
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velocity = 530
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