Bring back ballistics

Now with ez "use old damages" change.
This commit is contained in:
Razgriz
2021-08-12 21:45:10 -07:00
parent df0eafe8de
commit 5d23c0d5b6
3 changed files with 17 additions and 11 deletions

View File

@@ -22,7 +22,7 @@
scoped_accuracy = 75
ignore_visor_zoom_restriction = TRUE // Ignore the restriction on vision modifiers when using this gun's scope.
one_handed_penalty = 90
var/bolt_open = 0
bolt_open = 0 //CHOMP Edit
/obj/item/weapon/gun/projectile/heavysniper/update_icon()
if(bolt_open)

View File

@@ -7,15 +7,15 @@
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 //This makes it so that the game ignores the new ballistic stuff and uses old damage system for the bullet.
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.
/*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
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)
@@ -175,13 +175,13 @@ only use the hollow_point and armor_penetration values.*/
velocity = 343
armor_penetration = -50
hollow_point = TRUE
/obj/item/projectile/bullet/a22lr
fire_sound = 'sound/weapons/gunshot_pathetic.ogg'
grains = 40
diam = 5.7
velocity = 370
/obj/item/projectile/bullet/a22lr/ap
grains = 31
velocity = 530