Structures now take damage properly from projectile clouds

This commit is contained in:
mwerezak
2015-08-15 19:08:45 -04:00
parent a773715ff9
commit 77ddae4e26
25 changed files with 57 additions and 57 deletions

View File

@@ -77,11 +77,14 @@
. = ..()
bumped = 0 //can hit all mobs in a tile. pellets is decremented inside attack_mob so this should be fine.
/obj/item/projectile/bullet/pellet/proc/get_pellets(var/distance)
var/pellet_loss = round((distance - 1)/range_step) //pellets lost due to distance
return max(pellets - pellet_loss, 1)
/obj/item/projectile/bullet/pellet/attack_mob(var/mob/living/target_mob, var/distance, var/miss_modifier)
if (pellets < 0) return 1
var/pellet_loss = round((distance - 1)/range_step) //pellets lost due to distance
var/total_pellets = max(pellets - pellet_loss, 1)
var/total_pellets = get_pellets(distance)
var/spread = max(base_spread - (spread_step*distance), 0)
//shrapnel explosions miss prone mobs with a chance that increases with distance
@@ -106,6 +109,10 @@
return 1
return 0
/obj/item/projectile/bullet/pellet/get_structure_damage()
var/distance = get_dist(loc, starting)
return ..() * get_pellets(distance)
/obj/item/projectile/bullet/pellet/Move()
. = ..()