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