diff --git a/code/modules/mob/living/carbon/human/human_defense.dm b/code/modules/mob/living/carbon/human/human_defense.dm
index e43a1de6b6..fd15f20f95 100644
--- a/code/modules/mob/living/carbon/human/human_defense.dm
+++ b/code/modules/mob/living/carbon/human/human_defense.dm
@@ -404,11 +404,15 @@ emp_act
zone = ran_zone(BP_TORSO,75) //Hits a random part of the body, geared towards the chest
//check if we hit
+ /*
var/miss_chance = 15
if (O.throw_source)
var/distance = get_dist(O.throw_source, loc)
miss_chance = max(15*(distance-2), 0)
+
zone = get_zone_with_miss_chance(zone, src, miss_chance, ranged_attack=1)
+ */
+ //CHOMPEDIT - removing baymiss
if(zone && O.thrower != src)
var/shield_check = check_shields(throw_damage, O, thrower, zone, "[O]")
@@ -418,6 +422,7 @@ emp_act
return
if(!zone)
+ message_admins("WE FOUND THE BITCH")
visible_message("\The [O] misses [src] narrowly!")
return
diff --git a/code/modules/mob/living/living_defense.dm b/code/modules/mob/living/living_defense.dm
index 09b8c151e6..e695ce96bd 100644
--- a/code/modules/mob/living/living_defense.dm
+++ b/code/modules/mob/living/living_defense.dm
@@ -268,15 +268,15 @@
var/dtype = O.damtype
var/throw_damage = O.throwforce*(speed/THROWFORCE_SPEED_DIVISOR)
- var/miss_chance = 15
+ /*var/miss_chance = 15
if (O.throw_source)
var/distance = get_dist(O.throw_source, loc)
miss_chance = max(15*(distance-2), 0)
if (prob(miss_chance))
visible_message("\The [O] misses [src] narrowly!")
- return
-
+ return*/
+ //CHOMPEDIT - removing baymiss
src.visible_message("[src] has been hit by [O].")
var/armor = run_armor_check(null, "melee")
var/soaked = get_armor_soak(null, "melee")
diff --git a/code/modules/mob/mob_helpers.dm b/code/modules/mob/mob_helpers.dm
index 1dc6b45fd5..1777e1578a 100644
--- a/code/modules/mob/mob_helpers.dm
+++ b/code/modules/mob/mob_helpers.dm
@@ -149,10 +149,12 @@
miss_chance = base_miss_chance[zone]
if (zone == "eyes" || zone == "mouth")
miss_chance = base_miss_chance["head"]
- miss_chance = max(miss_chance + miss_chance_mod, 0)
+ // miss_chance = max(miss_chance + miss_chance_mod, 0) CHOMPEDIT - removing baymiss
+ if(prob(miss_chance_mod)) //CHOMPADD - removing baymiss. Checking the miss chance for legacy. This should only be affected by special cases and evasion.
+ return null
if(prob(miss_chance))
- if(prob(70))
- return null
+ //if(prob(70))
+ // return null CHOMPEDIT - removing baymiss
return pick(base_miss_chance)
return zone
@@ -603,7 +605,7 @@ var/list/intents = list(I_HELP,I_DISARM,I_GRAB,I_HURT)
//The base miss chance for the different defence zones
var/list/global/base_miss_chance = list(
"head" = 40,
- "chest" = 10,
+ "torso" = 10,
"groin" = 20,
"l_leg" = 20,
"r_leg" = 20,
@@ -613,7 +615,7 @@ var/list/global/base_miss_chance = list(
"r_hand" = 50,
"l_foot" = 50,
"r_foot" = 50,
-)
+) //CHOMPEDIT - Changed "chest" to "torso", as chest is a typo. How long has this bug been here?
//Used to weight organs when an organ is hit randomly (i.e. not a directed, aimed attack).
//Also used to weight the protection value that armour provides for covering that body part when calculating protection from full-body effects.
diff --git a/code/modules/projectiles/projectile.dm b/code/modules/projectiles/projectile.dm
index 4258ad2053..5e59456251 100644
--- a/code/modules/projectiles/projectile.dm
+++ b/code/modules/projectiles/projectile.dm
@@ -591,7 +591,7 @@
if(!this.velocity)
passthrough = FALSE
penetrating = 0
- //CHOMPEdit End
+ //CHOMPEdit End
*/
if(passthrough)
@@ -658,7 +658,7 @@
return
//roll to-hit
- miss_modifier = max(15*(distance-2) - accuracy + miss_modifier + target_mob.get_evasion(), -100)
+ miss_modifier = max(miss_modifier + target_mob.get_evasion(), -100) //CHOMPEDIT - removing baymiss
var/hit_zone = get_zone_with_miss_chance(def_zone, target_mob, miss_modifier, ranged_attack=(distance > 1 || original != target_mob)) //if the projectile hits a target we weren't originally aiming at then retain the chance to miss
var/result = PROJECTILE_FORCE_MISS
diff --git a/code/modules/projectiles/projectile/bullets.dm b/code/modules/projectiles/projectile/bullets.dm
index 6d12aaa1d0..e01b8a60d7 100644
--- a/code/modules/projectiles/projectile/bullets.dm
+++ b/code/modules/projectiles/projectile/bullets.dm
@@ -16,9 +16,9 @@
muzzle_type = /obj/effect/projectile/muzzle/bullet
/obj/item/projectile/bullet/on_hit(var/atom/target, var/blocked = 0)
- if (..(target, blocked))
- var/mob/living/L = target
- shake_camera(L, 3, 2)
+ //if (..(target, blocked))
+ //var/mob/living/L = target
+ //shake_camera(L, 3, 2) CHOMPEDIT - "Muh realism". The screenshake is obnoxious for gameplay. TODO: Replace with blood splatter indicator.
/obj/item/projectile/bullet/attack_mob(var/mob/living/target_mob, var/distance, var/miss_modifier)
if(penetrating > 0 && damage > 20 && prob(damage))
@@ -333,7 +333,7 @@
agony = 0
embed_chance = 0
sharp = FALSE
- silenced = TRUE
+ silenced = TRUE
/obj/item/projectile/bullet/pellet/shotgun/bb // Shotgun
name = "BB"