Improves bullet projectile embedding handling

Commit b1546ee3eb contained a rather
bone-headed mistake, that resulted in embedding with penetrating
projectiles to not behave as desired.

This commit fixes that, and provides a cleaner implementation.
This commit is contained in:
mwerezak
2015-02-17 11:57:08 -05:00
parent b1546ee3eb
commit 583390937e
3 changed files with 23 additions and 13 deletions
@@ -38,9 +38,9 @@ emp_act
return -1 // complete projectile permutation
//Shrapnel
if (P.can_embed())
if(P.can_embed())
var/armor = getarmor_organ(organ, "bullet")
if(P.embed && prob(20 + max(P.damage - armor, -10)))
if(prob(20 + max(P.damage - armor, -10)))
var/obj/item/weapon/shard/shrapnel/SP = new()
SP.name = (P.name != "shrapnel")? "[P.name] shrapnel" : "shrapnel"
SP.desc = "[SP.desc] It looks like it was fired from [P.shot_from]."
+3 -7
View File
@@ -66,14 +66,10 @@
return
//Checks if the projectile is eligible for embedding. Not that it necessarily will.
//Mainly used to ensure that projectiles won't embed if they are penetrating the mob.
/obj/item/projectile/proc/can_embed()
//embed must be enabled and damage type must be brute
if(!embed || damage_type != BRUTE)
return 0
//can't embed if the projectile is penetrating through the mob
if(penetrating > 0 && damage > 20 && prob(damage))
return 0
return 1
//return 1 if the projectile should be allowed to pass through after all, 0 if not.
@@ -206,9 +202,9 @@
for(var/mob/M in A)
attack_mob(M, distance)
//penetrating projectiles can pass through things that otherwise would not let them
//penetrating projectiles can pass through things that otherwise would not let them
if(!passthrough && penetrating > 0)
if(check_penetrate(A))
if(check_penetrate(A))
passthrough = 1
penetrating--
@@ -311,4 +307,4 @@
trace.firer = user
var/output = trace.process() //Test it!
del(trace) //No need for it anymore
return output //Send it back to the gun!
return output //Send it back to the gun!
+18 -4
View File
@@ -7,23 +7,37 @@
check_armour = "bullet"
embed = 1
sharp = 1
var/mob_passthrough_check = 0
/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)
/obj/item/projectile/bullet/attack_mob(var/mob/living/target_mob, var/distance, var/miss_modifier)
if(penetrating > 0 && damage > 20 && prob(damage))
mob_passthrough_check = 1
else
mob_passthrough_check = 0
..()
/obj/item/projectile/bullet/can_embed()
//prevent embedding if the projectile is passing through the mob
if(mob_passthrough_check)
return 0
return ..()
/obj/item/projectile/bullet/check_penetrate(var/atom/A)
if(!A || !A.density) return 1 //if whatever it was got destroyed when we hit it, then I guess we can just keep going
if(!A || !A.density) return 1 //if whatever it was got destroyed when we hit it, then I guess we can just keep going
if(istype(A, /obj/mecha))
return 1 //mecha have their own penetration handling
if(ismob(A))
if (!mob_passthrough_check)
return 0
if(iscarbon(A))
//squishy mobs absorb KE
if(can_embed()) return 0
damage *= 0.7
damage *= 0.7 //squishy mobs absorb KE
return 1
var/chance = 0