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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:
@@ -7,23 +7,37 @@
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check_armour = "bullet"
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embed = 1
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sharp = 1
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var/mob_passthrough_check = 0
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/obj/item/projectile/bullet/on_hit(var/atom/target, var/blocked = 0)
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if (..(target, blocked))
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var/mob/living/L = target
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shake_camera(L, 3, 2)
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/obj/item/projectile/bullet/attack_mob(var/mob/living/target_mob, var/distance, var/miss_modifier)
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if(penetrating > 0 && damage > 20 && prob(damage))
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mob_passthrough_check = 1
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else
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mob_passthrough_check = 0
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..()
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/obj/item/projectile/bullet/can_embed()
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//prevent embedding if the projectile is passing through the mob
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if(mob_passthrough_check)
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return 0
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return ..()
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/obj/item/projectile/bullet/check_penetrate(var/atom/A)
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if(!A || !A.density) return 1 //if whatever it was got destroyed when we hit it, then I guess we can just keep going
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if(!A || !A.density) return 1 //if whatever it was got destroyed when we hit it, then I guess we can just keep going
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if(istype(A, /obj/mecha))
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return 1 //mecha have their own penetration handling
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if(ismob(A))
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if (!mob_passthrough_check)
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return 0
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if(iscarbon(A))
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//squishy mobs absorb KE
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if(can_embed()) return 0
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damage *= 0.7
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damage *= 0.7 //squishy mobs absorb KE
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return 1
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var/chance = 0
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