Merge pull request #10916 from Citadel-Station-13/kevinz000-patch-6
Projectiles now always hit chest if targeting chest, snipers now have 100% targeting zone accuracy
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@@ -90,6 +90,10 @@
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var/decayedRange //stores original range
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var/decayedRange //stores original range
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var/reflect_range_decrease = 5 //amount of original range that falls off when reflecting, so it doesn't go forever
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var/reflect_range_decrease = 5 //amount of original range that falls off when reflecting, so it doesn't go forever
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var/is_reflectable = FALSE // Can it be reflected or not?
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var/is_reflectable = FALSE // Can it be reflected or not?
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/// factor to multiply by for zone accuracy percent.
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var/zone_accuracy_factor = 1
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//Effects
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//Effects
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var/stun = 0
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var/stun = 0
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var/knockdown = 0
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var/knockdown = 0
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@@ -249,7 +253,8 @@
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return TRUE
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return TRUE
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var/distance = get_dist(T, starting) // Get the distance between the turf shot from and the mob we hit and use that for the calculations.
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var/distance = get_dist(T, starting) // Get the distance between the turf shot from and the mob we hit and use that for the calculations.
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def_zone = ran_zone(def_zone, max(100-(7*distance), 5)) //Lower accurancy/longer range tradeoff. 7 is a balanced number to use.
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if(check_zone(def_zone) != BODY_ZONE_CHEST)
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def_zone = ran_zone(def_zone, max(100-(7*distance), 5) * zone_accuracy_factor) //Lower accurancy/longer range tradeoff. 7 is a balanced number to use.
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if(isturf(A) && hitsound_wall)
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if(isturf(A) && hitsound_wall)
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var/volume = CLAMP(vol_by_damage() + 20, 0, 100)
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var/volume = CLAMP(vol_by_damage() + 20, 0, 100)
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@@ -7,6 +7,7 @@
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knockdown = 100
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knockdown = 100
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dismemberment = 50
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dismemberment = 50
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armour_penetration = 50
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armour_penetration = 50
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zone_accuracy_factor = 100 //guarunteed 100%
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var/breakthings = TRUE
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var/breakthings = TRUE
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/obj/item/projectile/bullet/p50/on_hit(atom/target, blocked = 0)
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/obj/item/projectile/bullet/p50/on_hit(atom/target, blocked = 0)
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