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some more stuff, fixes .257 lol
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cdb-is-not-good committed Jan 29, 2024
1 parent 38b8bee commit b6ffe25
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2 changes: 1 addition & 1 deletion code/modules/projectiles/projectile.dm
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Expand Up @@ -59,6 +59,7 @@

var/can_ricochet = FALSE // defines if projectile can or cannot ricochet.
var/ricochet_id = 0 // if the projectile ricochets, it gets its unique id in order to process iteractions with adjacent walls correctly.
var/ricochet_mod = 1 //How much we affect the likeliness of a round to bounce. This number is modified negatively by 10% of the projecties AP(thus, ricochet_mult = 1.5 on ap 10 gun is actually 1.4). high cal rubbers have lower mult than low cal rubbers and are further penalized by having AP and AP mod on their rounds/weapons more often.

var/list/damage_types = list(BRUTE = 10) //BRUTE, BURN, TOX, OXY, CLONE, HALLOSS -> int are the only things that should be in here
var/nodamage = FALSE //Determines if the projectile will skip any damage inflictions
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var/embed = 0 // whether or not the projectile can embed itself in the mob
var/knockback = 0
var/fire_stacks = 0 //Whether to apply fire stacks
var/ricochet_mod = 1 //How much we affect the likeliness of a round to bounce. This number is modified negatively by 10% of the projecties AP(thus, ricochet_mult = 1.5 on ap 10 gun is actually 1.4). high cal rubbers have lower mult than low cal rubbers and are further penalized by having AP and AP mod on their rounds/weapons more often.

var/shrapnel_type //Do we have a special thing to embed in the target? If this is null, it will embed a generic 'shrapnel' item.

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1 change: 0 additions & 1 deletion code/modules/projectiles/projectile/bullettypes.dm
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Expand Up @@ -353,7 +353,6 @@
armor_penetration = 15
penetrating = 1
can_ricochet = TRUE
ricochet_mod = 2.25
step_delay = 0.3
affective_damage_range = 7
affective_ap_range = 7
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