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Merge pull request #3535 from X0-11/melee-fix
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wall pen fixes
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BDpuffy420 authored Feb 4, 2024
2 parents 72befd6 + 085b3fc commit 5dcbf95
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Showing 5 changed files with 11 additions and 4 deletions.
5 changes: 3 additions & 2 deletions code/modules/halo/weapons/ammo_7-62mm.dm
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Expand Up @@ -45,15 +45,16 @@
alpha = 160

/obj/item/ammo_casing/m120
desc = "A 7.62mm HP bullet casing."
desc = "A 7.62mm +P bullet casing."
caliber = "7.62mmdmr"
projectile_type = /obj/item/projectile/bullet/m120

/obj/item/projectile/bullet/m120
damage = 35
armor_penetration = 40
penetrating = 1
pen_limited = 1
shield_damage = 15
tracer_type = /obj/effect/projectile/dmr_trail
tracer_delay_time = 0.5 SECONDS
steps_between_delays = 3
steps_between_delays = 5
4 changes: 3 additions & 1 deletion code/modules/halo/weapons/covenant/ammo.dm
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Expand Up @@ -296,8 +296,10 @@
tracer_delay_time = 0.5 SECONDS
invisibility = 101
max_track_steps = 1
penetrating = 1
pen_limited = 1
muzzle_type = /obj/effect/projectile/muzzle/cov_red
steps_between_delays = 3
steps_between_delays = 5

/obj/effect/projectile/bullet/covenant/needles
icon = 'code/modules/halo/weapons/icons/Covenant_Projectiles.dmi'
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3 changes: 3 additions & 0 deletions code/modules/halo/weapons/forerunner/ammo.dm
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Expand Up @@ -41,13 +41,15 @@
damage = 25
armor_penetration = 15
penetrating = 1
pen_limited = 1

/obj/item/projectile/bullet/pellet/shotgun/boltshot
name = "hardlight shrapnel"
icon = 'code/modules/halo/weapons/icons/forerunner_sprites.dmi'
icon_state = "boltshot_ammo"
fire_sound = 'code/modules/halo/sounds/boltshot_sg_fire.ogg'
penetrating = 1
pen_limited = 1

/obj/item/ammo_magazine/binaryrifle
name = "Z-750 SASR magazine"
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damage = 20
armor_penetration = 20
penetrating = 1
pen_limited = 1
shield_damage = 5
1 change: 1 addition & 0 deletions code/modules/projectiles/projectile.dm
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Expand Up @@ -34,6 +34,7 @@
var/check_armour = "bullet" //Defines what armor to use when it hits things. Must be set to bullet, laser, energy,or bomb //Cael - bio and rad are also valid
var/projectile_type = /obj/item/projectile
var/penetrating = 0 //If greater than zero, the projectile will pass through dense objects as specified by on_penetrate(). If 999, always penetrates.
var/pen_limited = 0 //Only penetrate non-wall objects.
var/shield_damage = 0 //Damage applied soley to shields. If this damage alone breaks a shield, the projectile will not encounter the usual shield gating.
var/kill_count = 50 //This will de-increment every process(). When 0, it will delete the projectile.
//Effects
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2 changes: 1 addition & 1 deletion code/modules/projectiles/projectile/bullets.dm
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Expand Up @@ -44,7 +44,7 @@
return 0
return 1

if(penetrating > 0)
if(penetrating > 0 && (pen_limited == 0 || (pen_limited == 1 && !isturf(A))))
if(A.opacity)
//display a message so that people on the other side aren't so confused
A.visible_message("<span class='warning'>\The [src] pierces through \the [A]!</span>")
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