diff --git a/code/datums/components/mobs/parry_frame.dm b/code/datums/components/mobs/parry_frame.dm
index d3fd3c85a772..d56753381192 100644
--- a/code/datums/components/mobs/parry_frame.dm
+++ b/code/datums/components/mobs/parry_frame.dm
@@ -413,7 +413,7 @@
. = shieldcall_returns
// todo: doesn't take into account any damage randomization
var/obj/projectile/proj = bullet_act_args[BULLET_ACT_ARG_PROJECTILE]
- var/estimated_severity = clamp(proj.damage / 20 * 75, 0, 100)
+ var/estimated_severity = clamp(proj.damage_force / 20 * 75, 0, 100)
bullet_act_args[BULLET_ACT_ARG_EFFICIENCY] = bullet_act_args[BULLET_ACT_ARG_EFFICIENCY] * clamp(1 - efficiency, 0, 1)
. = perform_aftereffects(defending, ATTACK_TYPE_PROJECTILE, efficiency, proj, .)
perform_audiovisuals(defending, ATTACK_TYPE_PROJECTILE, efficiency, proj, ., estimated_severity, proj, tool_text)
diff --git a/code/game/content/factions/corporations/nanotrasen/items/guns/pulse.dm b/code/game/content/factions/corporations/nanotrasen/items/guns/pulse.dm
index aa5e01f3394f..05e2ddf2848c 100644
--- a/code/game/content/factions/corporations/nanotrasen/items/guns/pulse.dm
+++ b/code/game/content/factions/corporations/nanotrasen/items/guns/pulse.dm
@@ -103,7 +103,7 @@
name = "pulse"
icon_state = "u_laser"
fire_sound = 'sound/weapons/gauss_shoot.ogg'
- damage = 60
+ damage_force = 60
damage_tier = LASER_TIER_EXTREME
armor_penetration = 75
light_color = "#0066FF"
@@ -113,5 +113,5 @@
impact_type = /obj/effect/projectile/impact/laser_pulse
/obj/projectile/beam/pulse/shotgun
- damage = 50
+ damage_force = 50
armor_penetration = 25
diff --git a/code/game/content/factions/orion/iwl/guns.dm b/code/game/content/factions/orion/iwl/guns.dm
index b7c9566754d8..046d1c9f3b50 100644
--- a/code/game/content/factions/orion/iwl/guns.dm
+++ b/code/game/content/factions/orion/iwl/guns.dm
@@ -49,4 +49,4 @@
// projectile_type = /obj/projectile/bullet/rifle/s72
// /obj/projectile/bullet/rifle/s72
-// damage = 35
+// damage_force = 35
diff --git a/code/game/gamemodes/cult/construct_spells.dm b/code/game/gamemodes/cult/construct_spells.dm
index 5c0c2ec78ae5..9009e8183ff4 100644
--- a/code/game/gamemodes/cult/construct_spells.dm
+++ b/code/game/gamemodes/cult/construct_spells.dm
@@ -569,7 +569,7 @@
name = "inversion beam"
icon_state = "invert"
fire_sound = 'sound/weapons/spiderlunge.ogg'
- damage = 15
+ damage_force = 15
damage_type = BURN
damage_flag = ARMOR_LASER
armor_penetration = 60
diff --git a/code/game/gamemodes/technomancer/devices/shield_armor.dm b/code/game/gamemodes/technomancer/devices/shield_armor.dm
index 73892bfbcc7b..c02a431c540c 100644
--- a/code/game/gamemodes/technomancer/devices/shield_armor.dm
+++ b/code/game/gamemodes/technomancer/devices/shield_armor.dm
@@ -82,7 +82,7 @@
if(P.agony)
var/agony_blocked = P.agony * (modified_block_percentage / 100)
P.agony -= agony_blocked
- P.damage = P.damage - damage_blocked
+ P.damage_force = P.damage_force - damage_blocked
user.visible_message("\The [user]'s [src] absorbs the attack!")
to_chat(user, "Your shield has absorbed most of \the [damage_source].")
diff --git a/code/game/gamemodes/technomancer/spells/projectile/beam.dm b/code/game/gamemodes/technomancer/spells/projectile/beam.dm
index bf2bb82b6d4e..89bdc79367e2 100644
--- a/code/game/gamemodes/technomancer/spells/projectile/beam.dm
+++ b/code/game/gamemodes/technomancer/spells/projectile/beam.dm
@@ -20,7 +20,7 @@
fire_sound = 'sound/weapons/Laser.ogg'
/obj/projectile/beam/blue
- damage = 30
+ damage_force = 30
muzzle_type = /obj/effect/projectile/muzzle/laser_blue
tracer_type = /obj/effect/projectile/tracer/laser_blue
diff --git a/code/game/gamemodes/technomancer/spells/projectile/force_missile.dm b/code/game/gamemodes/technomancer/spells/projectile/force_missile.dm
index 7c6006e61ce6..e3dde15402b2 100644
--- a/code/game/gamemodes/technomancer/spells/projectile/force_missile.dm
+++ b/code/game/gamemodes/technomancer/spells/projectile/force_missile.dm
@@ -22,6 +22,6 @@
/obj/projectile/force_missile
name = "force missile"
icon_state = "force_missile"
- damage = 25
+ damage_force = 25
damage_type = BRUTE
damage_flag = ARMOR_MELEE
diff --git a/code/game/gamemodes/technomancer/spells/projectile/overload.dm b/code/game/gamemodes/technomancer/spells/projectile/overload.dm
index 2d34d0d0a895..1265fa409bce 100644
--- a/code/game/gamemodes/technomancer/spells/projectile/overload.dm
+++ b/code/game/gamemodes/technomancer/spells/projectile/overload.dm
@@ -32,10 +32,10 @@
var/obj/projectile/overload/P = new projectile_type(get_turf(user))
var/energy_before_firing = core.energy
if(check_for_scepter())
- P.damage = round(energy_before_firing * 0.004) // .4% of their current energy pool.
+ P.damage_force = round(energy_before_firing * 0.004) // .4% of their current energy pool.
else
- P.damage = round(energy_before_firing * 0.003) // .3% of their current energy pool.
- P.damage = min(calculate_spell_power(P.damage), 80)
+ P.damage_force = round(energy_before_firing * 0.003) // .3% of their current energy pool.
+ P.damage_force = min(calculate_spell_power(P.damage_force), 80)
return P
/obj/item/spell/projectile/overload/on_ranged_cast(atom/hit_atom, mob/living/user)
diff --git a/code/game/gamemodes/technomancer/spells/projectile/projectile.dm b/code/game/gamemodes/technomancer/spells/projectile/projectile.dm
index e3867ebb71bc..d9a9c2e21171 100644
--- a/code/game/gamemodes/technomancer/spells/projectile/projectile.dm
+++ b/code/game/gamemodes/technomancer/spells/projectile/projectile.dm
@@ -23,7 +23,7 @@
/obj/item/spell/projectile/proc/make_projectile(obj/projectile/projectile_type, mob/living/user)
var/obj/projectile/P = new projectile_type(get_turf(user))
- P.damage = calculate_spell_power(P.damage)
+ P.damage_force = calculate_spell_power(P.damage_force)
return P
/obj/item/spell/projectile/proc/set_up(atom/hit_atom, mob/living/user)
diff --git a/code/game/gamemodes/technomancer/spells/reflect.dm b/code/game/gamemodes/technomancer/spells/reflect.dm
index 293f5de0827d..21f1f05abddb 100644
--- a/code/game/gamemodes/technomancer/spells/reflect.dm
+++ b/code/game/gamemodes/technomancer/spells/reflect.dm
@@ -70,7 +70,7 @@
P.legacy_redirect(P.starting.x, P.starting.y, curloc, user)
P.reflected = 1
if(check_for_scepter())
- P.damage = P.damage * 1.5
+ P.damage_force = P.damage_force * 1.5
spark_system.start()
playsound(user.loc, 'sound/weapons/blade1.ogg', 50, 1)
diff --git a/code/game/objects/items/shield/types/transforming/energy.dm b/code/game/objects/items/shield/types/transforming/energy.dm
index 143665070c65..fdf38107d41f 100644
--- a/code/game/objects/items/shield/types/transforming/energy.dm
+++ b/code/game/objects/items/shield/types/transforming/energy.dm
@@ -43,8 +43,8 @@
if(istype(weapon, /obj/projectile))
var/obj/projectile/casted_projectile = weapon
if(legacy_projectile_damage_drop)
- if((is_sharp(casted_projectile) && casted_projectile.damage > 10) || (casted_projectile.projectile_type & PROJECTILE_TYPE_BEAM))
- if(prob(casted_projectile.damage / legacy_projectile_damage_drop_divisor))
+ if((is_sharp(casted_projectile) && casted_projectile.damage_force > 10) || (casted_projectile.projectile_type & PROJECTILE_TYPE_BEAM))
+ if(prob(casted_projectile.damage_force / legacy_projectile_damage_drop_divisor))
return // drop the shield
. = ..()
if(!.)
diff --git a/code/game/objects/items/shooting_range.dm b/code/game/objects/items/shooting_range.dm
index 8925f463c055..1d91ff635b3a 100644
--- a/code/game/objects/items/shooting_range.dm
+++ b/code/game/objects/items/shooting_range.dm
@@ -90,7 +90,7 @@
if( virtualIcon.GetPixel(p_x, p_y) ) // if the located pixel isn't blank (null)
- hp -= proj.damage
+ hp -= proj.damage_force
if(hp <= 0)
for(var/mob/O in oviewers())
if ((O.client && !( O.has_status_effect(/datum/status_effect/sight/blindness) )))
@@ -111,7 +111,7 @@
bmark.pixel_x--
bmark.pixel_y--
- if(proj.damage >= 20 || istype(proj, /obj/projectile/beam/practice))
+ if(proj.damage_force >= 20 || istype(proj, /obj/projectile/beam/practice))
bmark.icon_state = "scorch"
bmark.setDir(pick(NORTH,SOUTH,EAST,WEST)) // random scorch design
@@ -123,12 +123,12 @@
// Bullets are hard. They make dents!
bmark.icon_state = "dent"
- if(proj.damage >= 10 && bulletholes.len <= 35) // maximum of 35 bullet holes
+ if(proj.damage_force >= 10 && bulletholes.len <= 35) // maximum of 35 bullet holes
if(decaltype == 2) // bullet
- if(prob(proj.damage+30)) // bullets make holes more commonly!
+ if(prob(proj.damage_force+30)) // bullets make holes more commonly!
new/datum/bullethole(src, bmark.pixel_x, bmark.pixel_y) // create new bullet hole
else // Lasers!
- if(prob(proj.damage-10)) // lasers make holes less commonly
+ if(prob(proj.damage_force-10)) // lasers make holes less commonly
new/datum/bullethole(src, bmark.pixel_x, bmark.pixel_y) // create new bullet hole
// draw bullet holes
diff --git a/code/game/objects/structures/crates_lockers/crates.dm b/code/game/objects/structures/crates_lockers/crates.dm
index 33e09af3771c..42913bb46872 100644
--- a/code/game/objects/structures/crates_lockers/crates.dm
+++ b/code/game/objects/structures/crates_lockers/crates.dm
@@ -265,7 +265,7 @@
if(!(proj.damage_type == BRUTE || proj.damage_type == BURN))
return ..()
- if(locked && tamper_proof && integrity <= proj.damage)
+ if(locked && tamper_proof && integrity <= proj.damage_force)
if(tamper_proof == 2) // Mainly used for events to prevent any chance of opening the box improperly.
visible_message("The anti-tamper mechanism of [src] triggers an explosion!")
var/turf/T = get_turf(src.loc)
diff --git a/code/game/objects/structures/props/projectile_lock.dm b/code/game/objects/structures/props/projectile_lock.dm
index 110d54c74a58..bc4437f1a23a 100644
--- a/code/game/objects/structures/props/projectile_lock.dm
+++ b/code/game/objects/structures/props/projectile_lock.dm
@@ -48,7 +48,7 @@
if(timing)
return PROJECTILE_IMPACT_DELETE
- if(istype(proj, /obj/projectile/beam/heavylaser/cannon) || istype(proj, /obj/projectile/beam/emitter) || (proj.damage >= 80 && proj.damtype == BURN))
+ if(istype(proj, /obj/projectile/beam/heavylaser/cannon) || istype(proj, /obj/projectile/beam/emitter) || (proj.damage_force >= 80 && proj.damtype == BURN))
toggle_lock()
visible_message("\The [src] [enabled ? "disengages" : "engages"] its locking mechanism.")
diff --git a/code/game/turfs/simulated/wall/wall-defense.dm b/code/game/turfs/simulated/wall/wall-defense.dm
index eeed876c8ccc..954f3502d6a0 100644
--- a/code/game/turfs/simulated/wall/wall-defense.dm
+++ b/code/game/turfs/simulated/wall/wall-defense.dm
@@ -85,9 +85,9 @@
return ..()
//! legacy code handling
- if((proj.projectile_type & (PROJECTILE_TYPE_ENERGY | PROJECTILE_TYPE_BEAM)) && !proj.nodamage && proj.damage)
+ if((proj.projectile_type & (PROJECTILE_TYPE_ENERGY | PROJECTILE_TYPE_BEAM)) && !proj.nodamage && proj.damage_force)
burn(2500)
- if(proj.damage_type == BURN && proj.damage && !proj.nodamage)
+ if(proj.damage_type == BURN && proj.damage_force && !proj.nodamage)
if(thermite)
thermitemelt()
if(proj.ricochet_sounds && prob(15))
diff --git a/code/modules/admin/verbs/debug.dm b/code/modules/admin/verbs/debug.dm
index 2c335cd6b5c0..80f006814d16 100644
--- a/code/modules/admin/verbs/debug.dm
+++ b/code/modules/admin/verbs/debug.dm
@@ -54,7 +54,7 @@
else
to_chat(user, "DPS calculation by this verb is not supported for \the [G]'s type. Energy or Ballistic only, sorry.")
- weapon_damage = P.damage
+ weapon_damage = P.damage_force
weapon_attack_speed = G.fire_delay / 10
qdel(P)
diff --git a/code/modules/mining/kinetic_crusher.dm b/code/modules/mining/kinetic_crusher.dm
index 4bc04ca17d20..4e593ad17d19 100644
--- a/code/modules/mining/kinetic_crusher.dm
+++ b/code/modules/mining/kinetic_crusher.dm
@@ -307,7 +307,7 @@
name = "destabilizing force"
icon_state = "pulse1"
nodamage = TRUE
- damage = 0 //We're just here to mark people. This is still a melee weapon.
+ damage_force = 0 //We're just here to mark people. This is still a melee weapon.
damage_type = BRUTE
damage_flag = ARMOR_BOMB
range = WORLD_ICON_SIZE * 6
diff --git a/code/modules/mob/living/carbon/human/human-defense.dm b/code/modules/mob/living/carbon/human/human-defense.dm
index 4de1b17baac5..a605de256ebe 100644
--- a/code/modules/mob/living/carbon/human/human-defense.dm
+++ b/code/modules/mob/living/carbon/human/human-defense.dm
@@ -15,13 +15,13 @@
var/obj/item/organ/external/organ = get_organ()
if(!proj.nodamage)
- organ.add_autopsy_data("[proj.name]", proj.damage)
+ organ.add_autopsy_data("[proj.name]", proj.damage_force)
//Shrapnel
if(proj.can_embed())
var/armor = getarmor_organ(organ, "bullet")
if(!prob(armor/2)) //Even if the armor doesn't stop the bullet from hurting you, it might stop it from embedding.
- var/hit_embed_chance = proj.embed_chance + (proj.damage - armor) //More damage equals more chance to embed
+ var/hit_embed_chance = proj.embed_chance + (proj.damage_force - armor) //More damage equals more chance to embed
if(prob(max(hit_embed_chance, 0)))
var/obj/item/material/shard/shrapnel/SP = new()
SP.name = (proj.name != "shrapnel")? "[proj.name] shrapnel" : "shrapnel"
diff --git a/code/modules/mob/living/silicon/robot/robot.dm b/code/modules/mob/living/silicon/robot/robot.dm
index 89781e21ebb3..3e70ef88d922 100644
--- a/code/modules/mob/living/silicon/robot/robot.dm
+++ b/code/modules/mob/living/silicon/robot/robot.dm
@@ -538,7 +538,7 @@
if(. & PROJECTILE_IMPACT_FLAGS_UNCONDITIONAL_ABORT)
return
// todo: why is this in bullet act and not where we take damage maybe?
- if(prob(75) && proj.damage > 0)
+ if(prob(75) && proj.damage_force > 0)
spark_system.start()
/mob/living/silicon/robot/attackby(obj/item/W as obj, mob/user as mob)
diff --git a/code/modules/mob/living/simple_animal/aliens/drone.dm b/code/modules/mob/living/simple_animal/aliens/drone.dm
index 7cbdcfc4a7e4..38f4085482c6 100644
--- a/code/modules/mob/living/simple_animal/aliens/drone.dm
+++ b/code/modules/mob/living/simple_animal/aliens/drone.dm
@@ -281,10 +281,10 @@
..()
/obj/projectile/beam/drone
- damage = 15
+ damage_force = 15
/obj/projectile/beam/pulse/drone
- damage = 10
+ damage_force = 10
// A slightly easier drone, for POIs.
// Difference is that it should not be faster than you.
diff --git a/code/modules/mob/living/simple_mob/subtypes/mechanical/combat_drone.dm b/code/modules/mob/living/simple_mob/subtypes/mechanical/combat_drone.dm
index ccc4a81b2d33..33a003e76ae0 100644
--- a/code/modules/mob/living/simple_mob/subtypes/mechanical/combat_drone.dm
+++ b/code/modules/mob/living/simple_mob/subtypes/mechanical/combat_drone.dm
@@ -81,7 +81,7 @@
return TRUE
/obj/projectile/beam/drone
- damage = 10
+ damage_force = 10
/obj/item/shield_projector/rectangle/automatic/drone
shield_health = 150
diff --git a/code/modules/mob/living/simple_mob/subtypes/mechanical/cyber_horror/cyber_horror.dm b/code/modules/mob/living/simple_mob/subtypes/mechanical/cyber_horror/cyber_horror.dm
index ffc0042e0b93..f1a3af03bba1 100644
--- a/code/modules/mob/living/simple_mob/subtypes/mechanical/cyber_horror/cyber_horror.dm
+++ b/code/modules/mob/living/simple_mob/subtypes/mechanical/cyber_horror/cyber_horror.dm
@@ -323,7 +323,7 @@
/obj/projectile/arc/blue_energy
name = "energy missle"
icon_state = "force_missile"
- damage = 12
+ damage_force = 12
damage_type = BURN
//Direct Ranged Mob
@@ -389,11 +389,11 @@
//These are the projectiles mobs use
/obj/projectile/beam/drone
- damage = 3
+ damage_force = 3
/obj/projectile/arc/blue_energy
name = "energy missle"
icon_state = "force_missile"
- damage = 12
+ damage_force = 12
damage_type = BURN
//Boss Mob - The High Priest
@@ -430,7 +430,7 @@
/obj/projectile/arc/blue_energy/priest
name = "nanite cloud"
icon_state = "particle-heavy"
- damage = 15
+ damage_force = 15
damage_type = BRUTE
/obj/projectile/arc/blue_energy/priest/on_impact(atom/target, impact_flags, def_zone, efficiency)
diff --git a/code/modules/mob/living/simple_mob/subtypes/mechanical/hivebot/hivebot.dm b/code/modules/mob/living/simple_mob/subtypes/mechanical/hivebot/hivebot.dm
index f16bc3c8923f..0f9f0af3d52b 100644
--- a/code/modules/mob/living/simple_mob/subtypes/mechanical/hivebot/hivebot.dm
+++ b/code/modules/mob/living/simple_mob/subtypes/mechanical/hivebot/hivebot.dm
@@ -54,7 +54,7 @@
// The hivebot's default projectile.
/obj/projectile/bullet/hivebot
- damage = 10
+ damage_force = 10
damage_type = BRUTE
sharp = FALSE
edge = FALSE
diff --git a/code/modules/mob/living/simple_mob/subtypes/mechanical/hivebot/ranged_damage.dm b/code/modules/mob/living/simple_mob/subtypes/mechanical/hivebot/ranged_damage.dm
index ba2be85fb94c..73243bb462fd 100644
--- a/code/modules/mob/living/simple_mob/subtypes/mechanical/hivebot/ranged_damage.dm
+++ b/code/modules/mob/living/simple_mob/subtypes/mechanical/hivebot/ranged_damage.dm
@@ -87,7 +87,7 @@
icon_state = "explosion_particle"
modifier_type_to_apply = /datum/modifier/fire
modifier_duration = 6 SECONDS // About 15 damage per stack, as Life() ticks every two seconds.
- damage = 0
+ damage_force = 0
nodamage = TRUE
@@ -125,7 +125,7 @@
/obj/projectile/arc/blue_energy
name = "energy missile"
icon_state = "force_missile"
- damage = 15 // A bit stronger since arcing projectiles are much easier to avoid than traditional ones.
+ damage_force = 15 // A bit stronger since arcing projectiles are much easier to avoid than traditional ones.
damage_type = BURN
// Very long ranged hivebot that rains down hell.
@@ -249,7 +249,7 @@
/obj/projectile/beam/smalllaser/hivebot
- damage = 25
+ damage_force = 25
agony = 20
muzzle_type = /obj/effect/projectile/muzzle/lightning
tracer_type = /obj/effect/projectile/tracer/lightning
@@ -273,5 +273,5 @@
/obj/projectile/beam/cyan/hivebot
- damage = 45
+ damage_force = 45
armor_penetration = 15
diff --git a/code/modules/mob/living/simple_mob/subtypes/mechanical/mecha/adv_dark_gygax.dm b/code/modules/mob/living/simple_mob/subtypes/mechanical/mecha/adv_dark_gygax.dm
index 478bc8fd8720..be19896e88ce 100644
--- a/code/modules/mob/living/simple_mob/subtypes/mechanical/mecha/adv_dark_gygax.dm
+++ b/code/modules/mob/living/simple_mob/subtypes/mechanical/mecha/adv_dark_gygax.dm
@@ -121,7 +121,7 @@
/obj/projectile/energy/homing_bolt
name = "homing bolt"
icon_state = "force_missile"
- damage = 20
+ damage_force = 20
damage_type = BURN
damage_flag = ARMOR_LASER
speed = 5 * WORLD_ICON_SIZE
diff --git a/code/modules/mob/living/simple_mob/subtypes/mechanical/mecha/odysseus.dm b/code/modules/mob/living/simple_mob/subtypes/mechanical/mecha/odysseus.dm
index 9781a4618770..098a0a723664 100644
--- a/code/modules/mob/living/simple_mob/subtypes/mechanical/mecha/odysseus.dm
+++ b/code/modules/mob/living/simple_mob/subtypes/mechanical/mecha/odysseus.dm
@@ -64,7 +64,7 @@
/obj/projectile/fake_syringe
name = "syringe"
icon_state = "syringe"
- damage = 5 // Getting hit with a launched syringe probably hurts, and makes it at least slightly relevant against synthetics.
+ damage_force = 5 // Getting hit with a launched syringe probably hurts, and makes it at least slightly relevant against synthetics.
var/piercing = FALSE // If true, ignores thick material.
/obj/projectile/fake_syringe/on_impact(atom/target, impact_flags, def_zone, efficiency)
diff --git a/code/modules/mob/living/simple_mob/subtypes/occult/constructs/juggernaut.dm b/code/modules/mob/living/simple_mob/subtypes/occult/constructs/juggernaut.dm
index 56ddbc516b3e..a83f4307fb8d 100644
--- a/code/modules/mob/living/simple_mob/subtypes/occult/constructs/juggernaut.dm
+++ b/code/modules/mob/living/simple_mob/subtypes/occult/constructs/juggernaut.dm
@@ -64,11 +64,11 @@
AddComponent(/datum/component/horror_aura/strong)
/mob/living/simple_mob/construct/juggernaut/on_bullet_act(obj/projectile/proj, impact_flags, list/bullet_act_args)
- var/reflectchance = 80 - round(proj.damage/3)
+ var/reflectchance = 80 - round(proj.damage_force/3)
if(prob(reflectchance) && !istype(src, /mob/living/simple_mob/construct/juggernaut/behemoth))
var/damage_mod = rand(2,4)
var/projectile_dam_type = proj.damage_type
- var/incoming_damage = (round(proj.damage / damage_mod) - (round((proj.damage / damage_mod) * 0.3)))
+ var/incoming_damage = (round(proj.damage_force / damage_mod) - (round((proj.damage_force / damage_mod) * 0.3)))
var/armorcheck = run_armor_check(null, proj.damage_flag)
var/soakedcheck = get_armor_soak(null, proj.damage_flag)
if(!(istype(proj, /obj/projectile/energy) || istype(proj, /obj/projectile/beam)))
@@ -84,7 +84,7 @@
visible_message("The [proj.name] gets reflected by [src]'s shell!", \
"The [proj.name] gets reflected by [src]'s shell!")
damage_mod = rand(3,5)
- incoming_damage = (round(proj.damage / damage_mod) - (round((proj.damage / damage_mod) * 0.3)))
+ incoming_damage = (round(proj.damage_force / damage_mod) - (round((proj.damage_force / damage_mod) * 0.3)))
if(!(proj.damage_type == BRUTE || proj.damage_type == BURN))
projectile_dam_type = BURN
incoming_damage = round(incoming_damage / 4) //Damage from strange sources is converted to burn for energy-type projectiles, though severely decreased.
@@ -138,7 +138,7 @@
)
/mob/living/simple_mob/construct/juggernaut/behemoth/on_bullet_act(obj/projectile/proj, impact_flags, list/bullet_act_args)
- var/reflectchance = 80 - round(proj.damage/3)
+ var/reflectchance = 80 - round(proj.damage_force/3)
if(prob(reflectchance))
visible_message("The [proj.name] gets reflected by [src]'s shell!", \
"The [proj.name] gets reflected by [src]'s shell!")
diff --git a/code/modules/mob/living/simple_mob/subtypes/slime/feral/feral.dm b/code/modules/mob/living/simple_mob/subtypes/slime/feral/feral.dm
index 6165ec87ae73..c407ff732416 100644
--- a/code/modules/mob/living/simple_mob/subtypes/slime/feral/feral.dm
+++ b/code/modules/mob/living/simple_mob/subtypes/slime/feral/feral.dm
@@ -64,7 +64,7 @@
/obj/projectile/icicle
name = "icicle"
icon_state = "ice_2"
- damage = 40
+ damage_force = 40
damage_type = BRUTE
damage_flag = ARMOR_MELEE
armor_penetration = 30
@@ -80,7 +80,7 @@
playsound(get_turf(target), "shatter", 70, 1)
/obj/projectile/icicle/get_structure_damage()
- return damage / 2 // They're really deadly against mobs, but less effective against solid things.
+ return damage_force / 2 // They're really deadly against mobs, but less effective against solid things.
/mob/living/simple_mob/slime/feral/dark_blue/handle_special()
if(stat != DEAD)
diff --git a/code/modules/mob/living/simple_mob/subtypes/slime/xenobio/subtypes.dm b/code/modules/mob/living/simple_mob/subtypes/slime/xenobio/subtypes.dm
index 8923e1610597..2106c9d7dbf4 100644
--- a/code/modules/mob/living/simple_mob/subtypes/slime/xenobio/subtypes.dm
+++ b/code/modules/mob/living/simple_mob/subtypes/slime/xenobio/subtypes.dm
@@ -201,7 +201,7 @@
/mob/living/simple_mob/slime/xenobio/dark_purple/on_bullet_act(obj/projectile/proj, impact_flags, list/bullet_act_args)
. = ..()
- if(proj.damage_type && proj.damage_type == BURN && proj.damage) // Most bullets won't trigger the explosion, as a mercy towards Security.
+ if(proj.damage_type && proj.damage_type == BURN && proj.damage_force) // Most bullets won't trigger the explosion, as a mercy towards Security.
log_and_message_admins("[src] ignited due to bring hit by a burning projectile[proj.firer ? " by [key_name(proj.firer)]" : ""].")
ignite()
@@ -654,7 +654,7 @@
/mob/living/simple_mob/slime/xenobio/oil/on_bullet_act(obj/projectile/proj, impact_flags, list/bullet_act_args)
. = ..()
- if(proj.damage_type && proj.damage_type == BURN && proj.damage) // Most bullets won't trigger the explosion, as a mercy towards Security.
+ if(proj.damage_type && proj.damage_type == BURN && proj.damage_force) // Most bullets won't trigger the explosion, as a mercy towards Security.
log_and_message_admins("[src] exploded due to bring hit by a burning projectile[proj.firer ? " by [key_name(proj.firer)]" : ""].")
explode()
diff --git a/code/modules/modular_computers/computers/modular_computer/damage.dm b/code/modules/modular_computers/computers/modular_computer/damage.dm
index 32da9c40a242..9a1f0c5cad0f 100644
--- a/code/modules/modular_computers/computers/modular_computer/damage.dm
+++ b/code/modules/modular_computers/computers/modular_computer/damage.dm
@@ -55,8 +55,8 @@
. = ..()
switch(proj.damage_type)
if(BRUTE)
- take_damage_legacy(proj.damage, proj.damage / 2)
+ take_damage_legacy(proj.damage_force, proj.damage_force / 2)
if(HALLOSS)
- take_damage_legacy(proj.damage, proj.damage / 3, 0)
+ take_damage_legacy(proj.damage_force, proj.damage_force / 3, 0)
if(BURN)
- take_damage_legacy(proj.damage, proj.damage / 1.5)
+ take_damage_legacy(proj.damage_force, proj.damage_force / 1.5)
diff --git a/code/modules/power/antimatter/control.dm b/code/modules/power/antimatter/control.dm
index e9cae20586ad..070ba89511ee 100644
--- a/code/modules/power/antimatter/control.dm
+++ b/code/modules/power/antimatter/control.dm
@@ -119,7 +119,7 @@
/obj/machinery/power/am_control_unit/on_bullet_act(obj/projectile/proj, impact_flags, list/bullet_act_args)
if(proj.damage_flag != ARMOR_BULLET)
- stability -= proj.damage
+ stability -= proj.damage_force
return ..()
/obj/machinery/power/am_control_unit/power_change()
diff --git a/code/modules/power/antimatter/shielding.dm b/code/modules/power/antimatter/shielding.dm
index d7997462c6da..a60118d3eae3 100644
--- a/code/modules/power/antimatter/shielding.dm
+++ b/code/modules/power/antimatter/shielding.dm
@@ -102,7 +102,7 @@
. = ..()
if(proj.damage_flag != "bullet")
- stability -= proj.damage/2
+ stability -= proj.damage_force / 2
/obj/machinery/am_shielding/update_icon()
cut_overlays()
diff --git a/code/modules/power/fusion/core/core_field.dm b/code/modules/power/fusion/core/core_field.dm
index ec9c2ab34109..3affe544ef3a 100644
--- a/code/modules/power/fusion/core/core_field.dm
+++ b/code/modules/power/fusion/core/core_field.dm
@@ -65,7 +65,7 @@ GLOBAL_VAR_INIT(max_fusion_air_heat, INFINITY)
/obj/effect/fusion_em_field/bullet_act(obj/projectile/proj, impact_flags, def_zone, efficiency)
if(!(proj.projectile_type & PROJECTILE_TYPE_BEAM))
return ..()
- AddEnergy(proj.damage)
+ AddEnergy(proj.damage_force)
update_icon()
impact_flags |= PROJECTILE_IMPACT_DELETE
return ..()
diff --git a/code/modules/power/fusion/gyrotron/gyrotron.dm b/code/modules/power/fusion/gyrotron/gyrotron.dm
index 0291e70f59c5..97f38449b39b 100644
--- a/code/modules/power/fusion/gyrotron/gyrotron.dm
+++ b/code/modules/power/fusion/gyrotron/gyrotron.dm
@@ -43,7 +43,7 @@ var/list/gyrotrons = list()
/obj/machinery/power/emitter/gyrotron/get_emitter_beam()
var/obj/projectile/beam/emitter/E = ..()
- E.damage = mega_energy * 50
+ E.damage_force = mega_energy * 50
return E
/obj/machinery/power/emitter/gyrotron/update_icon()
diff --git a/code/modules/power/singularity/emitter.dm b/code/modules/power/singularity/emitter.dm
index a62c8516fdc9..ff418ba83c84 100644
--- a/code/modules/power/singularity/emitter.dm
+++ b/code/modules/power/singularity/emitter.dm
@@ -141,7 +141,7 @@
s.start()
var/obj/projectile/beam/emitter/A = get_emitter_beam()
- A.damage = round(power_per_shot/EMITTER_DAMAGE_POWER_TRANSFER)
+ A.damage_force = round(power_per_shot/EMITTER_DAMAGE_POWER_TRANSFER)
A.firer = src
A.fire(dir2angle(dir))
diff --git a/code/modules/power/singularity/field_generator.dm b/code/modules/power/singularity/field_generator.dm
index ebd211036a73..90e62cede1f2 100644
--- a/code/modules/power/singularity/field_generator.dm
+++ b/code/modules/power/singularity/field_generator.dm
@@ -157,7 +157,7 @@ field_generator power level display
/obj/machinery/field_generator/on_bullet_act(obj/projectile/proj, impact_flags, list/bullet_act_args)
if(istype(proj, /obj/projectile/beam))
- power += proj.damage * EMITTER_DAMAGE_POWER_TRANSFER
+ power += proj.damage_force * EMITTER_DAMAGE_POWER_TRANSFER
update_icon()
return PROJECTILE_IMPACT_DELETE
return ..()
diff --git a/code/modules/power/singularity/particle_accelerator/particle_smasher.dm b/code/modules/power/singularity/particle_accelerator/particle_smasher.dm
index fb7500fcf428..c6c107fd5889 100644
--- a/code/modules/power/singularity/particle_accelerator/particle_smasher.dm
+++ b/code/modules/power/singularity/particle_accelerator/particle_smasher.dm
@@ -130,7 +130,7 @@
/obj/machinery/particle_smasher/on_bullet_act(obj/projectile/proj, impact_flags, list/bullet_act_args)
if(istype(proj, /obj/projectile/beam))
- if(proj.damage >= 50)
+ if(proj.damage_force >= 50)
TryCraft()
return PROJECTILE_IMPACT_DELETE
return ..()
diff --git a/code/modules/projectiles/ammunition/calibers/normal/a9_5mm.dm b/code/modules/projectiles/ammunition/calibers/normal/a9_5mm.dm
index d1705c5909dc..8fd16c0df20d 100644
--- a/code/modules/projectiles/ammunition/calibers/normal/a9_5mm.dm
+++ b/code/modules/projectiles/ammunition/calibers/normal/a9_5mm.dm
@@ -30,4 +30,4 @@
//* Projectiles *//
/obj/projectile/bullet/rifle/a95
- damage = 40
+ damage_force = 40
diff --git a/code/modules/projectiles/ammunition/calibers/special/dart.dm b/code/modules/projectiles/ammunition/calibers/special/dart.dm
index a4772c10cd30..84c0cf73326e 100644
--- a/code/modules/projectiles/ammunition/calibers/special/dart.dm
+++ b/code/modules/projectiles/ammunition/calibers/special/dart.dm
@@ -53,7 +53,7 @@
/obj/projectile/bullet/chemdart
name = "dart"
icon_state = "dart"
- damage = 5
+ damage_force = 5
var/reagent_amount = 15
range = WORLD_ICON_SIZE * 15
diff --git a/code/modules/projectiles/gun.dm b/code/modules/projectiles/gun.dm
index 8fb6cf408a30..b8855840d8c2 100644
--- a/code/modules/projectiles/gun.dm
+++ b/code/modules/projectiles/gun.dm
@@ -656,7 +656,7 @@
damage_mult = 2.5
else if(grabstate >= GRAB_AGGRESSIVE)
damage_mult = 1.5
- P.damage *= damage_mult
+ P.damage_force *= damage_mult
/obj/item/gun/proc/process_accuracy(obj/projectile, mob/living/user, atom/target, var/burst, var/held_twohanded)
var/obj/projectile/P = projectile
@@ -756,7 +756,7 @@
// in_chamber.on_hit(M)
// if(in_chamber.damage_type != HALLOSS && !in_chamber.nodamage)
// log_and_message_admins("[key_name(user)] commited suicide using \a [src]")
-// user.apply_damage(in_chamber.damage*2.5, in_chamber.damage_type, "head", used_weapon = "Point blank shot in the mouth with \a [in_chamber]", sharp=1)
+// user.apply_damage(in_chamber.damage_force*2.5, in_chamber.damage_type, "head", used_weapon = "Point blank shot in the mouth with \a [in_chamber]", sharp=1)
// user.death()
// else if(in_chamber.damage_type == HALLOSS)
// to_chat(user, "Ow...")
diff --git a/code/modules/projectiles/guns/ballistic/microbattery/medigun_cells.dm b/code/modules/projectiles/guns/ballistic/microbattery/medigun_cells.dm
index caeac99fe5e7..5a71dff13438 100644
--- a/code/modules/projectiles/guns/ballistic/microbattery/medigun_cells.dm
+++ b/code/modules/projectiles/guns/ballistic/microbattery/medigun_cells.dm
@@ -10,7 +10,7 @@
name = "\improper healing beam"
icon_state = "medbeam"
nodamage = 1
- damage = 0
+ damage_force = 0
damage_flag = ARMOR_LASER
light_color = "#80F5FF"
diff --git a/code/modules/projectiles/guns/ballistic/microbattery/revolver_cells.dm b/code/modules/projectiles/guns/ballistic/microbattery/revolver_cells.dm
index e43caa1981ce..ad64c9ff383e 100644
--- a/code/modules/projectiles/guns/ballistic/microbattery/revolver_cells.dm
+++ b/code/modules/projectiles/guns/ballistic/microbattery/revolver_cells.dm
@@ -37,7 +37,7 @@
/obj/projectile/bullet/pellet/e_shot_stun
icon_state = "spell"
- damage = 2
+ damage_force = 2
agony = 20
pellets = 6 //number of pellets
embed_chance = 0
diff --git a/code/modules/projectiles/guns/energy/kinetic_accelerator.dm b/code/modules/projectiles/guns/energy/kinetic_accelerator.dm
index ef599f88a7ca..e0ed59bba5c0 100644
--- a/code/modules/projectiles/guns/energy/kinetic_accelerator.dm
+++ b/code/modules/projectiles/guns/energy/kinetic_accelerator.dm
@@ -204,7 +204,7 @@
/obj/projectile/kinetic
name = "kinetic force"
icon_state = null
- damage = 30
+ damage_force = 30
damage_type = BRUTE
damage_flag = ARMOR_BOMB
range = WORLD_ICON_SIZE * 4
@@ -215,7 +215,7 @@
var/obj/item/gun/energy/kinetic_accelerator/kinetic_gun
/obj/projectile/kinetic/premium
- damage = 40
+ damage_force = 40
damage_type = BRUTE
range = 5
@@ -230,7 +230,7 @@
M.projectile_prehit(src, target, kinetic_gun)
if(!pressure_decrease_active && !lavaland_environment_check(get_turf(src)))
name = "weakened [name]"
- damage = damage * pressure_decrease
+ damage_force = damage_force * pressure_decrease
pressure_decrease_active = TRUE
return ..()
@@ -247,7 +247,7 @@
/obj/projectile/kinetic/proc/strike_thing(atom/target)
if(!pressure_decrease_active && !lavaland_environment_check(get_turf(src)))
name = "weakened [name]"
- damage = damage * pressure_decrease
+ damage_force = damage_force * pressure_decrease
pressure_decrease_active = TRUE
var/turf/target_turf = get_turf(target)
if(!target_turf)
@@ -401,7 +401,7 @@
denied_type = /obj/item/ka_modkit/capacity
/obj/item/ka_modkit/capacity/modify_projectile(obj/projectile/kinetic/K)
- K.damage += modifier
+ K.damage_force += modifier
//AoE blasts
@@ -444,8 +444,8 @@
for(var/mob/living/L in range(1, target_turf) - K.firer - target)
var/armor = L.run_armor_check(K.def_zone, K.damage_flag)
// var/armor = L.run_armor_check(K.def_zone, K.flag, null, null, K.armour_penetration)
- L.apply_damage(K.damage*modifier, K.damage_type, K.def_zone, armor)
- // L.apply_damage(K.damage*modifier, K.damage_type, K.def_zone, armor)
+ L.apply_damage(K.damage_force*modifier, K.damage_type, K.def_zone, armor)
+ // L.apply_damage(K.damage_force*modifier, K.damage_type, K.def_zone, armor)
to_chat(L, "You're struck by a [K.name]!")
/obj/item/ka_modkit/aoe/turfs
diff --git a/code/modules/projectiles/guns/energy/particle.dm b/code/modules/projectiles/guns/energy/particle.dm
index 52184f2956c7..0f748741ae03 100644
--- a/code/modules/projectiles/guns/energy/particle.dm
+++ b/code/modules/projectiles/guns/energy/particle.dm
@@ -173,7 +173,7 @@
name = "antimatter pellet"
icon = 'icons/obj/projectiles_vr.dmi'
icon_state = "particle"
- damage = 40
+ damage_force = 40
damage_type = BURN
damage_flag = ARMOR_ENERGY
embed_chance = 0
@@ -181,7 +181,7 @@
/obj/projectile/bullet/particle/heavy
name = "antimatter slug"
icon_state = "particle-heavy"
- damage = 80 // same as a laser cannon
+ damage_force = 80 // same as a laser cannon
armor_penetration = 25 //it explodes on the surface of things, so less armor pen than the laser cannon
light_range = 3
light_power = 1
@@ -190,6 +190,6 @@
/turf/simulated/mineral/on_bullet_act(obj/projectile/proj, impact_flags, list/bullet_act_args)
. = ..()
if(istype(proj, /obj/projectile/bullet/particle))
- if(prob(proj.damage))
+ if(prob(proj.damage_force))
GetDrilled()
diff --git a/code/modules/projectiles/guns/energy/sizegun_vr.dm b/code/modules/projectiles/guns/energy/sizegun_vr.dm
index 73b690bbd4cc..ca628cdc0198 100644
--- a/code/modules/projectiles/guns/energy/sizegun_vr.dm
+++ b/code/modules/projectiles/guns/energy/sizegun_vr.dm
@@ -65,7 +65,7 @@
name = "size beam"
icon_state = "xray"
nodamage = 1
- damage = 0
+ damage_force = 0
damage_flag = ARMOR_LASER
var/set_size = 1 //Let's default to 100%
diff --git a/code/modules/projectiles/guns/legacy_vr_guns/pummeler.dm b/code/modules/projectiles/guns/legacy_vr_guns/pummeler.dm
index 85a97302a6fe..da545d3156c0 100644
--- a/code/modules/projectiles/guns/legacy_vr_guns/pummeler.dm
+++ b/code/modules/projectiles/guns/legacy_vr_guns/pummeler.dm
@@ -29,7 +29,7 @@
/obj/projectile/pummel
name = "sonic blast"
icon_state = "sound"
- damage = 5
+ damage_force = 5
damage_type = BRUTE
damage_flag = ARMOR_MELEE
embed_chance = 0
diff --git a/code/modules/projectiles/guns/legacy_vr_guns/secutor.dm b/code/modules/projectiles/guns/legacy_vr_guns/secutor.dm
index dabf9b8d152c..c986ae23379b 100644
--- a/code/modules/projectiles/guns/legacy_vr_guns/secutor.dm
+++ b/code/modules/projectiles/guns/legacy_vr_guns/secutor.dm
@@ -56,7 +56,7 @@
muzzle_type = /obj/effect/projectile/muzzle/secutorkill
tracer_type = /obj/effect/projectile/tracer/secutorkill
impact_type = /obj/effect/projectile/impact/secutorkill
- damage = 20
+ damage_force = 20
//--------------- Projectiles ----------------
/obj/projectile/energy/electrode/secutor
@@ -75,7 +75,7 @@
light_power = 0.6
light_color = "#cea036"
range = WORLD_ICON_SIZE * 20
- damage = 5 //minor penalty for repeated FF
+ damage_force = 5 //minor penalty for repeated FF
SA_bonus_damage = 25 // 30 total on animals - lowest of all phasers
SA_vulnerability = MOB_CLASS_ANIMAL
diff --git a/code/modules/projectiles/guns/legacy_vr_guns/sickshot.dm b/code/modules/projectiles/guns/legacy_vr_guns/sickshot.dm
index 72b43ca83f12..8619942623d3 100644
--- a/code/modules/projectiles/guns/legacy_vr_guns/sickshot.dm
+++ b/code/modules/projectiles/guns/legacy_vr_guns/sickshot.dm
@@ -26,7 +26,7 @@
/obj/projectile/sickshot
name = "discombobulator pulse"
icon_state = "sound"
- damage = 5
+ damage_force = 5
armor_penetration = 30
damage_type = BURN
damage_flag = ARMOR_MELEE
diff --git a/code/modules/projectiles/guns/vox.dm b/code/modules/projectiles/guns/vox.dm
index ca21ee38d086..b9426a4e3590 100644
--- a/code/modules/projectiles/guns/vox.dm
+++ b/code/modules/projectiles/guns/vox.dm
@@ -89,7 +89,7 @@
name = "dark matter bolt"
icon_state = "darkb"
fire_sound = 'sound/weapons/eLuger.ogg'
- damage = 35
+ damage_force = 35
armor_penetration = 35
damage_type = BRUTE
damage_flag = ARMOR_ENERGY
@@ -105,7 +105,7 @@
name = "dark matter pellet"
icon_state = "dark_pellet"
fire_sound = 'sound/weapons/eLuger.ogg'
- damage = 20
+ damage_force = 20
armor_penetration = 35
damage_type = BRUTE
damage_flag = ARMOR_ENERGY
@@ -138,7 +138,7 @@
name = "sonic pulse"
icon_state = "sound"
fire_sound = 'sound/effects/basscannon.ogg'
- damage = 5
+ damage_force = 5
armor_penetration = 30
damage_type = BRUTE
damage_flag = ARMOR_MELEE
@@ -149,7 +149,7 @@
agony = 50
/obj/projectile/sonic/strong
- damage = 45
+ damage_force = 45
/obj/projectile/sonic/strong/on_impact(atom/target, impact_flags, def_zone, efficiency)
. = ..()
diff --git a/code/modules/projectiles/projectile/projectile-tracing.dm b/code/modules/projectiles/projectile/projectile-tracing.dm
index 7c4b4d10014f..e156e6af477d 100644
--- a/code/modules/projectiles/projectile/projectile-tracing.dm
+++ b/code/modules/projectiles/projectile/projectile-tracing.dm
@@ -6,7 +6,7 @@
invisibility = INVISIBILITY_ABSTRACT
hitscan = TRUE
has_tracer = FALSE
- damage = 0
+ damage_force = 0
nodamage = TRUE
projectile_type = PROJECTILE_TYPE_TRACE
diff --git a/code/modules/projectiles/projectile/projectile.dm b/code/modules/projectiles/projectile/projectile.dm
index dd6fc8e9bab8..dd060dc2ca38 100644
--- a/code/modules/projectiles/projectile/projectile.dm
+++ b/code/modules/projectiles/projectile/projectile.dm
@@ -286,7 +286,7 @@
//? Damage - default handling
/// damage amount
- var/damage = 10
+ var/damage_force = 10
/// damage tier - goes hand in hand with [damage_armor]
var/damage_tier = BULLET_TIER_DEFAULT
/// todo: legacy - BRUTE, BURN, TOX, OXY, CLONE, HALLOSS, ELECTROCUTE, BIOACID are the only things that should be in here
@@ -504,8 +504,8 @@
set_angle(get_visual_angle(source, target))
/obj/projectile/proc/vol_by_damage()
- if(damage)
- return clamp((damage) * 0.67, 30, 100)// Multiply projectile damage by 0.67, then clamp the value between 30 and 100
+ if(damage_force)
+ return clamp((damage_force) * 0.67, 30, 100)// Multiply projectile damage by 0.67, then clamp the value between 30 and 100
else
return 50 //if the projectile doesn't do damage, play its hitsound at 50% volume.
@@ -518,7 +518,7 @@
/obj/projectile/proc/get_structure_damage()
if(damage_type == BRUTE || damage_type == BURN)
- return damage
+ return damage_force
return 0
/obj/projectile/proc/check_fire(atom/target as mob, mob/living/user as mob) //Checks if you can hit them or not.
@@ -550,7 +550,7 @@
var/damage_override = null
if(spread_submunition_damage)
- damage_override = damage
+ damage_override = damage_force
if(nodamage)
damage_override = 0
@@ -568,7 +568,7 @@
SM.shot_from = shot_from
SM.silenced = silenced
if(!isnull(damage_override))
- SM.damage = damage_override
+ SM.damage_force = damage_override
if(submunition_constant_spread)
SM.dispersion = 0
var/calculated = angle + round((count / amt - 0.5) * submunition_spread_max, 1)
@@ -613,7 +613,7 @@
* @return Damage to apply to target.
*/
/obj/projectile/proc/run_damage_vulnerability(atom/target)
- var/final_damage = damage
+ var/final_damage = damage_force
if(isliving(target))
var/mob/living/L = target
if(issimple(target))
@@ -965,7 +965,7 @@
/obj/projectile/proc/on_impact(atom/target, impact_flags, def_zone, efficiency = 1)
//! legacy shit
var/blocked = clamp((1 - efficiency) * 100, 0, 100)
- if(damage && damage_type == BURN)
+ if(damage_force && damage_type == BURN)
var/turf/T = get_turf(target)
if(T)
T.hotspot_expose(700, 5)
@@ -1097,7 +1097,7 @@
//! LEGACY COMBAT CODE
// SHIM!!!
- var/list/shieldcall_modified_args = target.check_damage_instance(damage, damage_type, damage_tier, damage_flag, damage_mode, ATTACK_TYPE_PROJECTILE, src, SHIELDCALL_FLAG_SECOND_CALL, hit_zone)
+ var/list/shieldcall_modified_args = target.check_damage_instance(damage_force, damage_type, damage_tier, damage_flag, damage_mode, ATTACK_TYPE_PROJECTILE, src, SHIELDCALL_FLAG_SECOND_CALL, hit_zone)
// todo: this handling very obviously should not be here
// dear lord this code is a dumpster fire
if(shieldcall_modified_args[SHIELDCALL_ARG_FLAGS] & SHIELDCALL_FLAGS_PIERCE_ATTACK)
@@ -1114,7 +1114,7 @@
var/proj_edge = has_edge(src)
var/final_damage = src.get_final_damage(target) * efficiency
- if ((proj_sharp || proj_edge) && (soaked >= round(src.damage*0.8)))
+ if ((proj_sharp || proj_edge) && (soaked >= round(src.damage_force*0.8)))
proj_sharp = 0
proj_edge = 0
@@ -1160,9 +1160,9 @@
*/
/obj/projectile/proc/dampen_on_pierce_experimental(atom/entity, force, tier)
var/tdiff = damage_tier - tier
- var/dmult = src.damage / force
+ var/dmult = src.damage_force / force
var/malus = dmult >= 1 ? ((1 / dmult) ** tdiff * 10) : (10 * ((1 / dmult) / (1 + tdiff)))
- src.damage = clamp(src.damage - malus, src.damage * 0.5, src.damage)
+ src.damage_force = clamp(src.damage_force - malus, src.damage_force * 0.5, src.damage_force)
//* Targeting *//
diff --git a/code/modules/projectiles/projectile/subtypes/animate.dm b/code/modules/projectiles/projectile/subtypes/animate.dm
index 2052f40c4240..3f09f36a370f 100644
--- a/code/modules/projectiles/projectile/subtypes/animate.dm
+++ b/code/modules/projectiles/projectile/subtypes/animate.dm
@@ -1,7 +1,7 @@
/obj/projectile/animate
name = "bolt of animation"
icon_state = "ice_1"
- damage = 0
+ damage_force = 0
damage_type = BURN
nodamage = 1
damage_flag = ARMOR_ENERGY
diff --git a/code/modules/projectiles/projectile/subtypes/arc.dm b/code/modules/projectiles/projectile/subtypes/arc.dm
index 7245b3001119..743ecdc05f75 100644
--- a/code/modules/projectiles/projectile/subtypes/arc.dm
+++ b/code/modules/projectiles/projectile/subtypes/arc.dm
@@ -17,7 +17,7 @@
/obj/projectile/arc/blue_energy
name = "energy missile"
icon_state = "force_missile"
- damage = 15
+ damage_force = 15
damage_type = BURN
/obj/projectile/arc/blue_energy/on_impact(atom/target, impact_flags, def_zone, efficiency)
diff --git a/code/modules/projectiles/projectile/subtypes/beam/beams.dm b/code/modules/projectiles/projectile/subtypes/beam/beams.dm
index 617097a40deb..37133be7eacd 100644
--- a/code/modules/projectiles/projectile/subtypes/beam/beams.dm
+++ b/code/modules/projectiles/projectile/subtypes/beam/beams.dm
@@ -3,7 +3,7 @@
icon_state = "laser"
fire_sound = 'sound/weapons/weaponsounds_laserstrong.ogg'
pass_flags = ATOM_PASS_TABLE | ATOM_PASS_GLASS | ATOM_PASS_GRILLE
- damage = 40
+ damage_force = 40
damage_type = BURN
damage_flag = ARMOR_LASER
projectile_type = PROJECTILE_TYPE_BEAM | PROJECTILE_TYPE_PHOTONIC
@@ -23,7 +23,7 @@
/obj/projectile/beam/practice
name = "laser"
icon_state = "laser"
- damage = 0
+ damage_force = 0
damage_type = BURN
damage_flag = ARMOR_LASER
eyeblur = 2
@@ -33,20 +33,20 @@
name = "weak laser"
icon_state = "laser"
fire_sound = 'sound/weapons/weaponsounds_laserweak.ogg'
- damage = 15
+ damage_force = 15
/obj/projectile/beam/smalllaser
- damage = 25
+ damage_force = 25
fire_sound = 'sound/weapons/weaponsounds_laserweak.ogg'
/obj/projectile/beam/burstlaser
- damage = 30
+ damage_force = 30
fire_sound = 'sound/weapons/weaponsounds_lasermid.ogg'
armor_penetration = 10
/obj/projectile/beam/midlaser
- damage = 40
+ damage_force = 40
fire_sound = 'sound/weapons/weaponsounds_lasermid.ogg'
armor_penetration = 10
@@ -54,7 +54,7 @@
name = "heavy laser"
icon_state = "heavylaser"
fire_sound = 'sound/weapons/weaponsounds_laserstrong.ogg'
- damage = 60
+ damage_force = 60
armor_penetration = 30
light_range = 3
light_power = 1
@@ -76,7 +76,7 @@
impact_type = /obj/effect/projectile/impact/emitter
/obj/projectile/beam/heavylaser/cannon
- damage = 80
+ damage_force = 80
armor_penetration = 45
light_color = "#FF0D00"
@@ -84,7 +84,7 @@
name = "xray beam"
icon_state = "xray"
fire_sound = 'sound/weapons/eluger.ogg'
- damage = 30
+ damage_force = 30
armor_penetration = 50
light_color = "#00CC33"
@@ -96,7 +96,7 @@
name = "gamma beam"
icon_state = "xray"
fire_sound = 'sound/weapons/eluger.ogg'
- damage = 10
+ damage_force = 10
armor_penetration = 90
irradiate = 20
light_color = "#00CC33"
@@ -109,7 +109,7 @@
name = "cyan beam"
icon_state = "cyan"
fire_sound = 'sound/weapons/weaponsounds_alienlaser.ogg'
- damage = 40
+ damage_force = 40
light_color = "#00C6FF"
muzzle_type = /obj/effect/projectile/muzzle/laser_omni
@@ -120,7 +120,7 @@
name = "weak cyan beam"
icon_state = "cyan"
fire_sound = 'sound/weapons/Taser.ogg'
- damage = 20
+ damage_force = 20
light_color = "#74b1c2"
muzzle_type = /obj/effect/projectile/muzzle/laser_omni
@@ -132,7 +132,7 @@
name = "emitter beam"
icon_state = "emitter"
fire_sound = 'sound/weapons/emitter.ogg'
- damage = 40
+ damage_force = 40
armor_penetration = 70
light_color = "#00CC33"
excavation_amount = 70 // 3 shots to mine a turf
@@ -143,7 +143,7 @@
/obj/projectile/beam/lasertag
name = "lasertag beam"
- damage = 0
+ damage_force = 0
eyeblur = 0
damage_type = BURN
damage_flag = ARMOR_LASER
@@ -201,7 +201,7 @@
name = "sniper beam"
icon_state = "xray"
fire_sound = 'sound/weapons/gauss_shoot.ogg'
- damage = 60
+ damage_force = 60
armor_penetration = 10
light_color = "#00CC33"
@@ -296,7 +296,7 @@
tracer_type = /obj/effect/projectile/tracer/lightning
impact_type = /obj/effect/projectile/impact/lightning
- damage = 30
+ damage_force = 30
agony = 15
eyeblur = 2
@@ -305,7 +305,7 @@
icon_state = "emitter"
fire_sound = 'sound/weapons/weaponsounds_laserweak.ogg'
light_color = "#00CC33"
- damage = 1 //mining tool
+ damage_force = 1 //mining tool
excavation_amount = 1000 // 1 shot to dig a standard rock turf. Made for mining. Should be able to consistently one hit rocks now
muzzle_type = /obj/effect/projectile/muzzle/emitter
@@ -315,7 +315,7 @@
/obj/projectile/beam/pointdefense
name = "point defense salvo"
icon_state = "laser"
- damage = 15
+ damage_force = 15
damage_type = ELECTROCUTE //You should be safe inside a voidsuit
sharp = FALSE //"Wide" spectrum beam
light_color = "#A9980A"
diff --git a/code/modules/projectiles/projectile/subtypes/beam/beams_vr.dm b/code/modules/projectiles/projectile/subtypes/beam/beams_vr.dm
index 7e21f84b61cc..dab42cccdf8f 100644
--- a/code/modules/projectiles/projectile/subtypes/beam/beams_vr.dm
+++ b/code/modules/projectiles/projectile/subtypes/beam/beams_vr.dm
@@ -49,7 +49,7 @@
/obj/projectile/beam/medigun
name = "healing beam"
icon_state = "healbeam"
- damage = 0 //stops it damaging walls
+ damage_force = 0 //stops it damaging walls
nodamage = TRUE
damage_type = BURN
damage_flag = ARMOR_LASER
diff --git a/code/modules/projectiles/projectile/subtypes/beam/blaster.dm b/code/modules/projectiles/projectile/subtypes/beam/blaster.dm
index cf6cc0b71c7c..38e8e9609c2f 100644
--- a/code/modules/projectiles/projectile/subtypes/beam/blaster.dm
+++ b/code/modules/projectiles/projectile/subtypes/beam/blaster.dm
@@ -1,9 +1,9 @@
/obj/projectile/beam/blaster
hitscan = FALSE
icon_state = "laser"
- damage = 20
+ damage_force = 20
damage_type = BURN
damage_flag = ARMOR_LASER
/obj/projectile/beam/blaster/pellet
- damage = 15
+ damage_force = 15
diff --git a/code/modules/projectiles/projectile/subtypes/blob.dm b/code/modules/projectiles/projectile/subtypes/blob.dm
index cbb0fae06578..0e6371173b74 100644
--- a/code/modules/projectiles/projectile/subtypes/blob.dm
+++ b/code/modules/projectiles/projectile/subtypes/blob.dm
@@ -1,7 +1,7 @@
/obj/projectile/energy/blob //Not super strong.
name = "spore"
icon_state = "declone"
- damage = 3
+ damage_force = 3
armor_penetration = 40
damage_type = BRUTE
damage_flag = ARMOR_MELEE
diff --git a/code/modules/projectiles/projectile/subtypes/bullets.dm b/code/modules/projectiles/projectile/subtypes/bullets.dm
index 11458f9cd56a..3a02c4d664d4 100644
--- a/code/modules/projectiles/projectile/subtypes/bullets.dm
+++ b/code/modules/projectiles/projectile/subtypes/bullets.dm
@@ -2,7 +2,7 @@
name = "bullet"
icon_state = "bullet"
fire_sound = 'sound/weapons/weaponsounds_rifleshot.ogg'
- damage = 60
+ damage_force = 60
damage_type = BRUTE
nodamage = 0
damage_flag = ARMOR_BULLET
@@ -26,49 +26,49 @@
shake_camera(L, 3, 2)
/obj/projectile/bullet/process_legacy_penetration(atom/A)
- var/chance = damage
+ var/chance = damage_force
if(istype(A, /turf/simulated/wall))
var/turf/simulated/wall/W = A
- chance = round(damage/W.material_outer.density*1.8)
+ chance = round(damage_force/W.material_outer.density*1.8)
else if(istype(A, /obj/machinery/door))
var/obj/machinery/door/D = A
- chance = round(damage/D.integrity_max*180)
+ chance = round(damage_force/D.integrity_max*180)
if(D.glass) chance *= 2
else if(istype(A, /obj/structure/girder))
chance = 100
else if(ismob(A))
- chance = damage >= 20 && prob(damage)
+ chance = damage_force >= 20 && prob(damage_force)
. = prob(chance)
if(.)
- damage *= 0.7
+ damage_force *= 0.7
/* short-casing projectiles, like the kind used in pistols or SMGs */
/obj/projectile/bullet/pistol // 9mm pistols and most SMGs. Sacrifice power for capacity.
fire_sound = 'sound/weapons/weaponsounds_smallpistolshot.ogg'
- damage = 20
+ damage_force = 20
/obj/projectile/bullet/pistol/lap //Light Armor Piercing
- damage = 20
+ damage_force = 20
armor_penetration = 10
/obj/projectile/bullet/pistol/ap
- damage = 15
+ damage_force = 15
armor_penetration = 30
/obj/projectile/bullet/pistol/hp
- damage = 25
+ damage_force = 25
armor_penetration = -50
/obj/projectile/bullet/pistol/hunter
- damage = 15
+ damage_force = 15
SA_bonus_damage = 25 // 40 total against animals
SA_vulnerability = MOB_CLASS_ANIMAL
embed_chance = -1
/obj/projectile/bullet/pistol/silver
- damage = 15
+ damage_force = 15
SA_bonus_damage = 25 // 40 total against demons
SA_vulnerability = MOB_CLASS_DEMONIC
embed_chance = -1
@@ -76,24 +76,24 @@
/obj/projectile/bullet/pistol/medium // .45 (and maybe .40 if it ever gets added) caliber security pistols. Balance between capacity and power.
fire_sound = 'sound/weapons/weaponsounds_pistolshot.ogg' // Snappier sound.
- damage = 25
+ damage_force = 25
/obj/projectile/bullet/pistol/medium/ap
- damage = 20
+ damage_force = 20
armor_penetration = 15
/obj/projectile/bullet/pistol/medium/hp
- damage = 30
+ damage_force = 30
armor_penetration = -50
/obj/projectile/bullet/pistol/medium/hunter
- damage = 15
+ damage_force = 15
SA_bonus_damage = 45 // 60 total against animals
SA_vulnerability = MOB_CLASS_ANIMAL
embed_chance = -1
/obj/projectile/bullet/pistol/medium/silver
- damage = 15
+ damage_force = 15
SA_bonus_damage = 45 // 60 total against demons
SA_vulnerability = MOB_CLASS_DEMONIC | MOB_CLASS_ABERRATION
embed_chance = -1
@@ -102,7 +102,7 @@
/obj/projectile/bullet/pistol/medium/ap/suppressor // adminspawn only
name = "suppressor bullet" // this guy is Important and also Hates You
fire_sound = 'sound/weapons/doompistol.ogg' // converted from .wavs extracted from doom 2
- damage = 10 // high rof kinda fucked up lets be real
+ damage_force = 10 // high rof kinda fucked up lets be real
agony = 10 // brute easily heals, agony not so much
armor_penetration = 30 // reduces shield blockchance
accuracy_overall_modify = 0.8 // heehoo
@@ -113,11 +113,11 @@
/obj/projectile/bullet/pistol/strong // .357 and .44 caliber stuff. High power pistols like the Mateba or Desert Eagle. Sacrifice capacity for power.
fire_sound = 'sound/weapons/weaponsounds_heavypistolshot.ogg'
- damage = 60
+ damage_force = 60
/obj/projectile/bullet/pistol/strong/silver //Because all Demons need to die
fire_sound = 'sound/weapons/weaponsounds_heavypistolshot.ogg'
- damage = 40
+ damage_force = 40
SA_bonus_damage = 80 // 120 total against demons
SA_vulnerability = MOB_CLASS_DEMONIC | MOB_CLASS_ABERRATION
embed_chance = -1
@@ -125,7 +125,7 @@
/obj/projectile/bullet/pistol/rubber/strong // "Rubber" bullets for high power pistols.
fire_sound = 'sound/weapons/weaponsounds_heavypistolshot.ogg' // Rubber shots have less powder, but these still have more punch than normal rubber shot.
- damage = 10
+ damage_force = 10
agony = 60
embed_chance = 0
sharp = 0
@@ -133,7 +133,7 @@
/obj/projectile/bullet/pistol/rubber // "Rubber" bullets for all other pistols.
name = "rubber bullet"
- damage = 5
+ damage_force = 5
agony = 40
embed_chance = 0
sharp = 0
@@ -142,7 +142,7 @@
/obj/projectile/bullet/pistol/spin // Special weak ammo for Service Spin mode.
fire_sound = 'sound/weapons/weaponsounds_smallpistolshot.ogg'
- damage = 5
+ damage_force = 5
SA_bonus_damage = 10 // 15 total against demons
SA_vulnerability = MOB_CLASS_DEMONIC | MOB_CLASS_ABERRATION
holy = TRUE
@@ -152,12 +152,12 @@
/obj/projectile/bullet/shotgun
name = "slug"
fire_sound = 'sound/weapons/weaponsounds_shotgunshot.ogg'
- damage = 50
+ damage_force = 50
armor_penetration = 15
/obj/projectile/bullet/shotgun/beanbag //because beanbags are not bullets
name = "beanbag"
- damage = 20
+ damage_force = 20
agony = 60
embed_chance = 0
sharp = 0
@@ -168,24 +168,24 @@
/obj/projectile/bullet/pellet/shotgun
name = "shrapnel"
fire_sound = 'sound/weapons/weaponsounds_shotgunshot.ogg'
- damage = 13
+ damage_force = 13
pellets = 6
pellet_loss = 0.66 / WORLD_ICON_SIZE
/obj/projectile/bullet/pellet/shotgun_improvised
name = "shrapnel"
- damage = 4
+ damage_force = 4
pellets = 10
/obj/projectile/bullet/pellet/shotgun/flak
- damage = 2 //The main weapon using these fires four at a time, usually with different destinations. Usually.
+ damage_force = 2 //The main weapon using these fires four at a time, usually with different destinations. Usually.
armor_penetration = 10
// This is my boomstick,
/obj/projectile/bullet/pellet/shotgun/silver
name = "shrapnel"
fire_sound = 'sound/weapons/weaponsounds_shotgunshot.ogg'
- damage = 10
+ damage_force = 10
SA_bonus_damage = 16 // Potential 156 Damage against demons at point blank.
SA_vulnerability = MOB_CLASS_DEMONIC | MOB_CLASS_ABERRATION
embed_chance = -1
@@ -195,7 +195,7 @@
/obj/projectile/bullet/shotgun/stake
name = "stake"
fire_sound = 'sound/weapons/weaponsounds_shotgunshot.ogg'
- damage = 50
+ damage_force = 50
armor_penetration = 15
SA_bonus_damage = 16 // Potential 156 Damage against demons at point blank.
SA_vulnerability = MOB_CLASS_DEMONIC | MOB_CLASS_ABERRATION
@@ -205,7 +205,7 @@
/obj/projectile/bullet/shotgun/ion
name = "ion slug"
fire_sound = 'sound/weapons/gunshot/gunshot_tech_huge.ogg'
- damage = 15
+ damage_force = 15
embed_chance = 0
sharp = 0
damage_flag = ARMOR_MELEE
@@ -222,7 +222,7 @@
//Frag shot
/obj/projectile/bullet/shotgun/frag12
name ="frag12 slug"
- damage = 25
+ damage_force = 25
/obj/projectile/bullet/shotgun/frag12/on_impact(atom/target, impact_flags, def_zone, efficiency)
. = ..()
@@ -240,68 +240,68 @@
/obj/projectile/bullet/rifle/a762
fire_sound = 'sound/weapons/weaponsounds_heavyrifleshot.ogg'
- damage = 35
+ damage_force = 35
/obj/projectile/bullet/rifle/a762/sniper // Hitscan specifically for sniper ammo; to be implimented at a later date, probably for the SVD. -Ace
fire_sound = 'sound/weapons/weaponsounds_heavyrifleshot.ogg'
hitscan = 1 //so the ammo isn't useless as a sniper weapon
/obj/projectile/bullet/rifle/a762/ap
- damage = 30
+ damage_force = 30
armor_penetration = 50 // At 30 or more armor, this will do more damage than standard rounds.
/obj/projectile/bullet/rifle/a762/ap/silver
- damage = 30
+ damage_force = 30
armor_penetration = 50 // At 30 or more armor, this will do more damage than standard rounds.
SA_bonus_damage = 30 // 60 total against demons
SA_vulnerability = MOB_CLASS_DEMONIC | MOB_CLASS_ABERRATION
holy = TRUE
/obj/projectile/bullet/rifle/a762/hp
- damage = 40
+ damage_force = 40
armor_penetration = -50
legacy_penetrating = 0
/obj/projectile/bullet/rifle/a762/hunter // Optimized for killing simple animals and not people, because Balance(tm)
- damage = 25
+ damage_force = 25
SA_bonus_damage = 45 // 70 total on animals.
SA_vulnerability = MOB_CLASS_ANIMAL
embed_chance = -1
/obj/projectile/bullet/rifle/a762/sniperhunter
- damage = 25
+ damage_force = 25
SA_bonus_damage = 45 // 70 total on animals.
SA_vulnerability = MOB_CLASS_ANIMAL
embed_chance = -1
speed = 25 * WORLD_ICON_SIZE
/obj/projectile/bullet/rifle/a762/silver // Hunting Demons with bolt action rifles.
- damage = 20
+ damage_force = 20
SA_bonus_damage = 50 // 70 total on animals.
SA_vulnerability = MOB_CLASS_DEMONIC
holy = TRUE
/obj/projectile/bullet/rifle/a556
fire_sound = 'sound/weapons/weaponsounds_rifleshot.ogg'
- damage = 25
+ damage_force = 25
/obj/projectile/bullet/rifle/a556/ap
- damage = 20
+ damage_force = 20
armor_penetration = 50 // At 40 or more armor, this will do more damage than standard rounds.
/obj/projectile/bullet/rifle/a556/hp
- damage = 35
+ damage_force = 35
armor_penetration = -50
legacy_penetrating = 0
/obj/projectile/bullet/rifle/a556/hunter
- damage = 15
+ damage_force = 15
SA_bonus_damage = 35 // 50 total on animals.
SA_vulnerability = MOB_CLASS_ANIMAL
/obj/projectile/bullet/rifle/a12_7mm
fire_sound = 'sound/weapons/Gunshot_cannon.ogg' // This is literally an anti-tank rifle caliber. It better sound like a fucking cannon.
- damage = 80
+ damage_force = 80
stun = 3
weaken = 3
legacy_penetrating = 5
@@ -310,7 +310,7 @@
/obj/projectile/bullet/mecha/a12mm_gauss //Mecha gauss rifle round.
fire_sound = 'sound/weapons/Gunshot_cannon.ogg' // This is literally an anti-tank rifle caliber. It better sound like a fucking cannon.
- damage = 60
+ damage_force = 60
legacy_penetrating = 1
armor_penetration = 60
@@ -318,17 +318,17 @@
/obj/projectile/bullet/suffocationbullet//How does this even work?
name = "co bullet"
- damage = 20
+ damage_force = 20
damage_type = OXY
/obj/projectile/bullet/cyanideround
name = "poison bullet"
- damage = 40
+ damage_force = 40
damage_type = TOX
/obj/projectile/bullet/cyanideround/jezzail
name = "toxic penetrator shard"
- damage = 25
+ damage_force = 25
armor_penetration = 20
agony = 5
embed_chance = 1
@@ -337,7 +337,7 @@
/obj/projectile/bullet/burstbullet
name = "exploding bullet"
fire_sound = 'sound/soundbytes/effects/explosion/explosion1.ogg'
- damage = 20
+ damage_force = 20
embed_chance = 0
edge = 1
@@ -351,7 +351,7 @@
/obj/projectile/bullet/burstbullet/service
name = "charge bullet"
fire_sound = 'sound/soundbytes/effects/explosion/explosion1.ogg'
- damage = 20
+ damage_force = 20
embed_chance = 0
edge = 1
SA_bonus_damage = 40 // 60 total damage against demons.
@@ -370,24 +370,24 @@
/obj/projectile/bullet/musket // Big Slow and bad against armor.
fire_sound = 'sound/weapons/weaponsounds_heavypistolshot.ogg'
- damage = 60
+ damage_force = 60
speed = 8.3 * WORLD_ICON_SIZE
armor_penetration = -50
/obj/projectile/bullet/musket/silver // What its a classic
- damage = 25
+ damage_force = 25
SA_bonus_damage = 75
SA_vulnerability = MOB_CLASS_DEMONIC | MOB_CLASS_ABERRATION
embed_chance = -1
holy = TRUE
/obj/projectile/bullet/pellet/blunderbuss //More Damage at close range greater falloff
- damage = 10
+ damage_force = 10
pellets = 8
pellet_loss = 1.5 / WORLD_ICON_SIZE
/obj/projectile/bullet/pellet/blunderbuss/silver
- damage = 5
+ damage_force = 5
SA_bonus_damage = 15
SA_vulnerability = MOB_CLASS_DEMONIC | MOB_CLASS_ABERRATION
embed_chance = -1
@@ -397,15 +397,15 @@
/obj/projectile/bullet/heavy_shotgun
name = "heavy slug"
fire_sound = 'sound/weapons/weaponsounds_shotgunshot.ogg'
- damage = 60
+ damage_force = 60
armor_penetration = 25
/obj/projectile/bullet/pellet/heavy_shotgun //I want this to use similar calcuations to blunderbuss shot for falloff.
- damage = 3 //Fires five pellets at a time.
+ damage_force = 3 //Fires five pellets at a time.
armor_penetration = 10
/obj/projectile/bullet/pellet/heavy_shotgun/silver
- damage = 3
+ damage_force = 3
SA_bonus_damage = 3
SA_vulnerability = MOB_CLASS_DEMONIC | MOB_CLASS_ABERRATION
holy = TRUE
@@ -446,7 +446,7 @@
/obj/projectile/bullet/incendiary
name = "incendiary bullet"
icon_state = "bullet_alt"
- damage = 15
+ damage_force = 15
damage_type = BURN
incendiary = 1
flammability = 2
@@ -454,7 +454,7 @@
/obj/projectile/bullet/incendiary/shotgun
name = "dragonsbreath pellet"
icon_state = "bullet_alt"
- damage = 10
+ damage_force = 10
damage_type = BURN
incendiary = 1
flammability = 2
@@ -463,7 +463,7 @@
name = "ball of fire"
desc = "Don't stand in the fire."
icon_state = "fireball"
- damage = 10
+ damage_force = 10
embed_chance = 0
//incendiary = 2 //The Trail of Fire doesn't work.
flammability = 4
@@ -475,13 +475,13 @@
flammability = 2
/obj/projectile/bullet/incendiary/flamethrower/large
- damage = 15
+ damage_force = 15
range = WORLD_ICON_SIZE * 6
/obj/projectile/bullet/incendiary/caseless
name = "12.7mm phoron slug"
icon_state = "bullet_alt"
- damage = 60
+ damage_force = 60
damage_type = BRUTE
incendiary = 1
flammability = 4
@@ -501,7 +501,7 @@
/obj/projectile/bullet/incendiary/phoronshrap
name = "phoron shrapnel slug"
icon_state = "bullet_alt"
- damage = 40
+ damage_force = 40
armor_penetration = 30
damage_type = BRUTE
incendiary = 1
@@ -513,13 +513,13 @@
/* Practice rounds and blanks */
/obj/projectile/bullet/practice
- damage = 5
+ damage_force = 5
/obj/projectile/bullet/pistol/cap // Just the primer, such as a cap gun.
name = "cap"
damage_type = HALLOSS
fire_sound = 'sound/effects/snap.ogg'
- damage = 0
+ damage_force = 0
nodamage = 1
embed_chance = 0
sharp = 0
@@ -536,7 +536,7 @@
name = "blank"
damage_type = HALLOSS
fire_sound = 'sound/weapons/weaponsounds_rifleshot.ogg' // Blanks still make loud noises.
- damage = 0
+ damage_force = 0
nodamage = 1
embed_chance = 0
sharp = 0
diff --git a/code/modules/projectiles/projectile/subtypes/bullets_vr.dm b/code/modules/projectiles/projectile/subtypes/bullets_vr.dm
index a81985107008..d0fbfd4ed022 100644
--- a/code/modules/projectiles/projectile/subtypes/bullets_vr.dm
+++ b/code/modules/projectiles/projectile/subtypes/bullets_vr.dm
@@ -1,5 +1,5 @@
/obj/projectile/bullet/pistol/rubber/strong //"rubber" bullets for revolvers and matebas
- damage = 10
+ damage_force = 10
agony = 60
embed_chance = 0
sharp = 0
@@ -8,7 +8,7 @@
/obj/projectile/energy/flash/strong
name = "chemical shell"
icon_state = "bullet"
- damage = 10
+ damage_force = 10
range = WORLD_ICON_SIZE * 15 //if the shell hasn't hit anything after travelling this far it just explodes.
flash_strength = 15
brightness = 15
@@ -16,6 +16,6 @@
/obj/projectile/energy/electrode/stunshot/strong
name = "stunshot"
icon_state = "bullet"
- damage = 10
+ damage_force = 10
taser_effect = 1
agony = 100
diff --git a/code/modules/projectiles/projectile/subtypes/change.dm b/code/modules/projectiles/projectile/subtypes/change.dm
index 187c92e96e7a..6b9c73ce7691 100644
--- a/code/modules/projectiles/projectile/subtypes/change.dm
+++ b/code/modules/projectiles/projectile/subtypes/change.dm
@@ -1,7 +1,7 @@
/obj/projectile/change
name = "bolt of change"
icon_state = "ice_1"
- damage = 0
+ damage_force = 0
damage_type = BURN
nodamage = 1
damage_flag = ARMOR_ENERGY
diff --git a/code/modules/projectiles/projectile/subtypes/energy.dm b/code/modules/projectiles/projectile/subtypes/energy.dm
index 48717e3024a0..389f63b6ab49 100644
--- a/code/modules/projectiles/projectile/subtypes/energy.dm
+++ b/code/modules/projectiles/projectile/subtypes/energy.dm
@@ -1,7 +1,7 @@
/obj/projectile/energy
name = "energy"
icon_state = "spark"
- damage = 0
+ damage_force = 0
damage_type = BURN
damage_flag = ARMOR_ENERGY
projectile_type = PROJECTILE_TYPE_ENERGY
@@ -12,7 +12,7 @@
name = "chemical shell"
icon_state = "bullet"
fire_sound = 'sound/weapons/gunshot_pathetic.ogg'
- damage = 5
+ damage_force = 5
range = WORLD_ICON_SIZE * 15 //if the shell hasn't hit anything after travelling this far it just explodes.
var/flash_range = 0
var/brightness = 7
@@ -51,7 +51,7 @@
//No longer blinds, and flash strength has been greatly lowered but now set's on fire.
/obj/projectile/energy/flash/flare
fire_sound = 'sound/weapons/grenade_launcher.ogg'
- damage = 20
+ damage_force = 20
flash_range = 1
brightness = 15
flash_strength = 10
@@ -80,7 +80,7 @@
/obj/projectile/energy/electrode/stunshot
name = "stunshot"
- damage = 5
+ damage_force = 5
agony = 80
/obj/projectile/energy/electrode/goldenbolt // MIGHTY GOLDEN BOLT
@@ -103,7 +103,7 @@
/obj/projectile/energy/dart
name = "dart"
icon_state = "toxin"
- damage = 5
+ damage_force = 5
damage_type = TOX
agony = 120
damage_flag = ARMOR_ENERGY
@@ -113,20 +113,20 @@
/obj/projectile/energy/bolt
name = "bolt"
icon_state = "cbbolt"
- damage = 10
+ damage_force = 10
damage_type = TOX
agony = 40
stutter = 10
/obj/projectile/energy/bolt/large
name = "largebolt"
- damage = 20
+ damage_force = 20
/obj/projectile/energy/acid //Slightly up-gunned (Read: The thing does agony and checks bio resist) variant of the simple alien mob's projectile, for queens and sentinels.
name = "acidic spit"
icon_state = "neurotoxin"
fire_sound = 'sound/effects/splat.ogg'
- damage = 40
+ damage_force = 40
damage_type = BURN
agony = 10
damage_flag = ARMOR_BIO
@@ -138,7 +138,7 @@
name = "neurotoxic spit"
icon_state = "neurotoxin"
fire_sound = 'sound/effects/splat.ogg'
- damage = 5
+ damage_force = 5
damage_type = BIOACID
agony = 23
damage_flag = ARMOR_BIO
@@ -150,7 +150,7 @@
name = "neurotoxic spit"
icon_state = "neurotoxin"
fire_sound = 'sound/effects/splat.ogg'
- damage = 20
+ damage_force = 20
damage_type = BIOACID
agony = 30
damage_flag = ARMOR_BIO
@@ -161,7 +161,7 @@
name = "phoron bolt"
icon_state = "energy"
fire_sound = 'sound/effects/stealthoff.ogg'
- damage = 20
+ damage_force = 20
damage_type = TOX
irradiate = 20
light_range = 2
@@ -176,7 +176,7 @@
fire_sound = 'sound/weapons/blaster.ogg'
armor_penetration = 10
range = WORLD_ICON_SIZE * 4
- damage = 5
+ damage_force = 5
agony = 55
damage_type = BURN
vacuum_traversal = 0 //Projectile disappears in empty space
@@ -215,7 +215,7 @@
name = "suppressive pellet"
icon_state = "blue_pellet"
fire_sound = 'sound/weapons/Laser.ogg'
- damage = 5
+ damage_force = 5
armor_penetration = 75
pass_flags = ATOM_PASS_TABLE | ATOM_PASS_GLASS | ATOM_PASS_GRILLE
damage_type = BURN
@@ -229,7 +229,7 @@
name = "phase wave"
icon_state = "phase"
range = WORLD_ICON_SIZE * 25
- damage = 5
+ damage_force = 5
SA_bonus_damage = 45 // 50 total on animals
SA_vulnerability = MOB_CLASS_ANIMAL
@@ -243,5 +243,5 @@
/obj/projectile/energy/phase/heavy/cannon
range = WORLD_ICON_SIZE * 30
- damage = 15
+ damage_force = 15
SA_bonus_damage = 60 // 75 total on animals
diff --git a/code/modules/projectiles/projectile/subtypes/explosive.dm b/code/modules/projectiles/projectile/subtypes/explosive.dm
index 8139b108fe42..175054f2f5c6 100644
--- a/code/modules/projectiles/projectile/subtypes/explosive.dm
+++ b/code/modules/projectiles/projectile/subtypes/explosive.dm
@@ -5,7 +5,7 @@
desc = "Boom"
icon = 'icons/obj/grenade.dmi'
icon_state = "missile"
- damage = 30 //Meaty whack. *Chuckles*
+ damage_force = 30 //Meaty whack. *Chuckles*
movable_flags = MOVABLE_NO_THROW_SPIN | MOVABLE_NO_THROW_DAMAGE_SCALING | MOVABLE_NO_THROW_SPEED_SCALING
/obj/projectile/bullet/srmrocket/on_impact(atom/target, impact_flags, def_zone, efficiency)
@@ -16,7 +16,7 @@
return PROJECTILE_IMPACT_DELETE
/obj/projectile/bullet/srmrocket/weak //Used in the jury rigged one.
- damage = 10
+ damage_force = 10
/obj/projectile/bullet/srmrocket/weak/on_impact(atom/target, impact_flags, def_zone, efficiency)
explosion(target, 0, 0, 2, 4)//No need to have a question.
diff --git a/code/modules/projectiles/projectile/subtypes/force.dm b/code/modules/projectiles/projectile/subtypes/force.dm
index 05e11a848f6f..22ca0982eb18 100644
--- a/code/modules/projectiles/projectile/subtypes/force.dm
+++ b/code/modules/projectiles/projectile/subtypes/force.dm
@@ -2,7 +2,7 @@
name = "force bolt"
icon = 'icons/obj/projectiles.dmi'
icon_state = "ice_1"
- damage = 20
+ damage_force = 20
damage_flag = ARMOR_ENERGY
combustion = FALSE
diff --git a/code/modules/projectiles/projectile/subtypes/hook.dm b/code/modules/projectiles/projectile/subtypes/hook.dm
index bcf0837c6888..df45961bb1ae 100644
--- a/code/modules/projectiles/projectile/subtypes/hook.dm
+++ b/code/modules/projectiles/projectile/subtypes/hook.dm
@@ -8,7 +8,7 @@
var/beam_state = "b_beam"
- damage = 5
+ damage_force = 5
speed = 7.5 * WORLD_ICON_SIZE
damage_type = BURN
damage_flag = ARMOR_ENERGY
@@ -39,7 +39,7 @@
switch(launcher_intent)
if(INTENT_HARM)
damage_flag = ARMOR_BULLET
- damage *= 3
+ damage_force *= 3
sharp = 1
agony = 20
if(INTENT_GRAB)
@@ -186,4 +186,4 @@
name = "green orb"
icon_state = "green_laser"
beam_state = "n_beam"
- damage = 3
+ damage_force = 3
diff --git a/code/modules/projectiles/projectile/subtypes/magnetic.dm b/code/modules/projectiles/projectile/subtypes/magnetic.dm
index 0133907721bf..03e41a3bb9b4 100644
--- a/code/modules/projectiles/projectile/subtypes/magnetic.dm
+++ b/code/modules/projectiles/projectile/subtypes/magnetic.dm
@@ -3,7 +3,7 @@
name = "rod"
icon_state = "rod"
fire_sound = 'sound/weapons/railgun.ogg'
- damage = 65
+ damage_force = 65
stun = 1
weaken = 1
legacy_penetrating = 5
@@ -12,14 +12,14 @@
/obj/projectile/bullet/magnetic/slug
name = "slug"
icon_state = "gauss_silenced"
- damage = 75
+ damage_force = 75
armor_penetration = 90
/obj/projectile/bullet/magnetic/flechette
name = "flechette"
icon_state = "flechette"
fire_sound = 'sound/weapons/rapidslice.ogg'
- damage = 20
+ damage_force = 20
armor_penetration = 100
/obj/projectile/bullet/magnetic/flechette/hunting
@@ -33,13 +33,13 @@
icon_state = "gauss"
weaken = 0
stun = 0
- damage = 30
+ damage_force = 30
damage_type = SEARING
embed_chance = 0
/obj/projectile/bullet/magnetic/heated/weak
icon_state = "gauss_silenced"
- damage = 15
+ damage_force = 15
agony = 5
embed_chance = 0
armor_penetration = 50
@@ -47,7 +47,7 @@
/obj/projectile/bullet/magnetic/fuelrod
name = "fuel rod"
icon_state = "fuel-deuterium"
- damage = 70 //it's a fusion fuel rod propelled faster than sound, it should hurt.
+ damage_force = 70 //it's a fusion fuel rod propelled faster than sound, it should hurt.
stun = 1
weaken = 0
agony = 50
@@ -98,7 +98,7 @@
/obj/projectile/bullet/magnetic/fuelrod/tritium
icon_state = "fuel-tritium"
- damage = 100 //Much harder to get than tritium - needs mhydrogen
+ damage_force = 100 //Much harder to get than tritium - needs mhydrogen
flammability = -1
armor_penetration = 50
legacy_penetrating = 3
@@ -106,7 +106,7 @@
/obj/projectile/bullet/magnetic/fuelrod/phoron
name = "blazing fuel rod"
icon_state = "fuel-phoron"
- damage = 65 //leaves a trail of fire, irradiates and is much easier to get than the other two, so less damage is fine
+ damage_force = 65 //leaves a trail of fire, irradiates and is much easier to get than the other two, so less damage is fine
incendiary = 2
flammability = 2
armor_penetration = 60
@@ -117,7 +117,7 @@
/obj/projectile/bullet/magnetic/fuelrod/supermatter
name = "painfully incandescent fuel rod"
icon_state = "fuel-supermatter"
- damage = 15 //it qdels things
+ damage_force = 15 //it qdels things
incendiary = 2
flammability = 4
weaken = 2
@@ -144,7 +144,7 @@
/obj/projectile/bullet/magnetic/bore
name = "phorogenic blast"
icon_state = "purpleemitter"
- damage = 20
+ damage_force = 20
incendiary = 1
armor_penetration = 20
legacy_penetrating = 0
@@ -171,7 +171,7 @@
/obj/projectile/bullet/magnetic/bore/powerful
name = "energetic phorogenic blast"
icon_state = "purpleemitter"
- damage = 30
+ damage_force = 30
incendiary = 2
armor_penetration = 20
legacy_penetrating = 0
diff --git a/code/modules/projectiles/projectile/subtypes/pellet.dm b/code/modules/projectiles/projectile/subtypes/pellet.dm
index cd9891e7f3cc..5be41a1006ae 100644
--- a/code/modules/projectiles/projectile/subtypes/pellet.dm
+++ b/code/modules/projectiles/projectile/subtypes/pellet.dm
@@ -5,7 +5,7 @@
/obj/projectile/bullet/pellet
name = "shrapnel" //'shrapnel' sounds more dangerous (i.e. cooler) than 'pellet'
- damage = 20
+ damage_force = 20
/// number of pelelts
var/pellets = 4
@@ -102,36 +102,36 @@
//Explosive grenade projectile, borrowed from fragmentation grenade code.
/obj/projectile/bullet/pellet/fragment
- damage = 10
+ damage_force = 10
armor_penetration = 30
silenced = 1 //embedding messages are still produced so it's kind of weird when enabled.
muzzle_type = null
/obj/projectile/bullet/pellet/fragment/strong
- damage = 15
+ damage_force = 15
armor_penetration = 20
/obj/projectile/bullet/pellet/fragment/weak
- damage = 4
+ damage_force = 4
armor_penetration = 40
/obj/projectile/bullet/pellet/fragment/rubber
name = "stingball shrapnel"
- damage = 3
+ damage_force = 3
agony = 8
sharp = FALSE
edge = FALSE
damage_flag = ARMOR_MELEE
/obj/projectile/bullet/pellet/fragment/rubber/strong
- damage = 8
+ damage_force = 8
agony = 16
// Tank rupture fragments
/obj/projectile/bullet/pellet/fragment/tank
name = "metal fragment"
- damage = 9 //Big chunks flying off.
+ damage_force = 9 //Big chunks flying off.
armor_penetration = 20
@@ -141,13 +141,13 @@
/obj/projectile/bullet/pellet/fragment/tank/small
name = "small metal fragment"
- damage = 6
+ damage_force = 6
armor_penetration = 5
pellets = 5
/obj/projectile/bullet/pellet/fragment/tank/big
name = "large metal fragment"
- damage = 17
+ damage_force = 17
armor_penetration = 10
pellet_loss = 0.2 / WORLD_ICON_SIZE
pellets = 1
diff --git a/code/modules/projectiles/projectile/subtypes/reusable.dm b/code/modules/projectiles/projectile/subtypes/reusable.dm
index 4c2f5904ff82..dd8167c41b2d 100644
--- a/code/modules/projectiles/projectile/subtypes/reusable.dm
+++ b/code/modules/projectiles/projectile/subtypes/reusable.dm
@@ -22,7 +22,7 @@
/obj/projectile/bullet/reusable/arrow
name = "wooden arrow"
desc = "Woosh!"
- damage = 15
+ damage_force = 15
icon_state = "arrow"
ammo_type = /obj/item/ammo_casing/arrow/wood
//broken_type = /obj/item/trash/broken_arrow
@@ -31,20 +31,20 @@
/obj/projectile/bullet/reusable/arrow/bone
name = "bone arrow"
desc = "Arrow made of bone and sinew."
- damage = 15
+ damage_force = 15
icon_state = "arrow"
ammo_type = /obj/item/ammo_casing/arrow/bone
/obj/projectile/bullet/reusable/arrow/ash
name = "ashen arrow"
desc = "Fire harderned arrow."
- damage = 25
+ damage_force = 25
ammo_type = /obj/item/ammo_casing/arrow/ash
/obj/projectile/bullet/reusable/arrow/bone_ap //AP for ashwalkers
name = "hardened bone arrow"
desc = "Arrow made of bone and sinew."
- damage = 35
+ damage_force = 35
armor_penetration = 10
ammo_type = /obj/item/ammo_casing/arrow/bone_ap
@@ -58,7 +58,7 @@
/obj/projectile/bullet/reusable/plunger
name = "plunger"
desc = "It's a plunger, for plunging."
- damage = 15
+ damage_force = 15
icon_state = "plunger"
ammo_type = /obj/item/ammo_casing/arrow/plunger
@@ -81,13 +81,13 @@
/obj/projectile/bullet/reusable/foam
name = "foam dart"
desc = "A soft projectile made out of orange foam with a blue plastic tip."
- damage = 0
+ damage_force = 0
ammo_type = /obj/item/ammo_casing/foam
embed_chance = 0 // nope
/obj/projectile/bullet/reusable/foam/riot
name = "riot dart"
desc = "A flexible projectile made out of hardened orange foam with a red plastic tip."
- damage = 10
+ damage_force = 10
damage_type = HALLOSS
ammo_type = /obj/item/ammo_casing/foam/riot
diff --git a/code/modules/projectiles/projectile/subtypes/scatter.dm b/code/modules/projectiles/projectile/subtypes/scatter.dm
index 11f78d5ee412..6c3c839c958e 100644
--- a/code/modules/projectiles/projectile/subtypes/scatter.dm
+++ b/code/modules/projectiles/projectile/subtypes/scatter.dm
@@ -10,7 +10,7 @@
use_submunitions = TRUE
- damage = 8
+ damage_force = 8
spread_submunition_damage = TRUE
only_submunitions = TRUE
range = WORLD_ICON_SIZE * 0 // Immediately deletes itself after firing, as its only job is to fire other projectiles.
@@ -24,7 +24,7 @@
//Spread Shot
/obj/projectile/scatter/heavy_shotgun
- damage = 15
+ damage_force = 15
submunition_spread_max = 100
submunition_spread_min = 30
@@ -34,7 +34,7 @@
)
/obj/projectile/scatter/heavy_shotgun/accurized
- damage = 15
+ damage_force = 15
submunition_spread_max = 30
submunition_spread_min = 10
@@ -44,7 +44,7 @@
)
/obj/projectile/scatter/heavy_shotgun/silver
- damage = 15
+ damage_force = 15
submunition_spread_max = 30
submunition_spread_min = 10
@@ -71,21 +71,21 @@
)
/obj/projectile/scatter/laser/weak
- damage = 15
+ damage_force = 15
submunitions = list(
/obj/projectile/beam/weaklaser = 3
)
/obj/projectile/scatter/laser/pulse //Badmin only.
- damage = 100
+ damage_force = 100
armor_penetration = 100
submunitions = list(
/obj/projectile/beam/pulse = 3
)
/obj/projectile/scatter/gamma
- damage = 10
+ damage_force = 10
submunition_spread_max = 60
submunition_spread_min = 30
submunitions = list(
@@ -93,14 +93,14 @@
)
/obj/projectile/scatter/laser/heavylaser
- damage = 60
+ damage_force = 60
armor_penetration = 30
submunitions = list(
/obj/projectile/beam/heavylaser = 1 //nope
)
/obj/projectile/scatter/laser/heavylaser/cannon
- damage = 80
+ damage_force = 80
armor_penetration = 50
submunitions = list(
/obj/projectile/beam/heavylaser/cannon = 1 //haha no
@@ -129,7 +129,7 @@
agony = 55
/obj/projectile/scatter/ion
- damage = 0
+ damage_force = 0
submunition_spread_max = 60
submunition_constant_spread = TRUE
@@ -139,7 +139,7 @@
)
/obj/projectile/scatter/excavation
- damage = 2 //mining tool
+ damage_force = 2 //mining tool
submunition_spread_max = 80
submunition_spread_min = 40
fire_sound = 'sound/weapons/weaponsounds_laserweak.ogg'
@@ -148,7 +148,7 @@
)
/obj/projectile/scatter/shock
- damage = 25
+ damage_force = 25
submunition_spread_max = 80
submunition_spread_min = 20
submunitions = list(
@@ -165,7 +165,7 @@
agony = 5
/obj/projectile/scatter/phase
- damage = 5
+ damage_force = 5
submunition_spread_max = 70
submunition_spread_min = 30
submunitions = list(
diff --git a/code/modules/projectiles/projectile/subtypes/special.dm b/code/modules/projectiles/projectile/subtypes/special.dm
index 1846df5ce77f..4a9a66057a41 100644
--- a/code/modules/projectiles/projectile/subtypes/special.dm
+++ b/code/modules/projectiles/projectile/subtypes/special.dm
@@ -2,7 +2,7 @@
name = "ion bolt"
icon_state = "ion"
fire_sound = 'sound/weapons/Laser.ogg'
- damage = 0
+ damage_force = 0
damage_type = BURN
nodamage = 1
damage_flag = ARMOR_ENERGY
@@ -39,7 +39,7 @@
/obj/projectile/bullet/gyro
name ="explosive bolt"
icon_state= "bolter"
- damage = 50
+ damage_force = 50
damage_flag = ARMOR_BULLET
sharp = 1
edge = 1
@@ -55,7 +55,7 @@
name = "freeze beam"
icon_state = "ice_2"
fire_sound = 'sound/weapons/pulse3.ogg'
- damage = 0
+ damage_force = 0
damage_type = BURN
pass_flags = ATOM_PASS_TABLE | ATOM_PASS_GLASS | ATOM_PASS_GRILLE
nodamage = 1
@@ -102,7 +102,7 @@
name = "meteor"
icon = 'icons/obj/meteor.dmi'
icon_state = "smallf"
- damage = 0
+ damage_force = 0
damage_type = BRUTE
nodamage = 1
damage_flag = ARMOR_BULLET
@@ -121,7 +121,7 @@
/obj/projectile/meteor/slug
name = "meteor"
- damage = 25
+ damage_force = 25
damage_type = BRUTE
nodamage = 0
@@ -129,7 +129,7 @@
name = "alpha somatoray"
icon_state = "energy"
fire_sound = 'sound/effects/stealthoff.ogg'
- damage = 0
+ damage_force = 0
damage_type = TOX
nodamage = 1
damage_flag = ARMOR_ENERGY
@@ -178,7 +178,7 @@
name = "gamma somatoray"
icon_state = "energy2"
fire_sound = 'sound/effects/stealthoff.ogg'
- damage = 0
+ damage_force = 0
damage_type = TOX
nodamage = 1
damage_flag = ARMOR_ENERGY
@@ -188,7 +188,7 @@
name = "beta somatoray"
icon_state = "energy2"
fire_sound = 'sound/effects/stealthoff.ogg'
- damage = 0
+ damage_force = 0
damage_type = TOX
nodamage = 1
damage_flag = ARMOR_ENERGY
@@ -223,7 +223,7 @@
/obj/projectile/chameleon
name = "bullet"
icon_state = "bullet"
- damage = 1 // stop trying to murderbone with a fake gun dumbass!!!
+ damage_force = 1 // stop trying to murderbone with a fake gun dumbass!!!
embed_chance = 0 // nope
nodamage = 1
damage_type = HALLOSS
@@ -232,7 +232,7 @@
/obj/projectile/bola
name = "bola"
icon_state = "bola"
- damage = 5
+ damage_force = 5
embed_chance = 0 //Nada.
damage_type = HALLOSS
muzzle_type = null
@@ -253,7 +253,7 @@
/obj/projectile/webball
name = "ball of web"
icon_state = "bola"
- damage = 10
+ damage_force = 10
embed_chance = 0 //Nada.
damage_type = BRUTE
muzzle_type = null
@@ -276,7 +276,7 @@
icon_state = "energy"
fire_sound = 'sound/weapons/gauss_shoot.ogg'
pass_flags = ATOM_PASS_TABLE | ATOM_PASS_GRILLE
- damage = 70
+ damage_force = 70
damage_type = BURN
damage_flag = ARMOR_LASER
light_range = 4
@@ -343,7 +343,7 @@
explosion(blastloc, -1, -1, 2, 3)
/obj/projectile/bullet/honker
- damage = 0
+ damage_force = 0
nodamage = TRUE
impact_sounds = 'sound/items/bikehorn.ogg'
icon = 'icons/obj/items.dmi'
@@ -355,7 +355,7 @@
SpinAnimation()
/obj/projectile/bullet/honker/lethal
- damage = 20
+ damage_force = 20
nodamage = FALSE
damage_type = BRUTE
@@ -364,14 +364,14 @@
SpinAnimation()
/obj/projectile/bullet/honker/lethal/light
- damage = 10
+ damage_force = 10
/obj/projectile/bullet/honker/lethal/heavy
- damage = 40
+ damage_force = 40
//Bio-Organic
/obj/projectile/bullet/organic
- damage = 10
+ damage_force = 10
damage_type = BRUTE
damage_flag = ARMOR_BULLET
impact_sounds = 'sound/effects/splat.ogg'
@@ -383,7 +383,7 @@
icon_state = "organic"
/obj/projectile/bullet/organic/stinger
- damage = 15
+ damage_force = 15
damage_type = TOX
impact_sounds = 'sound/weapons/bladeslice.ogg'
icon_state = "SpearFlight"
@@ -392,7 +392,7 @@
/obj/projectile/plasma
name ="plasma bolt"
icon_state= "fuel-tritium"
- damage = 50
+ damage_force = 50
damage_type = BURN
damage_flag = ARMOR_ENERGY
light_range = 4
@@ -413,7 +413,7 @@
/obj/projectile/plasma/hot
name ="heavy plasma bolt"
- damage = 75
+ damage_force = 75
light_range = 5
light_power = 4
light_color = "#00ccff"
diff --git a/code/modules/projectiles/projectile/subtypes/trace.dm b/code/modules/projectiles/projectile/subtypes/trace.dm
index 9c825bc3f757..6d368a865595 100644
--- a/code/modules/projectiles/projectile/subtypes/trace.dm
+++ b/code/modules/projectiles/projectile/subtypes/trace.dm
@@ -18,7 +18,7 @@
invisibility = 101 //Nope! Can't see me!
hitscan = TRUE
nodamage = TRUE
- damage = 0
+ damage_force = 0
has_tracer = FALSE
projectile_type = PROJECTILE_TYPE_TRACE
var/list/hit = list()
diff --git a/code/modules/projectiles/unsorted/magic.dm b/code/modules/projectiles/unsorted/magic.dm
index 690cd6a04e24..5eabd3194d3a 100644
--- a/code/modules/projectiles/unsorted/magic.dm
+++ b/code/modules/projectiles/unsorted/magic.dm
@@ -1,7 +1,7 @@
/obj/projectile/magic
name = "bolt of nothing"
icon_state = "energy"
- damage = 0
+ damage_force = 0
damage_type = OXY
nodamage = 1
armor_penetration = 100
@@ -27,7 +27,7 @@
/obj/projectile/magic/resurrection
name = "bolt of resurrection"
icon_state = "ion"
- damage = 0
+ damage_force = 0
damage_type = OXY
nodamage = 1
@@ -50,7 +50,7 @@
/obj/projectile/magic/teleport
name = "bolt of teleportation"
icon_state = "bluespace"
- damage = 0
+ damage_force = 0
damage_type = OXY
nodamage = 1
var/inner_tele_radius = 0
@@ -81,7 +81,7 @@
/obj/projectile/magic/door
name = "bolt of door creation"
icon_state = "energy"
- damage = 0
+ damage_force = 0
damage_type = OXY
nodamage = 1
var/list/door_types = list(/obj/structure/simple_door/wood, /obj/structure/simple_door/iron, /obj/structure/simple_door/silver, /obj/structure/simple_door/gold, /obj/structure/simple_door/uranium, /obj/structure/simple_door/sandstone, /obj/structure/simple_door/phoron, /obj/structure/simple_door/diamond)
@@ -112,7 +112,7 @@
/obj/projectile/magic/change
name = "bolt of change"
icon_state = "ice_1"
- damage = 0
+ damage_force = 0
damage_type = BURN
nodamage = 1
@@ -261,7 +261,7 @@
/obj/projectile/magic/animate
name = "bolt of animation"
icon_state = "red_1"
- damage = 0
+ damage_force = 0
damage_type = BURN
nodamage = 1
@@ -307,7 +307,7 @@
/obj/projectile/magic/spellblade
name = "blade energy"
icon_state = "lavastaff"
- damage = 15
+ damage_force = 15
damage_type = BURN
sharp = TRUE
magic = TRUE
@@ -327,7 +327,7 @@
/obj/projectile/magic/arcane_barrage
name = "arcane bolt"
icon_state = "arcane_barrage"
- damage = 20
+ damage_force = 20
damage_type = BURN
nodamage = 0
armor_penetration = 0
@@ -422,7 +422,7 @@
/obj/projectile/magic/aoe
name = "Area Bolt"
desc = "What the fuck does this do?!"
- damage = 0
+ damage_force = 0
var/proxdet = TRUE
/obj/projectile/magic/aoe/Moved(atom/old_loc, movement_dir, forced, list/old_locs, momentum_change)
@@ -435,7 +435,7 @@
/obj/projectile/magic/aoe/lightning
name = "lightning bolt"
icon_state = "tesla_projectile" //Better sprites are REALLY needed and appreciated!~
- damage = 15
+ damage_force = 15
damage_type = BURN
nodamage = 0
magic = TRUE
@@ -469,7 +469,7 @@
/obj/projectile/magic/aoe/fireball
name = "bolt of fireball"
icon_state = "fireball"
- damage = 10
+ damage_force = 10
damage_type = BRUTE
nodamage = 0
@@ -543,7 +543,7 @@
desc = "A piece of paper enchanted to give it extreme durability and stiffness, along with a very hot burn to anyone unfortunate enough to get hit by a charged one."
icon_state = "spellcard"
damage_type = BURN
- damage = 2
+ damage_force = 2
/obj/projectile/magic/spellcard/book
nodamage = FALSE
@@ -551,11 +551,11 @@
desc = "A piece of paper enchanted to give it extreme durability and stiffness, along with a very hot burn to anyone unfortunate enough to get hit by a charged one."
icon_state = "spellcard"
damage_type = BURN
- damage = 12
+ damage_force = 12
magic = TRUE
/obj/projectile/magic/spellcard/book/spark
- damage = 4
+ damage_force = 4
var/fire_stacks = 4
/obj/projectile/magic/spellcard/book/spark/on_impact(atom/target, impact_flags, def_zone, efficiency)
@@ -573,17 +573,17 @@
M.IgniteMob()
return
else
- damage = 20 //If we are a simplemob we deal 5x damage
+ damage_force = 20 //If we are a simplemob we deal 5x damage
/obj/projectile/magic/spellcard/book/shock
- damage = 0
+ damage_force = 0
stutter = 5
agony = 20
stun = 10
/* //Still need help on healing procs.
/obj/projectile/magic/spellcard/book/heal
- damage = 0
+ damage_force = 0
nodamage = TRUE
/obj/projectile/magic/spellcard/book/heal/on_hit(atom/target, blocked = FALSE)
diff --git a/code/modules/tension/tension.dm b/code/modules/tension/tension.dm
index 7c4fd2bff7db..7dd781ed0de6 100644
--- a/code/modules/tension/tension.dm
+++ b/code/modules/tension/tension.dm
@@ -35,7 +35,7 @@
if(P.nodamage || P.taser_effect) // Tasers are somewhat less scary.
potential_damage = P.agony / 2
else
- potential_damage = P.damage
+ potential_damage = P.damage_force
if(P.damage_type == HALLOSS) // Not sure if any projectiles do this, but can't be too safe.
potential_damage /= 2
// Rubber bullets, I guess.
@@ -192,7 +192,7 @@
P = new G.projectile_type()
if(P) // Does the gun even have a projectile type?
- weapon_damage = P.damage
+ weapon_damage = P.damage_force
if(will_point_blank && a_intent == INTENT_HARM)
weapon_damage *= 1.5
weapon_attack_speed = G.fire_delay / (1 SECOND)
diff --git a/code/modules/vehicles/sealed/mecha/mecha.dm b/code/modules/vehicles/sealed/mecha/mecha.dm
index a7107c0848fa..d6f4171eaeab 100644
--- a/code/modules/vehicles/sealed/mecha/mecha.dm
+++ b/code/modules/vehicles/sealed/mecha/mecha.dm
@@ -1192,7 +1192,7 @@
if(!(Proj.nodamage))
var/ignore_threshold
- var/pass_damage = Proj.damage
+ var/pass_damage = Proj.damage_force
var/pass_damage_reduc_mod
for(var/obj/item/mecha_parts/mecha_equipment/ME in equipment)
pass_damage = ME.handle_projectile_contact(Proj, pass_damage)
@@ -1222,7 +1222,7 @@
//AP projectiles have a chance to cause additional damage
if(Proj.legacy_penetrating)
var/hit_occupant = 1 //only allow the occupant to be hit once
- for(var/i in 1 to min(Proj.legacy_penetrating, round(Proj.damage/15)))
+ for(var/i in 1 to min(Proj.legacy_penetrating, round(Proj.damage_force/15)))
if(src.occupant_legacy && hit_occupant && prob(20))
Proj.impact(occupant_legacy)
hit_occupant = 0
diff --git a/code/modules/vehicles/sealed/mecha/subtypes/combat/gorilla.dm b/code/modules/vehicles/sealed/mecha/subtypes/combat/gorilla.dm
index 10e46a3ccd1c..9b8fde3a8909 100644
--- a/code/modules/vehicles/sealed/mecha/subtypes/combat/gorilla.dm
+++ b/code/modules/vehicles/sealed/mecha/subtypes/combat/gorilla.dm
@@ -126,7 +126,7 @@
name ="armor-piercing shell"
icon = 'icons/obj/projectiles.dmi'
icon_state = "shell"
- damage = 1000 // In order to 1-hit any other mech and royally fuck anyone unfortunate enough to get in the way.
+ damage_force = 1000 // In order to 1-hit any other mech and royally fuck anyone unfortunate enough to get in the way.
/obj/projectile/bullet/cannon/on_impact(atom/target, impact_flags, def_zone, efficiency)
. = ..()
@@ -144,7 +144,7 @@
/obj/projectile/bullet/cannon/weak
name ="canister shell"
icon_state = "canister"
- damage = 120 //Do not get fucking shot.
+ damage_force = 120 //Do not get fucking shot.
/* // GLITCHY UND LAGGY. Will later look into fixing.
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/mg42
diff --git a/code/modules/vehicles/sealed/mecha/subtypes/combat/phazon.dm b/code/modules/vehicles/sealed/mecha/subtypes/combat/phazon.dm
index 781f1c6fded4..6028fa12a3fe 100644
--- a/code/modules/vehicles/sealed/mecha/subtypes/combat/phazon.dm
+++ b/code/modules/vehicles/sealed/mecha/subtypes/combat/phazon.dm
@@ -117,12 +117,12 @@
return
/obj/vehicle/sealed/mecha/combat/phazon/janus/dynbulletdamage(var/obj/projectile/Proj)
- if((Proj.damage && !Proj.nodamage) && !istype(Proj, /obj/projectile/beam) && prob(max(1, 33 - round(Proj.damage / 4))))
+ if((Proj.damage_force && !Proj.nodamage) && !istype(Proj, /obj/projectile/beam) && prob(max(1, 33 - round(Proj.damage_force / 4))))
src.occupant_message("The armor absorbs the incoming projectile's force, negating it!")
src.visible_message("The [src.name] absorbs the incoming projectile's force, negating it!")
src.log_append_to_last("Armor negated.")
return
- else if((Proj.damage && !Proj.nodamage) && istype(Proj, /obj/projectile/beam) && prob(max(1, (50 - round((Proj.damage / 2) * damage_absorption["laser"])) * (1 - (Proj.armor_penetration / 100))))) // Base 50% chance to deflect a beam,lowered by half the beam's damage scaled to laser absorption, then multiplied by the remaining percent of non-penetrated armor, with a minimum chance of 1%.
+ else if((Proj.damage_force && !Proj.nodamage) && istype(Proj, /obj/projectile/beam) && prob(max(1, (50 - round((Proj.damage_force / 2) * damage_absorption["laser"])) * (1 - (Proj.armor_penetration / 100))))) // Base 50% chance to deflect a beam,lowered by half the beam's damage scaled to laser absorption, then multiplied by the remaining percent of non-penetrated armor, with a minimum chance of 1%.
src.occupant_message("The armor reflects the incoming beam, negating it!")
src.visible_message("The [src.name] reflects the incoming beam, negating it!")
src.log_append_to_last("Armor reflected.")