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Original file line number | Diff line number | Diff line change |
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/datum/element/bullet_trait_penetrating/weak | ||
// Generic bullet trait vars | ||
element_flags = ELEMENT_DETACH|ELEMENT_BESPOKE | ||
id_arg_index = 4 | ||
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/// For each thing this hits, how much damage it loses normally. This can be modified by what it penetrates later. | ||
var/damage_percent_lost_per_hit = 20 | ||
// XM43E1 AMR: First target takes full damage, each subsequent target takes at least 20% less damage (increased for large mobs and dense turfs), 25 from base 125 damage. | ||
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/// For each thing this hits, how much distance it loses normally. | ||
distance_loss_per_hit = 4 | ||
// XM43E1 AMR: Hits 7 things at most, at point blank, with no additional modifiers. This greatly increases at actual sniping ranges. | ||
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/// How many times more effective turfs are at slowing down the projectile normally, reducing both range and damage. | ||
var/turf_hit_slow_mult = 3 | ||
// XM43E1 AMR: Unable to hit anything through more than 2 walls, less at maximum ranges. Pens 2 walls at 8 tiles or less, 1 at 20 tiles or less, and can't wallbang through normal walls at maximum range. | ||
// Also loses 75 damage with each normal wall pen. | ||
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/datum/element/bullet_trait_penetrating/weak/Attach(datum/target, distance_loss_per_hit = 4, damage_percent_lost_per_hit = 20, turf_hit_slow_mult = 3) | ||
. = ..() | ||
if(. == ELEMENT_INCOMPATIBLE) | ||
return | ||
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src.damage_percent_lost_per_hit = damage_percent_lost_per_hit | ||
src.turf_hit_slow_mult = turf_hit_slow_mult | ||
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/datum/element/bullet_trait_penetrating/weak/handle_passthrough_movables(obj/projectile/bullet, atom/movable/hit_movable, did_hit) | ||
if(did_hit) | ||
var/slow_mult = 1 | ||
if(ismob(hit_movable)) | ||
var/mob/mob = hit_movable | ||
if(mob.mob_size >= MOB_SIZE_BIG) // Big Xenos (including fortified Defender) can soak hits and greatly reduce penetration. | ||
slow_mult = 2 // 8 tiles of range lost per Big hit. At point blank, this comes out to only 3 targets. At sniping ranges, even a single one can stop the bullet dead. | ||
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bullet.distance_travelled += (distance_loss_per_hit * slow_mult) | ||
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bullet.damage -= (damage_percent_lost_per_hit * slow_mult) | ||
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return COMPONENT_BULLET_PASS_THROUGH | ||
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/datum/element/bullet_trait_penetrating/weak/handle_passthrough_turf(obj/projectile/bullet, turf/closed/wall/hit_wall) | ||
var/slow_mult = turf_hit_slow_mult | ||
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// Better penetration against Membranes to still be able to counter Boilers at most ranges. Still loses 4 tiles of range and 25 damage per. | ||
if(istype(hit_wall, /turf/closed/wall/resin/membrane)) | ||
if(istype(hit_wall, /turf/closed/wall/resin/membrane/thick)) | ||
slow_mult = 1.5 | ||
else | ||
slow_mult = 1 | ||
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bullet.distance_travelled += (distance_loss_per_hit * slow_mult) | ||
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bullet.damage *= (1 - (damage_percent_lost_per_hit * slow_mult * 0.01)) | ||
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if(!istype(hit_wall)) | ||
return COMPONENT_BULLET_PASS_THROUGH | ||
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if(!hit_wall.hull) | ||
return COMPONENT_BULLET_PASS_THROUGH |
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