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allows scope to hit closer + antivehicle
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Zonespace27 committed Sep 5, 2023
1 parent b242c40 commit 454a234
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Showing 4 changed files with 5 additions and 4 deletions.
2 changes: 1 addition & 1 deletion code/__DEFINES/conflict.dm
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Expand Up @@ -26,7 +26,7 @@
#define AMMO_IGNORE_RESIST (1<<10)
#define AMMO_BALLISTIC (1<<11)
#define AMMO_IGNORE_COVER (1<<12)
// (1<<13) unused, previously was AMMO_SCANS_NEARBY
#define AMMO_ANTIVEHICLE (1<<13)
#define AMMO_STOPPED_BY_COVER (1<<14)
#define AMMO_SPECIAL_EMBED (1<<15)
/// If the projectile hits a dense turf it'll do on_hit_turf on the turf just in front of the turf instead of on the turf itself
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1 change: 1 addition & 0 deletions code/modules/projectiles/ammo_datums.dm
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Expand Up @@ -1648,6 +1648,7 @@
accurate_range_min = 10
handful_state = "vulture_bullet"
sound_hit = 'sound/bullets/bullet_vulture_impact.ogg'
flags_ammo_behavior = AMMO_BALLISTIC|AMMO_SNIPER|AMMO_IGNORE_COVER|AMMO_ANTIVEHICLE

/datum/ammo/bullet/sniper/anti_materiel/vulture/on_hit_mob(mob/hit_mob, obj/item/projectile/bullet)
. = ..()
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4 changes: 2 additions & 2 deletions code/modules/projectiles/gun_attachables.dm
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Expand Up @@ -1148,11 +1148,11 @@ Defined in conflicts.dm of the #defines folder.
/// How far out the player should see by default
var/start_scope_range = 12
/// The bare minimum distance the scope can be from the player
var/min_scope_range = 15
var/min_scope_range = 12
/// The maximum distance the scope can be from the player
var/max_scope_range = 25
/// How far in the perpendicular axis the scope can move in either direction
var/perpendicular_scope_range = 7 // Might want to redo this to be something better or more sane
var/perpendicular_scope_range = 7
/// How far in each direction the scope should see. Default human view size is 7
var/scope_viewsize = 7
/// The current X position of the scope within the sniper's view box. 0 is center
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2 changes: 1 addition & 1 deletion code/modules/vehicles/multitile/multitile_interaction.dm
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Expand Up @@ -295,7 +295,7 @@
if(P.runtime_iff_group && get_target_lock(P.runtime_iff_group))
return

if(ammo_flags & AMMO_ANTISTRUCT)
if(ammo_flags & AMMO_ANTISTRUCT|AMMO_ANTIVEHICLE)
// Multiplier based on tank railgun relationship, so might have to reconsider multiplier for AMMO_SIEGE in general
damage = round(damage*ANTISTRUCT_DMG_MULT_TANK)
if(ammo_flags & AMMO_ACIDIC)
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