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Revert "wallpop function"
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This reverts commit 06df050.
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Releasethesea committed Apr 3, 2024
1 parent 522eaca commit 694ec83
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Showing 4 changed files with 19 additions and 33 deletions.
14 changes: 0 additions & 14 deletions code/datums/supply_packs/spec_ammo.dm
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Expand Up @@ -125,20 +125,6 @@
group = "Weapons Specialist Ammo"


/datum/supply_packs/ammo_amr_wallpopper
name = "XM43E1 anti-materiel rifle wallpopper magazines crate (x5)"
contains = list(
/obj/item/ammo_magazine/sniper/wallpopper,
/obj/item/ammo_magazine/sniper/wallpopper,
/obj/item/ammo_magazine/sniper/wallpopper,
/obj/item/ammo_magazine/sniper/wallpopper,
/obj/item/ammo_magazine/sniper/wallpopper,
)
cost = 30
containertype = /obj/structure/closet/crate/ammo
containername = "XM43E1 Wall-Popper Magazine Crate"
group = "Weapons Specialist Ammo"

//M4RA

/datum/supply_packs/ammo_scout_mix
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2 changes: 0 additions & 2 deletions code/modules/cm_marines/equipment/kit_boxes.dm
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Expand Up @@ -79,8 +79,6 @@
new /obj/item/ammo_magazine/sniper/anti_materiel(src)
new /obj/item/ammo_magazine/sniper/anti_materiel(src)
new /obj/item/ammo_magazine/sniper/anti_materiel(src)
new /obj/item/ammo_magazine/sniper/wallpopper(src)
new /obj/item/ammo_magazine/sniper/wallpopper(src)

/obj/item/storage/box/spec/scout
name = "\improper Scout equipment case"
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32 changes: 17 additions & 15 deletions code/modules/projectiles/guns/specialist/sniper.dm
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Expand Up @@ -388,24 +388,26 @@
set_bullet_trait_type()

/obj/item/weapon/gun/rifle/sniper/XM43E1/proc/set_bullet_trait_type()
remove_bullet_trait("breaching")
remove_bullet_trait("pylons")
remove_bullet_trait("turfs")
remove_bullet_trait("xeno turfs")
if(istype(current_mag, /obj/item/ammo_magazine/sniper/wallpopper))
LAZYADD(traits_to_give, list(
BULLET_TRAIT_ENTRY_ID("turfs", /datum/element/bullet_trait_damage_boost, 60, GLOB.damage_boost_turfs), //2550, 2 taps colony walls, 4 taps reinforced walls
BULLET_TRAIT_ENTRY_ID("xeno turfs", /datum/element/bullet_trait_damage_boost, 0.46, GLOB.damage_boost_turfs_xeno), //2550*0.23 = 586, 2 taps resin walls, 3 taps thick resin
BULLET_TRAIT_ENTRY_ID("breaching", /datum/element/bullet_trait_damage_boost, 30, GLOB.damage_boost_breaching), //1275, enough to 1 tap airlocks
BULLET_TRAIT_ENTRY_ID("pylons", /datum/element/bullet_trait_damage_boost, 6, GLOB.damage_boost_pylons), //510, 4 shots to take out a pylon
))
remove_bullet_trait("turfs")
remove_bullet_trait("breaching")
remove_bullet_trait("pylons")

add_bullet_trait(BULLET_TRAIT_ENTRY_ID("turfs", /datum/element/bullet_trait_damage_boost, 30, GLOB.damage_boost_turfs)) //2550, 2 taps colony walls, 4 taps reinforced walls
add_bullet_trait(BULLET_TRAIT_ENTRY_ID("xeno turfs", /datum/element/bullet_trait_damage_boost, 0.23, GLOB.damage_boost_turfs_xeno)) //2550*0.23 = 586, 2 taps resin walls, 3 taps thick resin
add_bullet_trait(BULLET_TRAIT_ENTRY_ID("breaching", /datum/element/bullet_trait_damage_boost, 15, GLOB.damage_boost_breaching)) //1275, enough to 1 tap airlocks
add_bullet_trait(BULLET_TRAIT_ENTRY_ID("pylons", /datum/element/bullet_trait_damage_boost, 6, GLOB.damage_boost_pylons)) //510, 4 shots to take out a pylon
return
if(istype(current_mag, /obj/item/ammo_magazine/sniper/anti_materiel))
LAZYADD(traits_to_give, list(
BULLET_TRAIT_ENTRY_ID("turfs", /datum/element/bullet_trait_damage_boost, 3, GLOB.damage_boost_turfs),
BULLET_TRAIT_ENTRY_ID("breaching", /datum/element/bullet_trait_damage_boost, 3, GLOB.damage_boost_breaching), //edited to take 5 shots for heavy resin and 3 for normal resin walls, since it wallbangs this shouldnt be a issue i dont think it would be an issue
BULLET_TRAIT_ENTRY_ID("pylons", /datum/element/bullet_trait_damage_boost, 2, GLOB.damage_boost_pylons), //At 200 per shot it'll take 9 to break a Pylon (1800 HP). No Damage Boost vs other xeno structures yet, those will require a whole new list w/ the damage_boost trait.
))
remove_bullet_trait("turfs")
remove_bullet_trait("xeno turfs")
remove_bullet_trait("breaching")
remove_bullet_trait("pylons")

add_bullet_trait(BULLET_TRAIT_ENTRY_ID("turfs", /datum/element/bullet_trait_damage_boost, 3, GLOB.damage_boost_turfs))
add_bullet_trait(BULLET_TRAIT_ENTRY_ID("breaching", /datum/element/bullet_trait_damage_boost, 3, GLOB.damage_boost_breaching))

add_bullet_trait(BULLET_TRAIT_ENTRY_ID("pylons", /datum/element/bullet_trait_damage_boost, 2, GLOB.damage_boost_pylons))

/*
//Disabled until an identity is better defined. -Kaga
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4 changes: 2 additions & 2 deletions code/modules/projectiles/magazines/specialist.dm
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Expand Up @@ -40,8 +40,8 @@
ammo_band_icon_empty = "+m42c_band_e"

/obj/item/ammo_magazine/sniper/wallpopper
name = "\improper XM43E1 wallpopper magazine (10x99mm)"
desc = "A magazine of caseless 10x99mm anti-materiel rounds, these rounds are made similarly to a hesh shell with a thin outer casing of metal and a small amount of plastic explosive, this allows the rounds to be used in long range light demolition, due to the main target of said demolition being walls, the nickname of wallpopper came to be, referencing the rivets bursting out of walls due to the pressure built up inside of the wall when the round impacts."
name = "\improper XM43E1 marksman magazine (10x99mm)"
desc = "A magazine of caseless 10x99mm anti-materiel rounds, these rounds are made similarly to a hesh shell with a thin outer casing of metal and a small amount of plastic explosive, this allows the rounds to be used in long range light demolition, hence the nickname of wallpoppers. Due to the rounds less than reliable nature to chamber the magazine works more like a container for the munitions"
max_rounds = 6
caliber = "10x99mm"
default_ammo = /datum/ammo/bullet/sniper/wallpopper
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