diff --git a/code/modules/cm_marines/dropship_ammo.dm b/code/modules/cm_marines/dropship_ammo.dm index 93768e218375..0926f2bcefff 100644 --- a/code/modules/cm_marines/dropship_ammo.dm +++ b/code/modules/cm_marines/dropship_ammo.dm @@ -144,7 +144,7 @@ ammo_used_per_firing = 40 point_cost = 275 fire_mission_delay = 2 - var/bullet_spread_range = 4 //how far from the real impact turf can bullets land + var/bullet_spread_range = 3 //how far from the real impact turf can bullets land var/shrapnel_type = /datum/ammo/bullet/shrapnel/gau //For siming 30mm bullet impacts. var/directhit_damage = 105 //how much damage is to be inflicted to a mob, this is here so that we can hit resting mobs. var/penetration = 10 //AP value pretty much @@ -169,27 +169,26 @@ for(var/i = 1 to ammo_used_per_firing) sleep(1) - for(var/j in 1 to 2) //rather than halving the sleep, were doubling the bullets shot "bang" - var/turf/impact_tile = pick(turf_list) - var/datum/cause_data/cause_data = create_cause_data(fired_from.name, source_mob) - impact_tile.ex_act(EXPLOSION_THRESHOLD_VLOW, pick(GLOB.alldirs), cause_data) - create_shrapnel(impact_tile,1,0,0,shrapnel_type,cause_data,FALSE,100) //simulates a bullet - for(var/atom/movable/explosion_effect in impact_tile) - if(iscarbon(explosion_effect)) - var/mob/living/carbon/bullet_effect = explosion_effect - explosion_effect.ex_act(EXPLOSION_THRESHOLD_VLOW, null, cause_data) - bullet_effect.apply_armoured_damage(directhit_damage,ARMOR_BULLET,BRUTE,null,penetration) - else - explosion_effect.ex_act(EXPLOSION_THRESHOLD_VLOW) - new /obj/effect/particle_effect/expl_particles(impact_tile) - if(!soundplaycooldown) //so we don't play the same sound 20 times very fast. - playsound(impact_tile, 'sound/effects/gauimpact.ogg',40,1,20) - soundplaycooldown = 3 - soundplaycooldown-- - if(!debriscooldown) - impact_tile.ceiling_debris_check(1) - debriscooldown = 6 - debriscooldown-- + var/turf/impact_tile = pick(turf_list) + var/datum/cause_data/cause_data = create_cause_data(fired_from.name, source_mob) + impact_tile.ex_act(EXPLOSION_THRESHOLD_VLOW, pick(GLOB.alldirs), cause_data) + create_shrapnel(impact_tile,1,0,0,shrapnel_type,cause_data,FALSE,100) //simulates a bullet + for(var/atom/movable/explosion_effect in impact_tile) + if(iscarbon(explosion_effect)) + var/mob/living/carbon/bullet_effect = explosion_effect + explosion_effect.ex_act(EXPLOSION_THRESHOLD_VLOW, null, cause_data) + bullet_effect.apply_armoured_damage(directhit_damage,ARMOR_BULLET,BRUTE,null,penetration) + else + explosion_effect.ex_act(EXPLOSION_THRESHOLD_VLOW) + new /obj/effect/particle_effect/expl_particles(impact_tile) + if(!soundplaycooldown) //so we don't play the same sound 20 times very fast. + playsound(impact_tile, 'sound/effects/gauimpact.ogg',40,1,20) + soundplaycooldown = 3 + soundplaycooldown-- + if(!debriscooldown) + impact_tile.ceiling_debris_check(1) + debriscooldown = 6 + debriscooldown-- sleep(11) //speed of sound simulation playsound(impact, 'sound/effects/gau.ogg',100,1,60)