From d701f8d96470ce8793a2e2d6a1dea8ad661c11a1 Mon Sep 17 00:00:00 2001 From: Kaga <103199482+Kaga-404@users.noreply.github.com> Date: Wed, 21 Feb 2024 01:24:41 -0800 Subject: [PATCH 1/3] Initial Commit --- code/_globalvars/global_lists.dm | 4 +- code/datums/ammo/ammo.dm | 1 + code/datums/ammo/bullet/sniper.dm | 9 ++- .../elements/bullet_trait/damage_boost.dm | 40 ++++++------- .../elements/bullet_trait/penetrating/weak.dm | 60 +++++++++++++++++++ code/datums/supply_packs/spec_ammo.dm | 4 +- code/game/machinery/vending/cm_vending.dm | 5 ++ .../squad_prep/squad_specialist.dm | 1 + .../modules/cm_marines/equipment/kit_boxes.dm | 24 ++++++++ code/modules/projectiles/gun.dm | 4 ++ .../projectiles/guns/specialist/sniper.dm | 13 ++-- .../projectiles/magazines/specialist.dm | 2 +- code/modules/projectiles/projectile.dm | 17 ++++++ colonialmarines.dme | 1 + 14 files changed, 154 insertions(+), 31 deletions(-) create mode 100644 code/datums/elements/bullet_trait/penetrating/weak.dm diff --git a/code/_globalvars/global_lists.dm b/code/_globalvars/global_lists.dm index 7d9cd3324067..a5665ea322e5 100644 --- a/code/_globalvars/global_lists.dm +++ b/code/_globalvars/global_lists.dm @@ -480,7 +480,8 @@ GLOBAL_LIST_INIT(available_specialist_sets, list( "Sniper Set", "Demolitionist Set", "Heavy Grenadier Set", - "Pyro Set" + "Pyro Set", + "Anti-materiel Sniper Set" )) //Similar thing, but used in /obj/item/spec_kit @@ -490,6 +491,7 @@ GLOBAL_LIST_INIT(available_specialist_kit_boxes, list( "Sniper" = 2, "Scout" = 2, "Demo" = 2, + "Anti-materiel Sniper" = 2, )) /proc/init_global_referenced_datums() diff --git a/code/datums/ammo/ammo.dm b/code/datums/ammo/ammo.dm index 7a4006deee73..3c40303f0a36 100644 --- a/code/datums/ammo/ammo.dm +++ b/code/datums/ammo/ammo.dm @@ -230,6 +230,7 @@ P.generate_bullet(GLOB.ammo_list[bonus_projectiles_type]) //No bonus damage or anything. P.accuracy = round(P.accuracy * original_P.accuracy/initial(original_P.accuracy)) //if the gun changes the accuracy of the main projectile, it also affects the bonus ones. original_P.give_bullet_traits(P) + P.bonus_projectile_check = 2 //It's a bonus projectile! var/total_scatter_angle = P.scatter final_angle += rand(-total_scatter_angle, total_scatter_angle) diff --git a/code/datums/ammo/bullet/sniper.dm b/code/datums/ammo/bullet/sniper.dm index 22371972e623..c580407ee804 100644 --- a/code/datums/ammo/bullet/sniper.dm +++ b/code/datums/ammo/bullet/sniper.dm @@ -118,9 +118,16 @@ if(target.mob_size >= MOB_SIZE_BIG) size_damage_mod += 0.6 L.apply_armoured_damage(damage*size_damage_mod, ARMOR_BULLET, BRUTE, null, penetration) - // 180% damage to all targets (225), 240% (300) against non-Runner xenos, and 300% against Big xenos (375). -Kaga + // Base 180% damage to all targets (225), 240% (300) against non-Runner xenos, and 300% against Big xenos (375). -Kaga + // This applies after pen reductions. After hitting 1 other thing, it deals 180/240/300 damage, or 135/180/225 after hitting a dense wall or big xeno. to_chat(P.firer, SPAN_WARNING("Bullseye!")) +/datum/ammo/bullet/sniper/anti_materiel/set_bullet_traits() + . = ..() + LAZYADD(traits_to_give, list( + BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_penetrating/weak) + )) + /datum/ammo/bullet/sniper/anti_materiel/vulture damage = 400 // Fully intended to vaporize anything smaller than a mini cooper accurate_range_min = 10 diff --git a/code/datums/elements/bullet_trait/damage_boost.dm b/code/datums/elements/bullet_trait/damage_boost.dm index eee4a8e80f4b..640026a8dfa9 100644 --- a/code/datums/elements/bullet_trait/damage_boost.dm +++ b/code/datums/elements/bullet_trait/damage_boost.dm @@ -28,17 +28,10 @@ GLOBAL_LIST_INIT(damage_boost_vehicles, typecacheof(/obj/vehicle/multitile)) /// A typecache of objs or turfs that, upon being hit, boost the damage of the attached projectile var/list/damage_boosted_atoms - //vars for dealing with interaction issues with the Penetrating trait - var/boosted_hits - var/last_damage_mult - //allows for nuance in Breaching-Resistant interactions var/active_damage_mult var/atom_type - //var for dealing with bonus projectiles - var/bonus_projectile_check - /** * vars: * * damage_mult - the damage multiplier to be applied if the bullet hits an atom whose type is in `breaching_objs` @@ -51,11 +44,8 @@ GLOBAL_LIST_INIT(damage_boost_vehicles, typecacheof(/obj/vehicle/multitile)) src.damage_mult = damage_mult src.damage_boosted_atoms = damage_boosted_atoms - src.boosted_hits = 0 - src.last_damage_mult = 1 src.active_damage_mult = 1 src.atom_type = 0 - src.bonus_projectile_check = 0 RegisterSignal(target, list( COMSIG_BULLET_PRE_HANDLE_OBJ, @@ -71,7 +61,7 @@ GLOBAL_LIST_INIT(damage_boost_vehicles, typecacheof(/obj/vehicle/multitile)) /datum/element/bullet_trait_damage_boost/proc/handle_bullet(obj/projectile/P, atom/A) SIGNAL_HANDLER - atom_type = check_type(A) + src.atom_type = check_type(A) switch(atom_type) if("door") @@ -87,12 +77,22 @@ GLOBAL_LIST_INIT(damage_boost_vehicles, typecacheof(/obj/vehicle/multitile)) else active_damage_mult = damage_mult - if(boosted_hits > 0) - if(bonus_projectile_check == P.damage) - P.damage = P.damage / last_damage_mult - boosted_hits-- - if(damage_boosted_atoms[A.type]) - P.damage = round(P.damage * active_damage_mult) - last_damage_mult = active_damage_mult - boosted_hits++ - bonus_projectile_check = P.damage + + if(P.damage_boosted && (P.last_atom_signaled != A) && (!P.bonus_projectile_check)) + //If this is after a boosted hit, the last atom that procced this isn't the same as the current target, and this isn't a bonus projectile sharing the same damage_boost + if(!P.last_damage_mult) //Make sure stored mult isn't 0 + P.last_damage_mult = 1 + + P.damage = P.damage / P.last_damage_mult //Reduce the damage back to normal + P.damage_boosted-- //Mark that damage has been returned to normal. + + if(damage_boosted_atoms[A.type]) //If hitting a valid atom for damage boost + P.damage = round(P.damage * active_damage_mult) //Modify Damage by multiplier + + if (active_damage_mult) + P.last_damage_mult = active_damage_mult //Save multiplier for next check + else + P.last_damage_mult = 1 + + P.damage_boosted++ //Mark that a boosted hit occurred. + P.last_atom_signaled = A //Save the current triggering atom to the projectile diff --git a/code/datums/elements/bullet_trait/penetrating/weak.dm b/code/datums/elements/bullet_trait/penetrating/weak.dm new file mode 100644 index 000000000000..99c94a9c90ba --- /dev/null +++ b/code/datums/elements/bullet_trait/penetrating/weak.dm @@ -0,0 +1,60 @@ +/datum/element/bullet_trait_penetrating/weak + // Generic bullet trait vars + element_flags = ELEMENT_DETACH|ELEMENT_BESPOKE + id_arg_index = 4 + + /// 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. + + /// 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. + + /// 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. + +/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 + + src.damage_percent_lost_per_hit = damage_percent_lost_per_hit + src.turf_hit_slow_mult = turf_hit_slow_mult + +/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. + + bullet.distance_travelled += (distance_loss_per_hit * slow_mult) + + bullet.damage -= (damage_percent_lost_per_hit * slow_mult) + + return COMPONENT_BULLET_PASS_THROUGH + + +/datum/element/bullet_trait_penetrating/weak/handle_passthrough_turf(obj/projectile/bullet, turf/closed/wall/hit_wall) + var/slow_mult = turf_hit_slow_mult + + // 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 + + bullet.distance_travelled += (distance_loss_per_hit * slow_mult) + + bullet.damage *= (1 - (damage_percent_lost_per_hit * slow_mult * 0.01)) + + if(!istype(hit_wall)) + return COMPONENT_BULLET_PASS_THROUGH + + if(!hit_wall.hull) + return COMPONENT_BULLET_PASS_THROUGH diff --git a/code/datums/supply_packs/spec_ammo.dm b/code/datums/supply_packs/spec_ammo.dm index f0eb5ab9cea2..b16966c3fc0b 100644 --- a/code/datums/supply_packs/spec_ammo.dm +++ b/code/datums/supply_packs/spec_ammo.dm @@ -109,8 +109,6 @@ containername = "M42A Incendiary Magazine Crate" group = "Weapons Specialist Ammo" -//XM43E1 - Disabled during testing per request. -/* /datum/supply_packs/ammo_amr_marksman name = "XM43E1 anti-materiel rifle marksman magazines crate (x5)" contains = list( @@ -124,7 +122,7 @@ containertype = /obj/structure/closet/crate/ammo containername = "XM43E1 Anti-Materiel Magazine Crate" group = "Specialist Ammo" -*/ + //M4RA /datum/supply_packs/ammo_scout_mix diff --git a/code/game/machinery/vending/cm_vending.dm b/code/game/machinery/vending/cm_vending.dm index 4f825030d627..56977d23675b 100644 --- a/code/game/machinery/vending/cm_vending.dm +++ b/code/game/machinery/vending/cm_vending.dm @@ -566,6 +566,11 @@ GLOBAL_LIST_EMPTY(vending_products) if("Sniper Set") user.skills.set_skill(SKILL_SPEC_WEAPONS, SKILL_SPEC_SNIPER) specialist_assignment = "Sniper" + GLOB.available_specialist_sets -= "Anti-materiel Sniper Set" + if("Anti-materiel Sniper Set") + user.skills.set_skill(SKILL_SPEC_WEAPONS, SKILL_SPEC_SNIPER) + specialist_assignment = "Sniper" + GLOB.available_specialist_sets -= "Sniper Set" if("Demolitionist Set") user.skills.set_skill(SKILL_SPEC_WEAPONS, SKILL_SPEC_ROCKET) specialist_assignment = "Demo" diff --git a/code/game/machinery/vending/vendor_types/squad_prep/squad_specialist.dm b/code/game/machinery/vending/vendor_types/squad_prep/squad_specialist.dm index e800fc1efd56..6006a7635277 100644 --- a/code/game/machinery/vending/vendor_types/squad_prep/squad_specialist.dm +++ b/code/game/machinery/vending/vendor_types/squad_prep/squad_specialist.dm @@ -7,6 +7,7 @@ GLOBAL_LIST_INIT(cm_vending_gear_spec, list( list("Pyro Set", 0, /obj/item/storage/box/spec/pyro, MARINE_CAN_BUY_ESSENTIALS, VENDOR_ITEM_REGULAR), list("Scout Set", 0, /obj/item/storage/box/spec/scout, MARINE_CAN_BUY_ESSENTIALS, VENDOR_ITEM_REGULAR), list("Sniper Set", 0, /obj/item/storage/box/spec/sniper, MARINE_CAN_BUY_ESSENTIALS, VENDOR_ITEM_RECOMMENDED), + list("Anti-materiel Sniper Set", 0, /obj/item/storage/box/spec/sniper/anti_materiel, MARINE_CAN_BUY_ESSENTIALS, VENDOR_ITEM_RECOMMENDED), list("EXTRA SCOUT AMMUNITION", 0, null, null, null), list("A19 High Velocity Impact Magazine (10x24mm)", 40, /obj/item/ammo_magazine/rifle/m4ra/custom/impact, null, VENDOR_ITEM_REGULAR), diff --git a/code/modules/cm_marines/equipment/kit_boxes.dm b/code/modules/cm_marines/equipment/kit_boxes.dm index d99da8f59f2c..cdf91b6ef076 100644 --- a/code/modules/cm_marines/equipment/kit_boxes.dm +++ b/code/modules/cm_marines/equipment/kit_boxes.dm @@ -69,6 +69,26 @@ // spotter new /obj/item/storage/box/kit/spotter(src) +/obj/item/storage/box/spec/sniper/anti_materiel/fill_preset_inventory() + name = "\improper AMR equipment case" + desc = "A large case containing an experimental XM43E1, a set of M45 ghillie armor and helmet, a M42 scout sight, ammunition, spotter equipment, and additional pieces of equipment.\nDrag this sprite onto yourself to open it up! NOTE: You cannot put items back inside this case." + new /obj/item/clothing/suit/storage/marine/ghillie(src) + new /obj/item/clothing/head/helmet/marine/ghillie(src) + new /obj/item/clothing/glasses/night/m42_night_goggles(src) + new /obj/item/weapon/gun/rifle/sniper/XM43E1(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/anti_materiel(src) + new /obj/item/ammo_magazine/sniper/anti_materiel(src) + new /obj/item/ammo_magazine/sniper/anti_materiel(src) + new /obj/item/storage/backpack/marine/smock(src) + new /obj/item/weapon/gun/pistol/vp78(src) + new /obj/item/ammo_magazine/pistol/vp78(src) + new /obj/item/ammo_magazine/pistol/vp78(src) + new /obj/item/facepaint/sniper(src) + // spotter + new /obj/item/storage/box/kit/spotter(src) + /obj/item/storage/box/spec/scout name = "\improper Scout equipment case" desc = "A large case containing an M4RA battle rifle, M3-S light armor and helmet, M4RA battle sight, M68 thermal cloak, V3 reactive thermal tarp, improved scout laser designator, ammunition and additional pieces of equipment.\nDrag this sprite onto yourself to open it up! NOTE: You cannot put items back inside this case." @@ -257,6 +277,10 @@ spec_box = new /obj/item/storage/box/spec/sniper(T) specialist_assignment = "Sniper" user.skills.set_skill(SKILL_SPEC_WEAPONS, SKILL_SPEC_SNIPER) + if("Anti-materiel Sniper") + spec_box = new /obj/item/storage/box/spec/sniper/anti_materiel(T) + specialist_assignment = "Sniper" + user.skills.set_skill(SKILL_SPEC_WEAPONS, SKILL_SPEC_SNIPER) if("Scout") spec_box = new /obj/item/storage/box/spec/scout(T) specialist_assignment = "Scout" diff --git a/code/modules/projectiles/gun.dm b/code/modules/projectiles/gun.dm index 3f7533f26620..68f169fa2b25 100644 --- a/code/modules/projectiles/gun.dm +++ b/code/modules/projectiles/gun.dm @@ -1419,6 +1419,10 @@ and you're good to go. BP.generate_bullet(GLOB.ammo_list[projectile_to_fire.ammo.bonus_projectiles_type], 0, NO_FLAGS) BP.accuracy = round(BP.accuracy * projectile_to_fire.accuracy/initial(projectile_to_fire.accuracy)) //Modifies accuracy of pellets per fire_bonus_projectiles. BP.damage *= damage_buff + + BP.bonus_projectile_check = 2 + projectile_to_fire.bonus_projectile_check = 1 + projectile_to_fire.give_bullet_traits(BP) if(bullets_fired > 1) BP.original = attacked_mob //original == the original target of the projectile. If the target is downed and this isn't set, the projectile will try to fly over it. Of course, it isn't going anywhere, but it's the principle of the thing. Very embarrassing. diff --git a/code/modules/projectiles/guns/specialist/sniper.dm b/code/modules/projectiles/guns/specialist/sniper.dm index bdb0ba02f3ab..77ce0069cce3 100644 --- a/code/modules/projectiles/guns/specialist/sniper.dm +++ b/code/modules/projectiles/guns/specialist/sniper.dm @@ -345,6 +345,7 @@ item_state = "xm43e1" unacidable = TRUE indestructible = 1 + aimed_shot_cooldown_delay = 4 SECONDS fire_sound = 'sound/weapons/sniper_heavy.ogg' current_mag = /obj/item/ammo_magazine/sniper/anti_materiel //Renamed from anti-tank to align with new identity/description. Other references have been changed as well. -Kaga @@ -354,9 +355,9 @@ attachable_allowed = list(/obj/item/attachable/bipod) flags_gun_features = GUN_AUTO_EJECTOR|GUN_SPECIALIST|GUN_WIELDED_FIRING_ONLY|GUN_AMMO_COUNTER starting_attachment_types = list(/obj/item/attachable/pmc_sniperbarrel) - sniper_beam_type = /obj/effect/ebeam/laser/intense - sniper_beam_icon = "laser_beam_intense" - sniper_lockon_icon = "sniper_lockon_intense" + sniper_beam_type = /obj/effect/ebeam/laser + sniper_beam_icon = "laser_beam" + sniper_lockon_icon = "sniper_lockon" /obj/item/weapon/gun/rifle/sniper/XM43E1/handle_starting_attachment() ..() @@ -376,6 +377,7 @@ ..() set_fire_delay(FIRE_DELAY_TIER_6 * 6 )//Big boy damage, but it takes a lot of time to fire a shot. //Kaga: Adjusted from 56 (Tier 4, 7*8) -> 30 (Tier 6, 5*6) ticks. 95 really wasn't big-boy damage anymore, although I updated it to 125 to remain consistent with the other 10x99mm caliber weapon (M42C). Now takes only twice as long as the M42A. + //This outright deals less DPS than the normal sniper rifle, 125 vs 140 per 3s. set_burst_amount(BURST_AMOUNT_TIER_1) accuracy_mult = BASE_ACCURACY_MULT + 2*HIT_ACCURACY_MULT_TIER_10 //Who coded this like this, and why? It just calculates out to 1+1=2. Leaving a note here to check back later. scatter = SCATTER_AMOUNT_TIER_10 @@ -385,10 +387,11 @@ /obj/item/weapon/gun/rifle/sniper/XM43E1/set_bullet_traits() LAZYADD(traits_to_give, list( BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_iff), - BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_penetrating), BULLET_TRAIT_ENTRY_ID("turfs", /datum/element/bullet_trait_damage_boost, 11, GLOB.damage_boost_turfs), BULLET_TRAIT_ENTRY_ID("breaching", /datum/element/bullet_trait_damage_boost, 11, GLOB.damage_boost_breaching), - //At 1375 per shot it'll take 1 shot to break resin turfs, and a full mag of 8 to break reinforced walls. + //At 1375 per shot it'll take 1 shot to break resin turfs usually (thick resin at 1350, RNG may vary), and a full mag of 8 to break reinforced walls. + //However, the second wall it hits will only take 550 damage, unable to even kill a full-health normal resin wall (900). + //Much more effective at breaking resin doors and membranes, which have less HP and slow down the projectile less. BULLET_TRAIT_ENTRY_ID("pylons", /datum/element/bullet_trait_damage_boost, 6, GLOB.damage_boost_pylons) //At 750 per shot it'll take 3 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. )) diff --git a/code/modules/projectiles/magazines/specialist.dm b/code/modules/projectiles/magazines/specialist.dm index 761e77305254..698d9efeaca2 100644 --- a/code/modules/projectiles/magazines/specialist.dm +++ b/code/modules/projectiles/magazines/specialist.dm @@ -30,7 +30,7 @@ //XM43E1 Magazine /obj/item/ammo_magazine/sniper/anti_materiel name = "\improper XM43E1 marksman magazine (10x99mm)" - desc = "A magazine of caseless 10x99mm anti-materiel rounds." + desc = "A magazine of caseless 10x99mm anti-materiel rounds, capable of penetrating through most infantry-level materiel. Depending on what you hit, it might even have enough energy to wound anything behind the target." max_rounds = 8 caliber = "10x99mm" default_ammo = /datum/ammo/bullet/sniper/anti_materiel diff --git a/code/modules/projectiles/projectile.dm b/code/modules/projectiles/projectile.dm index 3ed10129f4d6..c3a27f7117fe 100644 --- a/code/modules/projectiles/projectile.dm +++ b/code/modules/projectiles/projectile.dm @@ -80,6 +80,16 @@ /// How much to make the bullet fall off by accuracy-wise when closer than the ideal range var/accuracy_range_falloff = 10 + /// Is this a lone (0), original (1), or bonus (2) projectile. Used in gun.dm and fire_bonus_projectiles() currently. + var/bonus_projectile_check = 0 + + /// What atom did this last receive a registered signal from? Used by damage_boost.dm + var/atom/last_atom_signaled = null + + /// Was this projectile affected by damage_boost.dm? If so, what was the last modifier? + var/damage_boosted = 0 + var/last_damage_mult = 1 + /obj/projectile/Initialize(mapload, datum/cause_data/cause_data) . = ..() path = list() @@ -164,6 +174,12 @@ apply_bullet_trait(L) /obj/projectile/proc/calculate_damage() + + if(damage_boosted) + damage = damage / last_damage_mult + damage_boosted-- + last_damage_mult = 1 + if(effective_range_min && distance_travelled < effective_range_min) return max(0, damage - round((effective_range_min - distance_travelled) * damage_buildup)) else if(distance_travelled > effective_range_max) @@ -215,6 +231,7 @@ //If we have the right kind of ammo, we can fire several projectiles at once. if(ammo.bonus_projectiles_amount && ammo.bonus_projectiles_type) ammo.fire_bonus_projectiles(src) + bonus_projectile_check = 1 //Mark this projectile as having spawned a set of bonus projectiles. path = get_line(starting, target_turf) p_x += clamp((rand()-0.5)*scatter*3, -8, 8) diff --git a/colonialmarines.dme b/colonialmarines.dme index 602e4fa9de30..2c0f257c22c0 100644 --- a/colonialmarines.dme +++ b/colonialmarines.dme @@ -486,6 +486,7 @@ #include "code\datums\elements\bullet_trait\iff.dm" #include "code\datums\elements\bullet_trait\ignored_range.dm" #include "code\datums\elements\bullet_trait\incendiary.dm" +#include "code\datums\elements\bullet_trait\penetrating\weak.dm" #include "code\datums\elements\bullet_trait\penetrating\heavy.dm" #include "code\datums\elements\bullet_trait\penetrating\penetrating.dm" #include "code\datums\elements\traitbound\_traitbound.dm" From df664e90fa5bd5364ad4b8dc5dbacfe451775a45 Mon Sep 17 00:00:00 2001 From: Kaga <103199482+Kaga-404@users.noreply.github.com> Date: Wed, 21 Feb 2024 01:50:22 -0800 Subject: [PATCH 2/3] Documentation correction. --- code/datums/ammo/bullet/sniper.dm | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/code/datums/ammo/bullet/sniper.dm b/code/datums/ammo/bullet/sniper.dm index c580407ee804..a900456e434d 100644 --- a/code/datums/ammo/bullet/sniper.dm +++ b/code/datums/ammo/bullet/sniper.dm @@ -119,7 +119,7 @@ size_damage_mod += 0.6 L.apply_armoured_damage(damage*size_damage_mod, ARMOR_BULLET, BRUTE, null, penetration) // Base 180% damage to all targets (225), 240% (300) against non-Runner xenos, and 300% against Big xenos (375). -Kaga - // This applies after pen reductions. After hitting 1 other thing, it deals 180/240/300 damage, or 135/180/225 after hitting a dense wall or big xeno. + // This applies after pen reductions. After hitting 1 other thing, it deals 180/240/300 damage, or 90/120/150 after hitting a dense wall or big xeno. to_chat(P.firer, SPAN_WARNING("Bullseye!")) /datum/ammo/bullet/sniper/anti_materiel/set_bullet_traits() From c38cc048c4eefe4d92fdce57efbf0cd14bf09498 Mon Sep 17 00:00:00 2001 From: Kaga <103199482+Kaga-404@users.noreply.github.com> Date: Wed, 21 Feb 2024 02:27:46 -0800 Subject: [PATCH 3/3] Fixes include order and adds ammo to spec vendor --- code/datums/supply_packs/spec_ammo.dm | 2 +- .../vending/vendor_types/squad_prep/squad_specialist.dm | 1 + colonialmarines.dme | 2 +- 3 files changed, 3 insertions(+), 2 deletions(-) diff --git a/code/datums/supply_packs/spec_ammo.dm b/code/datums/supply_packs/spec_ammo.dm index b16966c3fc0b..4e1d0b34f2be 100644 --- a/code/datums/supply_packs/spec_ammo.dm +++ b/code/datums/supply_packs/spec_ammo.dm @@ -120,7 +120,7 @@ ) cost = 30 containertype = /obj/structure/closet/crate/ammo - containername = "XM43E1 Anti-Materiel Magazine Crate" + containername = "XM43E1 Marksman Magazine Crate" group = "Specialist Ammo" //M4RA diff --git a/code/game/machinery/vending/vendor_types/squad_prep/squad_specialist.dm b/code/game/machinery/vending/vendor_types/squad_prep/squad_specialist.dm index 6006a7635277..93ec16cbb48e 100644 --- a/code/game/machinery/vending/vendor_types/squad_prep/squad_specialist.dm +++ b/code/game/machinery/vending/vendor_types/squad_prep/squad_specialist.dm @@ -18,6 +18,7 @@ GLOBAL_LIST_INIT(cm_vending_gear_spec, list( list("M42A Flak Magazine (10x28mm)", 40, /obj/item/ammo_magazine/sniper/flak, null, VENDOR_ITEM_REGULAR), list("M42A Incendiary Magazine (10x28mm)", 40, /obj/item/ammo_magazine/sniper/incendiary, null, VENDOR_ITEM_REGULAR), list("M42A Marksman Magazine (10x28mm Caseless)", 40, /obj/item/ammo_magazine/sniper, null, VENDOR_ITEM_REGULAR), + list("XM43E1 Marksman Magazine (10x99mm Caseless)", 40, /obj/item/ammo_magazine/sniper/anti_materiel, null, VENDOR_ITEM_REGULAR), list("EXTRA DEMOLITIONIST AMMUNITION", 0, null, null, null), list("84mm Anti-Armor Rocket", 40, /obj/item/ammo_magazine/rocket/ap, null, VENDOR_ITEM_REGULAR), diff --git a/colonialmarines.dme b/colonialmarines.dme index 2c0f257c22c0..a5f92930bf54 100644 --- a/colonialmarines.dme +++ b/colonialmarines.dme @@ -486,9 +486,9 @@ #include "code\datums\elements\bullet_trait\iff.dm" #include "code\datums\elements\bullet_trait\ignored_range.dm" #include "code\datums\elements\bullet_trait\incendiary.dm" -#include "code\datums\elements\bullet_trait\penetrating\weak.dm" #include "code\datums\elements\bullet_trait\penetrating\heavy.dm" #include "code\datums\elements\bullet_trait\penetrating\penetrating.dm" +#include "code\datums\elements\bullet_trait\penetrating\weak.dm" #include "code\datums\elements\traitbound\_traitbound.dm" #include "code\datums\elements\traitbound\crawler.dm" #include "code\datums\elements\traitbound\gun_silenced.dm"