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Increases power of special xeno structures #4128

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15 changes: 8 additions & 7 deletions code/game/turfs/walls/wall_types.dm
Original file line number Diff line number Diff line change
Expand Up @@ -1102,28 +1102,29 @@

// 75% chance of reflecting projectiles
var/chance_to_reflect = 75
var/reflect_range = 10
var/reflect_range = 7

var/brute_multiplier = 0.3
var/brute_multiplier = 0.1
var/explosive_multiplier = 0.3
var/reflection_multiplier = 0.5

/turf/closed/wall/resin/reflective/bullet_act(obj/item/projectile/P)
if(src in P.permutated)
return

if(!prob(chance_to_reflect))
if(P.runtime_iff_group) // Iff bullets wont deflect as easy as normal bullets
reflect_range = 3
chance_to_reflect = 25

if(!prob(chance_to_reflect) || P.ammo.flags_ammo_behavior & AMMO_NO_DEFLECT)
if(P.ammo.damage_type == BRUTE)
P.damage *= brute_multiplier
return ..()
if(P.runtime_iff_group || P.ammo.flags_ammo_behavior & AMMO_NO_DEFLECT)
// Bullet gets absorbed if it has IFF or can't be reflected.
return

var/obj/item/projectile/new_proj = new(src, construction_data ? construction_data : create_cause_data(initial(name)))
new_proj.generate_bullet(P.ammo)
new_proj.damage = P.damage * reflection_multiplier // don't make it too punishing
new_proj.accuracy = HIT_ACCURACY_TIER_7 // 35% chance to hit something
new_proj.accuracy = HIT_ACCURACY_TIER_8 // 40% chance to hit something

// Move back to who fired you.
RegisterSignal(new_proj, COMSIG_BULLET_PRE_HANDLE_TURF, PROC_REF(bullet_ignore_turf))
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4 changes: 1 addition & 3 deletions code/modules/cm_aliens/XenoStructures.dm
Original file line number Diff line number Diff line change
Expand Up @@ -187,13 +187,11 @@
layer = RESIN_STRUCTURE_LAYER
should_track_build = TRUE
var/hivenumber = XENO_HIVE_NORMAL
var/damage = 8
var/damage = 10
var/penetration = 50

var/target_limbs = list(
"l_leg",
"l_foot",
"r_leg",
"r_foot"
)

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