diff --git a/code/modules/cm_marines/dropship_ammo.dm b/code/modules/cm_marines/dropship_ammo.dm index d3d0266e5982..ed420c394bb4 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. /obj/structure/ship_ammo/heavygun/get_examine_text(mob/user) @@ -172,7 +172,9 @@ create_shrapnel(U,1,0,0,shrapnel_type,cause_data,FALSE,100) //simulates a bullet for(var/atom/movable/AM in U) if(iscarbon(AM)) + var/mob/living/M = AM AM.ex_act(EXPLOSION_THRESHOLD_VLOW, null, cause_data) + M.apply_armoured_damage(shrapnel_type.damage,ARMOR_BULLET,BRUTE,null,shrapnel_type.penetration) else AM.ex_act(EXPLOSION_THRESHOLD_VLOW) if(!soundplaycooldown) //so we don't play the same sound 20 times very fast. @@ -196,7 +198,7 @@ ammo_count = 400 max_ammo_count = 400 ammo_used_per_firing = 40 - bullet_spread_range = 4 + bullet_spread_range = 3 point_cost = 325 fire_mission_delay = 2 shrapnel_type = /datum/ammo/bullet/shrapnel/gau/at