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lowers GAU spread by one and makes it able to hit resting mobs #4302

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6 changes: 4 additions & 2 deletions code/modules/cm_marines/dropship_ammo.dm
Original file line number Diff line number Diff line change
Expand Up @@ -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)
Expand Down Expand Up @@ -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)

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field access requires static type: "damage"

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field access requires static type: "penetration"
else
AM.ex_act(EXPLOSION_THRESHOLD_VLOW)
if(!soundplaycooldown) //so we don't play the same sound 20 times very fast.
Expand All @@ -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
Expand Down
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