Fix armor piercing ignoring status effect health multiplier (#8387)
* Make rawDamage protected * pierceArmor ignores status effect health multiplier * This is no longer the case
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@@ -143,7 +143,7 @@ public class BulletType extends Content implements Cloneable{
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public boolean fragOnHit = true;
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public boolean fragOnHit = true;
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/** If false, this bullet will not create fraags when absorbed by a shield. */
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/** If false, this bullet will not create fraags when absorbed by a shield. */
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public boolean fragOnAbsorb = true;
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public boolean fragOnAbsorb = true;
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/** If true, unit armor is ignored in damage calculations. Ignored for building armor. */
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/** If true, unit armor is ignored in damage calculations. */
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public boolean pierceArmor = false;
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public boolean pierceArmor = false;
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/** Whether status and despawnHit should automatically be set. */
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/** Whether status and despawnHit should automatically be set. */
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public boolean setDefaults = true;
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public boolean setDefaults = true;
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@@ -34,14 +34,14 @@ abstract class ShieldComp implements Healthc, Posc{
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public void damagePierce(float amount, boolean withEffect){
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public void damagePierce(float amount, boolean withEffect){
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float pre = hitTime;
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float pre = hitTime;
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rawDamage(amount);
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rawDamage(amount / healthMultiplier);
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if(!withEffect){
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if(!withEffect){
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hitTime = pre;
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hitTime = pre;
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}
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}
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}
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}
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private void rawDamage(float amount){
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protected void rawDamage(float amount){
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boolean hadShields = shield > 0.0001f;
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boolean hadShields = shield > 0.0001f;
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if(hadShields){
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if(hadShields){
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