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Use damage objects for gun/ammo damage #38882
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Just some casual eyeballing over the code. What about changing rocks and pebbles damage type to bashing? It may seem logical but idk if it wont break anything.
Also, before this change, was every type of ranged damage considered piercing? So armor was only 0.8 times effecitve right? and now armor will remain as effective as it was right? ; p
data/json/items/ammo.json
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@@ -425,8 +424,7 @@ | |||
"volume": "250 ml", |
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Not related to this PR, but shouldnt the descrieption be saying 66mm high-explosive anti tank round?
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Yeah, probably.
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It would probably make sense, but I don't think I'm going to make any actual changes in this PR, (everything will load into the game the same). I'll look at that in a future PR.
Yes, before everything was loaded as |
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Damage objects provide a concise, consistent and clear way to specify what already can be specified for guns and ammo, but with one member instead of the multiple members that exist now. As such, use these damage objects, and instead of different members for damage, pierce, and prop_damage.
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Summary
SUMMARY: None
Purpose of change
JSON changes following #37329
Work towards #36110
Describe the solution
Use damage objects for all main game data.
Describe alternatives you've considered
Doing mods too
Testing
This will fail until #37329 is merged
Other than that, game loads without errors, and comparison of weapons and ammo before and after this change shows the same thing.