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Medical Engine - Improve damage calculation for explosive-resistant armor #9216
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Marked as WIP. High damage diverts to limbs again. |
LinkIsGrim
changed the title
Medical Engine - Fix #9063
WIP - Medical Engine - Fix #9063
Jun 14, 2023
rautamiekka
reviewed
Jun 14, 2023
rautamiekka
reviewed
Jun 14, 2023
rautamiekka
reviewed
Jun 14, 2023
Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com>
Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com>
Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com>
LinkIsGrim
changed the title
WIP - Medical Engine - Fix #9063
Medical Engine - Fix #9063
Jun 14, 2023
Fixed the sorting, though if anyone has a more elegant solution, I'll take it. |
3 tasks
LinkIsGrim
changed the title
Medical Engine - Fix #9063
Medical Engine - Improve damage calculation by scaling armor with passthrough
Jun 19, 2023
3 tasks
LinkIsGrim
changed the title
Medical Engine - Improve damage calculation by scaling armor with passthrough
Medical Engine - Improve damage calculation for explosive-resistant armor
Sep 4, 2023
Mike-MF
approved these changes
Sep 19, 2023
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I tested it, it works as advertised. Someone other than me should probably review the code though.
veteran29
approved these changes
Sep 23, 2023
FINALLY, BEGONE ISSUES |
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When merged this pull request will:
I've only done limited testing but this doesn't seem to break fire/fall damage/drowning/explosives or have anything beyond the intended effect on wound creation.Doesn't break anything.
This also improves protection from vests and helmets against pistol calibers, especially the lower tier tactical vests and armored uniforms as a side effect, but this is closer to expected performance when using vanilla as a reference.
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