Skip to content

minimum damage after penetration linear with damage before each penetration#1867

Merged
AdamTadeusz merged 1 commit intoNeotokyoRebuild:masterfrom
AdamTadeusz:345_bulletsThatPenetrateASurfaceRetainAtLeastAQuarterOfTheDamageWhenEnteringThatSurface
Mar 19, 2026
Merged

minimum damage after penetration linear with damage before each penetration#1867
AdamTadeusz merged 1 commit intoNeotokyoRebuild:masterfrom
AdamTadeusz:345_bulletsThatPenetrateASurfaceRetainAtLeastAQuarterOfTheDamageWhenEnteringThatSurface

Conversation

@AdamTadeusz
Copy link
Contributor

Description

We don't want bullets with miniscule amounts of damage flying around. When a player sees a blood splatter that should mean that a somewhat significant amount of damage is being done. This makes sure the damage after a bullet exits a surface is at least a quarter of the damage before entering that surface, in line with ognt as suggested by Ochii's decompile

Toolchain

  • Windows MSVC VS2022

Linked Issues

@AdamTadeusz AdamTadeusz requested a review from a team March 19, 2026 14:58
@Agiel Agiel requested a review from a team March 19, 2026 14:59
@AdamTadeusz AdamTadeusz merged commit 8242f52 into NeotokyoRebuild:master Mar 19, 2026
5 checks passed
@AdamTadeusz AdamTadeusz deleted the 345_bulletsThatPenetrateASurfaceRetainAtLeastAQuarterOfTheDamageWhenEnteringThatSurface branch March 19, 2026 15:12
AdamTadeusz added a commit to AdamTadeusz/neo that referenced this pull request Mar 19, 2026
@AdamTadeusz AdamTadeusz mentioned this pull request Mar 19, 2026
AdamTadeusz added a commit that referenced this pull request Mar 19, 2026
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

Bullets with miniscule damage should not be flying around

3 participants