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Vending machines can be shot over when tipped, and shot to be tipped over #15273
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add return to on_reagent_transfer() Co-authored-by: ZeWaka <zewakagamer@gmail.com>
?. appears to be functionally equivalent? That's cool Co-authored-by: ZeWaka <zewakagamer@gmail.com>
OK whoops different approach now after conversation in imcoder |
Outside of the name of this PR, but I think there's some other things that need adjusting too. Namely: Things I think should be shootable overKitchenHelper Things I think should be destroyable via shootingConsoles (Gene, QM, etc.) I got these objects by running around as a machine gunner on Atlas and shooting everything in sight. Foolproof. |
[Game-Objects] [Balance]
About the PR
Vending machines can be tipped over when shot with a probability equal to bullet power (60% for pred revolver, for example)
Why's this needed?
Nuke Ops can't really work around vending machines as they can't be reasonably expected to deconstruct them, so this solves that issue. Also, just makes sense
Changelog