Fix armor piercing ignoring status effect health multiplier (#8387)

* Make rawDamage protected

* pierceArmor ignores status effect health multiplier

* This is no longer the case
This commit is contained in:
MEEPofFaith 2023-03-25 10:47:53 -07:00 committed by GitHub
parent ee47d8a20a
commit aec3e178f5
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GPG key ID: 4AEE18F83AFDEB23
2 changed files with 3 additions and 3 deletions

View file

@ -143,7 +143,7 @@ public class BulletType extends Content implements Cloneable{
public boolean fragOnHit = true;
/** If false, this bullet will not create fraags when absorbed by a shield. */
public boolean fragOnAbsorb = true;
/** If true, unit armor is ignored in damage calculations. Ignored for building armor. */
/** If true, unit armor is ignored in damage calculations. */
public boolean pierceArmor = false;
/** Whether status and despawnHit should automatically be set. */
public boolean setDefaults = true;

View file

@ -34,14 +34,14 @@ abstract class ShieldComp implements Healthc, Posc{
public void damagePierce(float amount, boolean withEffect){
float pre = hitTime;
rawDamage(amount);
rawDamage(amount / healthMultiplier);
if(!withEffect){
hitTime = pre;
}
}
private void rawDamage(float amount){
protected void rawDamage(float amount){
boolean hadShields = shield > 0.0001f;
if(hadShields){