Add blunt damage if the bullet has enough energy. Currently, if a bullet cannot penetrate armor, then 0 damage will be dealt, regardless of the bullet's power.
Description
Description
Details
Details
- Severity
- Feature
- Resolution
- Open
- Reproducibility
- N/A
- Operating System
- Windows 11 x64
- Category
- General
Additional Information
From a modding perspective, I think this should look like an "AbsorbDamage" parameter for each bulletproof item that shows how much damage the armor absorbs. And the final damage equation looks like this:
PenetratedDamage = Math.Max(DamageValue - ProtectionValue, 0); NonPenetratedDamage = DamageValue - PenetratedDamage; Damage = Math.Max(NonPenetratedDamage - AbsorbDamage, 0) + PenetratedDamage;