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Weapons made with some materials don't use the right damage type

Open PsyCommando opened this issue 2 years ago • 2 comments

Description of issue

Depending on the materials, some swords for instance, cause blunt damage instead of edge damage. Its because of some of the materials change that disable the sharp flag on swords based on hardness of the material its made of. The same issue also applies to the energy swords..

Steps to reproduce

Try to cut a human's head off with a katana or esword. (Both are considered to be made of steel and get their flags modified) Notice it gibs the head like a blunt weapon would do. Try the vibrokatana instead. Notice how its made of titanium and properly chop the head off?

Length of time in which bug has been known to occur

At least a month.

Client version, Server revision & Game ID

Issue bingo

  • [X] Issue could be reproduced at least once
  • [X] Issue could be reproduced by different players
  • [X] Issue could be reproduced in multiple rounds
  • [X] Issue happened in a recent (less than 7 days ago) round
  • [X] Couldn't find an existing issue about this

PsyCommando avatar Mar 30 '22 01:03 PsyCommando

For reference this is specifically handled by /obj/item/sword/update_force() and the basic material system has handling for edge/blunt damage as-is - might be worth merging the functions.

MistakeNot4892 avatar Apr 30 '22 13:04 MistakeNot4892

It shouldn't affect e-swords because they're not under /sword/ path, they're their own item /obj/item/energy_blade/sword Katanas are blunt because steel is not hard enough, going to bump that so it's above cast iron

comma avatar Feb 07 '23 04:02 comma

the esword has sharp and edge both set to false, which implies this is intended? it's a blunt weapon that's just very hot. i think #2953 fixed the actual issues with katanas though, so i'll close this. feel free to open a new one if it's still an issue

out-of-phaze avatar May 05 '24 07:05 out-of-phaze