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Fix odd-looking hull impacts spawning when the shield is hit#6855

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wookieejedi merged 1 commit into
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Kestrellius:fix-shield-hull-impact
Jul 23, 2025
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Fix odd-looking hull impacts spawning when the shield is hit#6855
wookieejedi merged 1 commit into
scp-fs2open:masterfrom
Kestrellius:fix-shield-hull-impact

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If a ship's shield is hit with more than enough damage to deplete it completely, the remaining damage will be sent to the hull. This triggers hull conditional impacts, which then proceed to spawn at the location of the shield impact and potentially look very strange, if they were designed specifically for hull impacts. Previously, this would have been very rare, because the 10% shield skip percentage meant that a shot hitting the shield and doing overkill damage would have been difficult. However, setting the skip percentage to 0 via #6847, as FotG has recently done, reveals the issue dramatically, as shields on certain ships begin regenerating immediately after depletion and therefore most hits are against shields with very little health.

To fix this, we simply make sure not to pass in conditional impact data for hull or subsystems if we know the hit is a shield hit.

@wookieejedi wookieejedi added the fix A fix for bugs, not-a-bugs, and/or regressions. label Jul 23, 2025
@wookieejedi wookieejedi merged commit 365d9c5 into scp-fs2open:master Jul 23, 2025
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@Kestrellius Kestrellius deleted the fix-shield-hull-impact branch July 23, 2025 17:15
Kestrellius added a commit to Kestrellius/fs2open.github.com that referenced this pull request Jul 26, 2025
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3 participants