@@ -259,7 +259,7 @@ function SharedBehaviors.Patrol(AI, Owner, Abort)
259259
260260 if Dist :MagnitudeIsGreaterThan (20 ) then
261261 Owner :ClearAIWaypoints ();
262- Owner :AddAISceneWaypoint (Free );
262+ Owner :AddAISceneWaypoint (Free );
263263 Owner :UpdateMovePath ();
264264
265265 -- wait until movepath is updated
@@ -434,7 +434,7 @@ function SharedBehaviors.GoToWpt(AI, Owner, Abort)
434434 local obstacleState = Actor .PROCEEDING ;
435435 local Obst = {R_LOW = 1 , R_FRONT = 2 , R_HIGH = 3 , R_UP = 5 , L_UP = 6 , L_HIGH = 8 , L_FRONT = 9 , L_LOW = 10 };
436436 local Facings = {{aim = 0 , facing = 0 }, {aim = 1.4 , facing = 1.4 }, {aim = 1.4 , facing = math.pi - 1.4 }, {aim = 0 , facing = math.pi }};
437-
437+
438438 local NeedsNewPath , Waypoint , HasMovePath , Dist , CurrDist ;
439439 NeedsNewPath = true ;
440440
@@ -518,7 +518,7 @@ function SharedBehaviors.GoToWpt(AI, Owner, Abort)
518518 end
519519
520520 AverageVel = SharedBehaviors .UpdateAverageVel (Owner , AverageVel );
521-
521+
522522 local stuckThreshold = 2.5 ; -- pixels per second of movement we need to be considered not stuck
523523
524524 -- Cap AverageVel, so if we have a spike in velocity it doesn't take too long to come back down
@@ -1089,7 +1089,7 @@ function SharedBehaviors.GetProjectileData(Owner)
10891089 PrjDat .vqu = PrjDat .vsq ^ 2 ; -- muzzle velocity quad
10901090 PrjDat .drg = 1 - Projectile .AirResistance * TimerMan .DeltaTimeSecs ; -- AirResistance is stored as the ini-value times 60
10911091 PrjDat .thr = math.min (Projectile .AirThreshold , PrjDat .vel );
1092- PrjDat .pen = ( Projectile . Mass * Projectile . Sharpness * PrjDat . vel ) * PrjDat .drg ;
1092+ PrjDat .pen = Weapon : GetAIPenetration ( ) * PrjDat .drg ;
10931093
10941094 PrjDat .blast = Weapon :GetAIBlastRadius ();
10951095 if PrjDat .blast > 0 or Weapon :IsInGroup (" Weapons - Explosive" ) then
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