float g = accuracy_isgooddamage(self, hit);
Damage(hit, self, self, damage * solid_penetration_left, dtype, start, force * dir * solid_penetration_left);
// calculate hits for ballistic weapons
float g = accuracy_isgooddamage(self, hit);
Damage(hit, self, self, damage * solid_penetration_left, dtype, start, force * dir * solid_penetration_left);
// calculate hits for ballistic weapons