I'm not sure if a penetration mutator for shells would have any sense, especially for HE shells.
Those explode and should destroy the things it hits like houses, cabins etc. it should not penetrate walls and detonate afterwards.
we just deflect it to represent a failed penetration.
I wouldn't even kow what a "hitpointtrace" function even is I'll ask the "code department" - but we're on kind of a crunch time (again)!So, with you being here again Wilsonam ... any insights on the HitPointTrace function maybe?
Or can someone from TWI simply send me the needed C++ code snippet so that I can take a look at why it doesn't work if the projectile is already placed within the collision hull? Would be appreciated to get such an info, thx.