quick and dirty projectile changes

This commit is contained in:
Majkl-J
2025-02-20 00:08:47 -08:00
parent fda12d30ba
commit 39343ba071
5 changed files with 6 additions and 6 deletions
@@ -200,7 +200,7 @@
for(var/obj/item/crusher_trophy/attached_trophy as anything in stored_trophies)
attached_trophy.on_projectile_fire(destabilizer, user)
destabilizer.preparePixelProjectile(target, user, modifiers)
destabilizer.aim_projectile(target, user, modifiers)
destabilizer.hammer_synced = src
destabilizer.firer = user
@@ -212,7 +212,7 @@
fire_sound = 'sound/items/weapons/taser.ogg'
playsound(loc, fire_sound, vol = 75, vary = TRUE)
fired_projectile.preparePixelProjectile(target, source_turf)
fired_projectile.aim_projectile(target, source_turf)
fired_projectile.firer = src
fired_projectile.fired_from = src
fired_projectile.fire()
@@ -26,7 +26,7 @@
if(istype(mover, /obj/projectile))
var/obj/projectile/projectile = mover
//Lets through bullets shot from behind the cover of the table
if(projectile.trajectory && angle2dir_cardinal(projectile.trajectory.angle) == dir)
if(projectile.movement_vector && angle2dir_cardinal(projectile.movement_vector.angle) == dir)
return TRUE
return FALSE
if(border_dir == dir)
@@ -85,7 +85,7 @@
if(acid_projectile)
var/obj/projectile/spit_projectile = new acid_projectile(caller.loc)
spit_projectile.preparePixelProjectile(target, caller, modifiers)
spit_projectile.aim_projectile(target, caller, modifiers)
spit_projectile.firer = caller
spit_projectile.fire()
playsound(caller, spit_sound, 100, TRUE, 5, 0.9)
@@ -188,7 +188,7 @@
magic_9ball.power_ref = WEAKREF(src)
magic_9ball.damage = get_blood_bolt_damage()
magic_9ball.def_zone = ran_zone(user.zone_selected, min(level_current * 10, 90))
magic_9ball.preparePixelProjectile(target, user)
magic_9ball.aim_projectile(target, user)
// autotarget if we aim at a turf
if(isturf(target))
var/list/targets = list()
@@ -220,7 +220,7 @@
wound_bonus = 20
armour_penetration = 30
speed = 1
pixel_speed_multiplier = 0.6
speed = 0.6
impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser
range = 30
armor_flag = LASER