From 39343ba0711b080fbceb8dadfb5124909c15f803 Mon Sep 17 00:00:00 2001 From: Majkl-J <49160555+Majkl-J@users.noreply.github.com> Date: Sun, 26 Jan 2025 09:37:46 -0800 Subject: [PATCH] quick and dirty projectile changes --- modular_skyrat/master_files/code/datums/components/crusher.dm | 2 +- .../code/modules/mob/living/simple_animal/friendly/dogs.dm | 2 +- modular_skyrat/modules/tableflip/code/flipped_table.dm | 2 +- .../modules/xenos_skyrat_redo/code/xeno_types/sentinel.dm | 2 +- .../antagonists/bloodsucker/powers/tremere/thaumaturgy.dm | 4 ++-- 5 files changed, 6 insertions(+), 6 deletions(-) diff --git a/modular_skyrat/master_files/code/datums/components/crusher.dm b/modular_skyrat/master_files/code/datums/components/crusher.dm index 4819adf91d7..4a23f95a6ea 100644 --- a/modular_skyrat/master_files/code/datums/components/crusher.dm +++ b/modular_skyrat/master_files/code/datums/components/crusher.dm @@ -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 diff --git a/modular_skyrat/master_files/code/modules/mob/living/simple_animal/friendly/dogs.dm b/modular_skyrat/master_files/code/modules/mob/living/simple_animal/friendly/dogs.dm index 1001513b695..45a1a2bd6f1 100644 --- a/modular_skyrat/master_files/code/modules/mob/living/simple_animal/friendly/dogs.dm +++ b/modular_skyrat/master_files/code/modules/mob/living/simple_animal/friendly/dogs.dm @@ -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() diff --git a/modular_skyrat/modules/tableflip/code/flipped_table.dm b/modular_skyrat/modules/tableflip/code/flipped_table.dm index 1b4bee131bc..a4994f49b12 100644 --- a/modular_skyrat/modules/tableflip/code/flipped_table.dm +++ b/modular_skyrat/modules/tableflip/code/flipped_table.dm @@ -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) diff --git a/modular_skyrat/modules/xenos_skyrat_redo/code/xeno_types/sentinel.dm b/modular_skyrat/modules/xenos_skyrat_redo/code/xeno_types/sentinel.dm index beacd313c25..48ed9ea23d1 100644 --- a/modular_skyrat/modules/xenos_skyrat_redo/code/xeno_types/sentinel.dm +++ b/modular_skyrat/modules/xenos_skyrat_redo/code/xeno_types/sentinel.dm @@ -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) diff --git a/modular_zubbers/code/modules/antagonists/bloodsucker/powers/tremere/thaumaturgy.dm b/modular_zubbers/code/modules/antagonists/bloodsucker/powers/tremere/thaumaturgy.dm index a89993401fe..271b2a6b54b 100644 --- a/modular_zubbers/code/modules/antagonists/bloodsucker/powers/tremere/thaumaturgy.dm +++ b/modular_zubbers/code/modules/antagonists/bloodsucker/powers/tremere/thaumaturgy.dm @@ -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