[MIRROR] Move the curse hand's visual effects out of Destroy (and possibly fix the sporadic unit test failure) (#3714)

* Move the curse hand's visual effects out of Destroy (and possibly fix the sporadic unit test failure)

* Update curse.dm

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: KathrinBailey <53862927+KathrinBailey@users.noreply.github.com>
This commit is contained in:
SkyratBot
2021-02-28 14:36:38 +00:00
committed by GitHub
co-authored by Mothblocks KathrinBailey
parent 28b9239271
commit 3a1315edb7
@@ -33,7 +33,8 @@
/obj/projectile/curse_hand/prehit_pierce(atom/target)
return (target == original)? PROJECTILE_PIERCE_NONE : PROJECTILE_PIERCE_PHASE
/obj/projectile/curse_hand/Destroy()
/// The visual effect for the hand disappearing
/obj/projectile/curse_hand/proc/finale()
if(arm)
QDEL_NULL(arm)
if((movement_type & PHASING))
@@ -46,5 +47,20 @@
new /obj/effect/temp_visual/dir_setting/curse/grasp_portal/fading(starting, dir)
var/datum/beam/D = starting.Beam(T, icon_state = "curse[handedness]", time = 32, beam_type=/obj/effect/ebeam/curse_arm)
animate(D.visuals, alpha = 0, time = 32)
/obj/projectile/curse_hand/on_range()
finale()
return ..()
/obj/projectile/curse_hand/on_hit(atom/target, blocked, pierce_hit)
. = ..()
if (. == BULLET_ACT_HIT)
finale()
/obj/projectile/curse_hand/hel //Used in helbital's impure reagent
name = "Hel's grasp"
damage = 5
paralyze = 0 //Lets not stun people!
speed = 1
range = 20
color = "#ff7e7e"//Tint it slightly