[MIRROR] Fixes oversight with "tactical combat spinning" and flashes (#897)

* Fixes oversight with "tactical combat spinning" and flashes (#53823)

Using the spin emote can no longer let you RNG your way out of new flash mechanics.

Mobs have a new flag that is set to when they start spinning and unset when they stop.

Flashes now use this new flag when calcing deviation.

Tactical combat spinning using the spin emote now results in a full deviation flash when it may previously have resulted in a failure or half-deviation flash.

Emotes should either not influence combat at all (spin on floor when both players share the same loc, this was already handled by same-loc code), or negatively influence combat for the emote user (spin in all other circumtances, which is what this PR addresses).

* Fixes oversight with "tactical combat spinning" and flashes

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
This commit is contained in:
SkyratBot
2020-09-20 17:32:35 +02:00
committed by GitHub
co-authored by Timberpoes
parent 33ba67cfea
commit 512d21d7af
3 changed files with 11 additions and 1 deletions
+3
View File
@@ -601,6 +601,8 @@
var/D = dir
if((spintime < 1)||(speed < 1)||!spintime||!speed)
return
flags_1 |= IS_SPINNING_1
while(spintime >= speed)
sleep(speed)
switch(D)
@@ -614,6 +616,7 @@
D = NORTH
setDir(D)
spintime -= speed
flags_1 &= ~IS_SPINNING_1
///Update the pulling hud icon
/mob/proc/update_pull_hud_icon()