Fixes for projectiles bugs (#42463)

* Bandaid fixes for bugs with reflectors projectiles and plasma cutters

* * Fixed bouncing piercing projectiles on qdel
* Fixed projectiles reflection not working
* Fixed heavy beam pulses not penetrating
* Changed numerous projectiles procs to use the new BULLET_ACT_* format

* Final conversions to new BULLET_ACT_* format
This commit is contained in:
Menshin
2019-01-23 09:00:11 +01:00
committed by oranges
parent b1b7eb4eab
commit 9dabcbbb04
22 changed files with 58 additions and 56 deletions
@@ -76,7 +76,7 @@
new_angle_s -= 360
P.setAngle(new_angle_s)
return -1 // complete projectile permutation
return BULLET_ACT_FORCE_PIERCE // complete projectile permutation
if(check_shields(P, P.damage, "the [P.name]", PROJECTILE_ATTACK, P.armour_penetration))
P.on_hit(src, 100, def_zone)
@@ -360,8 +360,8 @@
playsound(H, 'sound/effects/shovel_dig.ogg', 70, 1)
H.visible_message("<span class='danger'>The [P.name] sinks harmlessly in [H]'s sandy body!</span>", \
"<span class='userdanger'>The [P.name] sinks harmlessly in [H]'s sandy body!</span>")
return 2
return 0
return BULLET_ACT_BLOCK
return BULLET_ACT_HIT
//Reflects lasers and resistant to burn damage, but very vulnerable to brute damage. Shatters on death.
/datum/species/golem/glass
@@ -397,8 +397,8 @@
var/turf/target = get_turf(P.starting)
// redirect the projectile
P.preparePixelProjectile(locate(CLAMP(target.x + new_x, 1, world.maxx), CLAMP(target.y + new_y, 1, world.maxy), H.z), H)
return -1
return 0
return BULLET_ACT_FORCE_PIERCE
return BULLET_ACT_HIT
//Teleports when hit or when it wants to
/datum/species/golem/bluespace
@@ -823,10 +823,10 @@
/datum/species/golem/bronze/bullet_act(obj/item/projectile/P, mob/living/carbon/human/H)
if(!(world.time > last_gong_time + gong_cooldown))
return 0
return BULLET_ACT_HIT
if(P.flag == "bullet" || P.flag == "bomb")
gong(H)
return 0
return BULLET_ACT_HIT
/datum/species/golem/bronze/spec_hitby(atom/movable/AM, mob/living/carbon/human/H)
..()
@@ -64,8 +64,8 @@
if(light_amount < SHADOW_SPECIES_LIGHT_THRESHOLD)
H.visible_message("<span class='danger'>[H] dances in the shadows, evading [P]!</span>")
playsound(T, "bullet_miss", 75, 1)
return -1
return 0
return BULLET_ACT_FORCE_PIERCE
return BULLET_ACT_HIT
/datum/species/shadow/nightmare/check_roundstart_eligible()
return FALSE
+2 -2
View File
@@ -123,7 +123,7 @@
/mob/living/proc/apply_effects(stun = 0, knockdown = 0, unconscious = 0, irradiate = 0, slur = 0, stutter = 0, eyeblur = 0, drowsy = 0, blocked = FALSE, stamina = 0, jitter = 0, paralyze = 0, immobilize = 0)
if(blocked >= 100)
return 0
return BULLET_ACT_BLOCK
if(stun)
apply_effect(stun, EFFECT_STUN, blocked)
if(knockdown)
@@ -148,7 +148,7 @@
apply_damage(stamina, STAMINA, null, blocked)
if(jitter)
apply_effect(jitter, EFFECT_JITTER, blocked)
return 1
return BULLET_ACT_HIT
/mob/living/proc/getBruteLoss()
+1 -1
View File
@@ -40,7 +40,7 @@
return FALSE
/mob/living/proc/on_hit(obj/item/projectile/P)
return
return BULLET_ACT_HIT
/mob/living/bullet_act(obj/item/projectile/P, def_zone)
var/armor = run_armor_check(def_zone, P.flag, "","",P.armour_penetration)
@@ -171,7 +171,7 @@
new_angle_s -= 360
P.setAngle(new_angle_s)
return -1 // complete projectile permutation
return BULLET_ACT_FORCE_PIERCE // complete projectile permutation
return ..()