Kills obj/item/projectile in favour of obj/projectile (#46692)

* Kills obj/item/projectile in favour of obj/projectile

* Resolves conflicts properly

* fixes that one map

* it lives
This commit is contained in:
nemvar
2019-10-06 13:37:24 -04:00
committed by moo
parent 85d16cf11a
commit a148cae769
204 changed files with 1014 additions and 1013 deletions
+2 -2
View File
@@ -31,7 +31,7 @@
var/locked = FALSE
var/allow_switch_interact = TRUE
var/projectile_type = /obj/item/projectile/beam/emitter
var/projectile_type = /obj/projectile/beam/emitter
var/projectile_sound = 'sound/weapons/emitter.ogg'
var/datum/effect_system/spark_spread/sparks
@@ -204,7 +204,7 @@
fire_beam()
/obj/machinery/power/emitter/proc/fire_beam(mob/user)
var/obj/item/projectile/P = new projectile_type(get_turf(src))
var/obj/projectile/P = new projectile_type(get_turf(src))
playsound(get_turf(src), projectile_sound, 50, TRUE)
if(prob(35))
sparks.start()
@@ -159,7 +159,7 @@ field_generator power level display
else
..()
/obj/machinery/field/generator/bullet_act(obj/item/projectile/Proj)
/obj/machinery/field/generator/bullet_act(obj/projectile/Proj)
if(Proj.flag != "bullet")
power = min(power + Proj.damage, field_generator_max_power)
check_power_level()
@@ -112,7 +112,7 @@
return
/obj/singularity/bullet_act(obj/item/projectile/P)
/obj/singularity/bullet_act(obj/projectile/P)
qdel(P)
return BULLET_ACT_HIT //Will there be an impact? Who knows. Will we see it? No.