Removes improper code, that would cause spell projectiles to be deleted pre-maturely as well as cast the spell effect all too often.
Also removes completely unused code.
This commit is contained in:
PsiOmegaDelta
2015-08-11 13:36:21 +02:00
parent 54162f1c7d
commit 3185005496
2 changed files with 10 additions and 19 deletions

View File

@@ -166,12 +166,12 @@
//roll to-hit
miss_modifier = max(15*(distance-2) - round(15*accuracy) + miss_modifier, 0)
var/hit_zone = get_zone_with_miss_chance(def_zone, target_mob, miss_modifier, ranged_attack=(distance > 1 || original != target_mob)) //if the projectile hits a target we weren't originally aiming at then retain the chance to miss
var/result = PROJECTILE_FORCE_MISS
if(hit_zone)
def_zone = hit_zone //set def_zone, so if the projectile ends up hitting someone else later (to be implemented), it is more likely to hit the same part
result = target_mob.bullet_act(src, def_zone)
if(result == PROJECTILE_FORCE_MISS)
visible_message("<span class='notice'>\The [src] misses [target_mob] narrowly!</span>")
return 0
@@ -303,6 +303,7 @@
if(loc == get_turf(original))
if(!(original in permutated))
if(Bump(original))
qdel(src)
return
if(first_step)
@@ -314,9 +315,6 @@
if(!hitscan)
sleep(step_delay) //add delay between movement iterations if it's not a hitscan weapon
/obj/item/projectile/proc/process_step(first_step = 0)
return
/obj/item/projectile/proc/before_move()
return