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Merge remote-tracking branch 'upstream/dev-freeze' into dev
Conflicts: code/game/gamemodes/cult/runes.dm code/game/objects/items/weapons/implants/implantcase.dm code/game/objects/items/weapons/melee/energy.dm code/modules/mob/living/carbon/human/emote.dm code/modules/mob/living/carbon/human/human.dm code/modules/mob/living/carbon/human/human_attackhand.dm code/modules/mob/living/silicon/robot/drone/drone.dm code/modules/mob/living/silicon/robot/emote.dm code/modules/mob/living/silicon/robot/robot.dm code/modules/nano/modules/crew_monitor.dm code/modules/organs/organ_internal.dm
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@@ -166,12 +166,12 @@
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//roll to-hit
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miss_modifier = max(15*(distance-2) - round(15*accuracy) + miss_modifier, 0)
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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
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var/result = PROJECTILE_FORCE_MISS
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if(hit_zone)
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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
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result = target_mob.bullet_act(src, def_zone)
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if(result == PROJECTILE_FORCE_MISS)
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visible_message("<span class='notice'>\The [src] misses [target_mob] narrowly!</span>")
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return 0
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@@ -314,9 +314,6 @@
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if(!hitscan)
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sleep(step_delay) //add delay between movement iterations if it's not a hitscan weapon
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/obj/item/projectile/proc/process_step(first_step = 0)
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return
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/obj/item/projectile/proc/before_move()
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return
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