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https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 10:12:45 +00:00
Fixes issue #1971
Lasertag and practice beams won't explode tanks anymore.
This commit is contained in:
@@ -820,14 +820,14 @@ Auto Patrol: []"},
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projectile = /obj/item/projectile/energy/electrode
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else if(lasercolor == "b")
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if (src.emagged == 2)
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projectile = /obj/item/projectile/beam/omnitag
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projectile = /obj/item/projectile/beam/lastertag/omni
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else
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projectile = /obj/item/projectile/beam/bluetag
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projectile = /obj/item/projectile/beam/lastertag/blue
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else if(lasercolor == "r")
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if (src.emagged == 2)
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projectile = /obj/item/projectile/beam/omnitag
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projectile = /obj/item/projectile/beam/lastertag/omni
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else
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projectile = /obj/item/projectile/beam/redtag
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projectile = /obj/item/projectile/beam/lastertag/red
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if (!( istype(U, /turf) ))
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return
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@@ -1011,7 +1011,7 @@ Auto Patrol: []"},
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/obj/machinery/bot/ed209/bullet_act(var/obj/item/projectile/Proj)
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if((src.lasercolor == "b") && (src.disabled == 0))
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if(istype(Proj, /obj/item/projectile/beam/redtag))
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if(istype(Proj, /obj/item/projectile/beam/lastertag/red))
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src.disabled = 1
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del (Proj)
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sleep(100)
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@@ -1019,7 +1019,7 @@ Auto Patrol: []"},
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else
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..()
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else if((src.lasercolor == "r") && (src.disabled == 0))
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if(istype(Proj, /obj/item/projectile/beam/bluetag))
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if(istype(Proj, /obj/item/projectile/beam/lastertag/blue))
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src.disabled = 1
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del (Proj)
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sleep(100)
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@@ -76,8 +76,8 @@
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// All energy-based weapons are applicable
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switch(E.type)
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if(/obj/item/weapon/gun/energy/laser/bluetag)
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projectile = /obj/item/projectile/beam/bluetag
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eprojectile = /obj/item/projectile/beam/omnitag//This bolt will stun ERRYONE with a vest
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projectile = /obj/item/projectile/beam/lastertag/blue
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eprojectile = /obj/item/projectile/beam/lastertag/omni//This bolt will stun ERRYONE with a vest
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iconholder = null
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reqpower = 100
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lasercolor = "b"
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@@ -90,8 +90,8 @@
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shot_delay = 30
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if(/obj/item/weapon/gun/energy/laser/redtag)
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projectile = /obj/item/projectile/beam/redtag
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eprojectile = /obj/item/projectile/beam/omnitag
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projectile = /obj/item/projectile/beam/lastertag/red
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eprojectile = /obj/item/projectile/beam/lastertag/omni
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iconholder = null
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reqpower = 100
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lasercolor = "r"
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@@ -375,13 +375,13 @@ Status: []<BR>"},
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if (src.health <= 0)
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src.die() // the death process :(
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if((src.lasercolor == "b") && (src.disabled == 0))
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if(istype(Proj, /obj/item/projectile/beam/redtag))
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if(istype(Proj, /obj/item/projectile/beam/lastertag/red))
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src.disabled = 1
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del (Proj)
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sleep(100)
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src.disabled = 0
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if((src.lasercolor == "r") && (src.disabled == 0))
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if(istype(Proj, /obj/item/projectile/beam/bluetag))
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if(istype(Proj, /obj/item/projectile/beam/lastertag/blue))
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src.disabled = 1
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del (Proj)
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sleep(100)
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@@ -221,9 +221,9 @@
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if(4)
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A = new /obj/item/projectile/change( loc )
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if(5)
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A = new /obj/item/projectile/beam/bluetag( loc )
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A = new /obj/item/projectile/beam/lastertag/blue( loc )
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if(6)
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A = new /obj/item/projectile/beam/redtag( loc )
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A = new /obj/item/projectile/beam/lastertag/red( loc )
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A.original = target.loc
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use_power(500)
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else
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@@ -90,7 +90,7 @@ obj/item/weapon/gun/energy/laser/retro
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name = "laser tag gun"
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icon_state = "bluetag"
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desc = "Standard issue weapon of the Imperial Guard"
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projectile_type = "/obj/item/projectile/beam/bluetag"
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projectile_type = "/obj/item/projectile/beam/lastertag/blue"
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origin_tech = "combat=1;magnets=2"
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clumsy_check = 0
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var/charge_tick = 0
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@@ -127,7 +127,7 @@ obj/item/weapon/gun/energy/laser/retro
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name = "laser tag gun"
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icon_state = "redtag"
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desc = "Standard issue weapon of the Imperial Guard"
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projectile_type = "/obj/item/projectile/beam/redtag"
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projectile_type = "/obj/item/projectile/beam/lastertag/red"
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origin_tech = "combat=1;magnets=2"
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clumsy_check = 0
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var/charge_tick = 0
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@@ -111,7 +111,7 @@ var/list/beam_master = list()
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/obj/item/projectile/beam/bluetag
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/obj/item/projectile/beam/lastertag/blue
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name = "lasertag beam"
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icon_state = "bluelaser"
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pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
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@@ -126,7 +126,7 @@ var/list/beam_master = list()
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M.Weaken(5)
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return 1
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/obj/item/projectile/beam/redtag
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/obj/item/projectile/beam/lastertag/red
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name = "lasertag beam"
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icon_state = "laser"
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pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
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@@ -141,7 +141,7 @@ var/list/beam_master = list()
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M.Weaken(5)
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return 1
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/obj/item/projectile/beam/omnitag//A laser tag bolt that stuns EVERYONE
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/obj/item/projectile/beam/lastertag/omni//A laser tag bolt that stuns EVERYONE
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name = "lasertag beam"
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icon_state = "omnilaser"
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pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
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@@ -145,6 +145,7 @@
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bullet_act(var/obj/item/projectile/Proj)
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if(istype(Proj ,/obj/item/projectile/beam)||istype(Proj,/obj/item/projectile/bullet))
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if(!istype(Proj ,/obj/item/projectile/beam/lastertag) && !istype(Proj ,/obj/item/projectile/beam/practice) )
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explode()
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blob_act()
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@@ -153,8 +153,6 @@
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if(istype(P,/obj/item/projectile/beam)) src.Artifact_Activate()
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else if(istype(P,/obj/item/projectile/ion)) src.Artifact_Activate()
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else if(istype(P,/obj/item/projectile/energy)) src.Artifact_Activate()
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else if(istype(P,/obj/item/projectile/beam/bluetag)) src.Artifact_Activate()
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else if(istype(P,/obj/item/projectile/beam/redtag)) src.Artifact_Activate()
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if (my_effect.trigger == "heat")
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if(istype(P,/obj/item/projectile/temp)) src.Artifact_Activate()
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