mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 18:22:39 +00:00
[MIRROR] Dephasing vars (#11800)
Co-authored-by: Cameron Lennox <killer65311@gmail.com>
This commit is contained in:
committed by
GitHub
parent
2c07a1208b
commit
904a9b824a
@@ -102,6 +102,15 @@
|
||||
phase_out(T, SK)
|
||||
|
||||
/mob/living/proc/phase_in(var/turf/T, var/datum/component/shadekin/SK)
|
||||
//In case we're not passed args, do it ourself.
|
||||
if(!T)
|
||||
T = get_turf(src)
|
||||
if(!T)
|
||||
return
|
||||
if(!SK)
|
||||
SK = get_shadekin_component()
|
||||
if(!SK)
|
||||
return
|
||||
if(SK.in_phase)
|
||||
|
||||
// pre-change
|
||||
|
||||
@@ -144,6 +144,11 @@
|
||||
var/hud_state = "unknown" // What HUD state we use when we have ammunition.
|
||||
var/hud_state_empty = "unknown" // The empty state. DON'T USE _FLASH IN THE NAME OF THE EMPTY STATE STRING, THAT IS ADDED BY THE CODE.
|
||||
|
||||
///If the rounds dephase or not
|
||||
var/dephasing = FALSE
|
||||
///If the rounds hit phased entities or not.
|
||||
var/hits_phased = FALSE
|
||||
|
||||
var/obj/item/ammo_casing/my_case = null
|
||||
|
||||
var/crawl_destroy = FALSE //chompADD: Making bullet hell lite mobs, need something to add to their projectiles to destroy laying folks
|
||||
@@ -244,13 +249,15 @@
|
||||
Range()
|
||||
|
||||
/obj/item/projectile/Crossed(atom/movable/AM) //A mob moving on a tile with a projectile is hit by it.
|
||||
if(AM.is_incorporeal())
|
||||
if(AM.is_incorporeal() && !hits_phased)
|
||||
return
|
||||
..()
|
||||
if(isliving(AM) && !(pass_flags & PASSMOB))
|
||||
var/mob/living/L = AM
|
||||
if(can_hit_target(L, permutated, (AM == original)))
|
||||
Bump(AM)
|
||||
if(dephasing)
|
||||
L.phase_in() //If the mob is phased, dephase them. If they're not phased, this does nothing.
|
||||
|
||||
/obj/item/projectile/proc/process_homing() //may need speeding up in the future performance wise.
|
||||
if(!homing_target)
|
||||
@@ -558,6 +565,8 @@
|
||||
if(crawl_destroy == TRUE) //chompADD
|
||||
return TRUE
|
||||
if(!L.density)
|
||||
var/datum/component/shadekin/SK = L.GetComponent(/datum/component/shadekin)
|
||||
if(!SK || (SK.in_phase && !hits_phased)) //We don't have the phasing component, or we do but we're currently phased and the bullet can't hit phased things...This is needed for simple mobs.
|
||||
return FALSE
|
||||
return TRUE
|
||||
|
||||
@@ -690,7 +699,7 @@
|
||||
if(!istype(target_mob))
|
||||
return
|
||||
|
||||
if(target_mob.is_incorporeal())
|
||||
if(target_mob.is_incorporeal() && !hits_phased)
|
||||
return
|
||||
|
||||
if(target_mob in impacted_mobs)
|
||||
@@ -747,6 +756,10 @@
|
||||
if(istype(firer, /mob) && istype(target_mob))
|
||||
add_attack_logs(firer,target_mob,"Shot with \a [src.type] projectile") //CHOMPEdit
|
||||
|
||||
if(dephasing)
|
||||
target_mob.phase_in() //If the mob is phased, dephase them. If they're not phased, this does nothing.
|
||||
|
||||
|
||||
//sometimes bullet_act() will want the projectile to continue flying
|
||||
if (result == PROJECTILE_CONTINUE)
|
||||
return FALSE
|
||||
|
||||
Reference in New Issue
Block a user