mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-31 07:57:47 +01:00
Merge pull request #7730 from Fox-McCloud/projectile-reflect
Projectile Reflection Refactor
This commit is contained in:
@@ -10,7 +10,7 @@ emp_act
|
||||
|
||||
/mob/living/carbon/human/bullet_act(obj/item/projectile/P, def_zone)
|
||||
|
||||
if(istype(P, /obj/item/projectile/energy) || istype(P, /obj/item/projectile/beam))
|
||||
if(P.is_reflectable)
|
||||
if(check_reflect(def_zone)) // Checks if you've passed a reflection% check
|
||||
visible_message("<span class='danger'>The [P.name] gets reflected by [src]!</span>", \
|
||||
"<span class='userdanger'>The [P.name] gets reflected by [src]!</span>")
|
||||
|
||||
@@ -37,6 +37,7 @@
|
||||
var/flag = "bullet" //Defines what armor to use when it hits things. Must be set to bullet, laser, energy,or bomb //Cael - bio and rad are also valid
|
||||
var/projectile_type = "/obj/item/projectile"
|
||||
var/range = 50 //This will de-increment every step. When 0, it will delete the projectile.
|
||||
var/is_reflectable = FALSE // Can it be reflected or not?
|
||||
//Effects
|
||||
var/stun = 0
|
||||
var/weaken = 0
|
||||
|
||||
@@ -8,6 +8,7 @@
|
||||
hitsound_wall = 'sound/weapons/effects/searwall.ogg'
|
||||
flag = "laser"
|
||||
eyeblur = 2
|
||||
is_reflectable = TRUE
|
||||
|
||||
/obj/item/projectile/beam/laser
|
||||
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
damage = 0
|
||||
damage_type = BURN
|
||||
flag = "energy"
|
||||
is_reflectable = TRUE
|
||||
|
||||
/obj/item/projectile/energy/electrode
|
||||
name = "electrode"
|
||||
|
||||
Reference in New Issue
Block a user