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Dead carp no longer block lasers / interact weirdly (#28487)
* fucking carp * dead carp don't swarm * Apply suggestions from code review Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> Signed-off-by: Qwertytoforty <52090703+Qwertytoforty@users.noreply.github.com> --------- Signed-off-by: Qwertytoforty <52090703+Qwertytoforty@users.noreply.github.com> Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
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@@ -27,6 +27,10 @@
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return ..()
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/datum/component/swarming/proc/join_swarm(datum/source, atom/movable/arrived, atom/old_loc, list/atom/old_locs)
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if(isliving(arrived))
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var/mob/living/our_mob = arrived
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if(our_mob.stat == DEAD)
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return
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var/datum/component/swarming/other_swarm = arrived.GetComponent(/datum/component/swarming)
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if(!other_swarm)
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return
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@@ -124,13 +124,13 @@
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// We do not want mobs moving through space carp, we as such we block it if the mob is not dense
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/mob/living/simple_animal/hostile/carp/CanPass(atom/movable/mover, border_dir)
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if(isliving(mover) && !istype(mover, /mob/living/simple_animal/hostile/carp) && mover.density == TRUE)
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if(isliving(mover) && !istype(mover, /mob/living/simple_animal/hostile/carp) && mover.density == TRUE && stat != DEAD)
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return FALSE
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return ..()
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// Since it's not dense we let it always hit
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/mob/living/simple_animal/hostile/carp/projectile_hit_check(obj/item/projectile/P)
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return FALSE
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return stat == DEAD
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/mob/living/simple_animal/hostile/carp/holocarp
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icon_state = "holocarp"
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