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>
This commit is contained in:
Qwertytoforty
2025-02-22 12:47:38 -05:00
committed by GitHub
parent 38642d5888
commit 3f60bb37e7
2 changed files with 6 additions and 2 deletions
+4
View File
@@ -27,6 +27,10 @@
return ..()
/datum/component/swarming/proc/join_swarm(datum/source, atom/movable/arrived, atom/old_loc, list/atom/old_locs)
if(isliving(arrived))
var/mob/living/our_mob = arrived
if(our_mob.stat == DEAD)
return
var/datum/component/swarming/other_swarm = arrived.GetComponent(/datum/component/swarming)
if(!other_swarm)
return
@@ -124,13 +124,13 @@
// We do not want mobs moving through space carp, we as such we block it if the mob is not dense
/mob/living/simple_animal/hostile/carp/CanPass(atom/movable/mover, border_dir)
if(isliving(mover) && !istype(mover, /mob/living/simple_animal/hostile/carp) && mover.density == TRUE)
if(isliving(mover) && !istype(mover, /mob/living/simple_animal/hostile/carp) && mover.density == TRUE && stat != DEAD)
return FALSE
return ..()
// Since it's not dense we let it always hit
/mob/living/simple_animal/hostile/carp/projectile_hit_check(obj/item/projectile/P)
return FALSE
return stat == DEAD
/mob/living/simple_animal/hostile/carp/holocarp
icon_state = "holocarp"