diff --git a/code/game/gamemodes/blob/blobs/shield.dm b/code/game/gamemodes/blob/blobs/shield.dm index 9a070c50fe9..18621afaea9 100644 --- a/code/game/gamemodes/blob/blobs/shield.dm +++ b/code/game/gamemodes/blob/blobs/shield.dm @@ -36,10 +36,7 @@ var/reflect_chance = 80 //80% chance to reflect /obj/structure/blob/shield/reflective/handle_ricochet(obj/item/projectile/P) - if(P.is_reflectable && prob(reflect_chance)) - if(P.legacy) // to prevent legacy projectile exploits - visible_message("[P] dispereses into energy from [src]!") - qdel(P) + if(P.is_reflectable && prob(reflect_chance) && !P.legacy) var/P_turf = get_turf(P) var/face_direction = get_dir(src, P_turf) var/face_angle = dir2angle(face_direction) @@ -51,6 +48,9 @@ P.firer = src //so people who fired the lasers are not immune to them when it reflects visible_message("[P] reflects off [src]!") return -1// complete projectile permutation + else if(P.is_reflectable && P.legacy) //to stop legacy projectile exploits + visible_message("[P] dispereses into energy from [src]!") + qdel(P) else playsound(src, P.hitsound, 50, 1) visible_message("[src] is hit by \a [P]!")