fixes lasers ignoring shields of all types.

This commit is contained in:
Aquilar
2020-09-27 20:54:02 +08:00
parent 672e713d14
commit cf1d074e63
@@ -16,6 +16,11 @@ emp_act
var/can_reflect = check_reflect(def_zone)
if(!can_reflect)
return (..(P , def_zone)) //Bad luck
else if(can_reflect == 1)
P.reflect_back(src)
return -1 // complete projectile permutation
else
if(can_reflect == 2) //If target is holding a toy sword
var/list/safe_list = list(/obj/item/projectile/beam/lasertag, /obj/item/projectile/beam/practice)
@@ -24,9 +29,9 @@ emp_act
visible_message("<span class='danger'>The [P.name] gets reflected by [src]!</span>", \
"<span class='userdanger'>The [P.name] gets reflected by [src]!</span>")
P.reflect_back(src)
P.reflect_back(src)
return -1 // complete projectile permutation
return -1 // complete projectile permutation
//Shields
if(check_shields(P, P.damage, "the [P.name]", PROJECTILE_ATTACK, P.armour_penetration))