Fixes rocket launcher

The launcher type guns use throw_at instead of the fancy bullet projectile features, so the fancy bullet projectile mechanics were unable to make things go boom by having several dead-end returns happen before the projectiles could even reach the on_hit, which already bonks into a return in the ..()'d parent proc anyway.
This commit is contained in:
Verkister
2021-11-11 21:58:05 +02:00
committed by GitHub
parent 0051b29ead
commit 53c39bd1ad

View File

@@ -8,22 +8,20 @@
damage = 30 //Meaty whack. *Chuckles*
does_spin = 0
/obj/item/projectile/bullet/srmrocket/on_hit(atom/target, blocked=0)
..()
/obj/item/projectile/bullet/srmrocket/throw_impact(atom/target, var/speed)
if(!isliving(target)) //if the target isn't alive, so is a wall or something
explosion(target, 0, 1, 2, 4)
else
explosion(target, 0, 0, 2, 4)
return 1
qdel(src)
/obj/item/projectile/bullet/srmrocket/weak //Used in the jury rigged one.
damage = 10
/obj/item/projectile/bullet/srmrocket/weak/on_hit(atom/target, blocked=0)
..()
/obj/item/projectile/bullet/srmrocket/weak/throw_impact(atom/target, var/speed)
explosion(target, 0, 0, 2, 4)//No need to have a question.
return 1
qdel(src)
/*Old vars here for reference.
var/devastation = 0