More projectiles now ignite things

This commit is contained in:
Anewbe
2018-03-11 15:47:48 -05:00
parent edab848f2f
commit 09effef4f9
8 changed files with 48 additions and 0 deletions
+8
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@@ -49,6 +49,7 @@
//Effects
var/incendiary = 0 //1 for ignite on hit, 2 for trail of fire. 3 maybe later for burst of fire around the impact point. - Mech
var/flammability = 0 //Amount of fire stacks to add for the above.
var/combustion = TRUE //Does this set off flammable objects on fire/hit?
var/stun = 0
var/weaken = 0
var/paralyze = 0
@@ -90,6 +91,10 @@
//called when the projectile stops flying because it collided with something
/obj/item/projectile/proc/on_impact(var/atom/A)
impact_effect(effect_transform) // generate impact effect
if(damage && damage_type == BURN)
var/turf/T = get_turf(A)
if(T)
T.hotspot_expose(700, 5)
return
//Checks if the projectile is eligible for embedding. Not that it necessarily will.
@@ -132,6 +137,9 @@
if (!istype(targloc) || !istype(curloc))
return 1
if(combustion)
curloc.hotspot_expose(700, 5)
if(targloc == curloc) //Shooting something in the same turf
target.bullet_act(src, target_zone)
on_impact(target)