More funshit
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@@ -469,22 +469,7 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
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usr.FlushCurrentAction()
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return TRUE //returning TRUE as a "is this overridden?" flag
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if(isrevenant(usr))
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var/mob/living/simple_animal/revenant/spooker = usr
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if(!anchored && !spooker.telekinesis_cooldown)
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spooker.change_essence_amount(-5, FALSE, "telekinesis")
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spooker.stun(10)
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spooker.reveal(30)
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spooker.telekinesis_cooldown = TRUE
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float(TRUE, 1)
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sleep(10)
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safe_throw_at(over, 10, 2)
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ADD_TRAIT(src, TRAIT_SPOOKY_THROW)
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DoRevenantThrowEffects(over)
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log_combat(usr, over, "spooky telekinesised at", src)
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var/obj/effect/temp_visual/telekinesis/T = new(get_turf(src))
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T.color = purple
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addtimer(CALLBACK(src, /atom/movable.proc/float, FALSE), 2)
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addtimer(CALLBACK(spooker, /mob/living/simple_animal/revenant.proc/telekinesis_cooldown_end), 50)
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if(RevenantThrow(over, usr, src))
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return
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if(!Adjacent(usr) || !over.Adjacent(usr))
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@@ -493,12 +478,6 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
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over.MouseDrop_T(src,usr)
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return
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//Use this for effects you want to happen when a revenant throws itself, check the TRAIT_SPOOKY_THROW if you want to know if its still being thrown
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/obj/item/proc/DoRevenantThrowEffects(atom/target)
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var/datum/component/storage/STR = GetComponent(/datum/component/storage)
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if(STR)
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// called after an item is placed in an equipment slot
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// user is mob that equipped it
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// slot uses the slot_X defines found in setup.dm
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