fixes
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@@ -168,7 +168,7 @@
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* If we hit a valid target (carbon or closed turf), we create the shrapnel_type object and immediately call tryEmbed() on it, targeting what we impacted. That will lead
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* it to call tryForceEmbed() on its own embed element (it's out of our hands here, our projectile is done), where it will run through all the checks it needs to.
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*/
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/datum/element/embed/proc/checkEmbedProjectile(obj/projectile/P, atom/movable/firer, atom/hit, angle, hit_zone)
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/datum/element/embed/proc/checkEmbedProjectile(obj/item/projectile/P, atom/movable/firer, atom/hit, angle, hit_zone)
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if(!iscarbon(hit) && !isclosedturf(hit))
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Detach(P)
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return // we don't care
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@@ -207,7 +207,7 @@
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else
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return ..()
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/obj/item/grenade/c4/prime(mob/living/lanced_by)
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/obj/item/grenade/plastic/c4/prime(mob/living/lanced_by)
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if(QDELETED(src))
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return
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. = ..()
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