[MIRROR] Rename Bump to Collide (#2002)

* Rename Bump to Collide

* Delete bubblegum.dm.rej

* Update bubblegum.dm
This commit is contained in:
CitadelStationBot
2017-07-14 23:35:56 -05:00
committed by kevinz000
parent 80d06fe843
commit 2d3905457e
37 changed files with 78 additions and 86 deletions
+2 -2
View File
@@ -395,7 +395,7 @@
if(!QDELETED(target))
handle_impact(target)
/obj/item/projectile/beam/beam_rifle/Bump(atom/target, yes)
/obj/item/projectile/beam/beam_rifle/Collide(atom/target)
if(check_pierce(target))
permutated += target
return FALSE
@@ -472,7 +472,7 @@
if(original && (original.layer>=2.75) || ismob(original))
if(loc == get_turf(original))
if(!(original in permutated))
Bump(original, 1)
Collide(original)
Range()
/obj/item/projectile/beam/beam_rifle/hitscan/Range()
+4 -6
View File
@@ -137,9 +137,7 @@
else
return 50 //if the projectile doesn't do damage, play its hitsound at 50% volume
/obj/item/projectile/Bump(atom/A, yes)
if(!yes) //prevents double bumps.
return
/obj/item/projectile/Collide(atom/A)
if(check_ricochet() && check_ricochet_flag(A) && ricochets < ricochets_max)
ricochets++
if(A.handle_ricochet(src))
@@ -270,7 +268,7 @@
if(original && (original.layer >= PROJECTILE_HIT_THRESHHOLD_LAYER) || ismob(original))
if(loc == get_turf(original))
if(!(original in permutated))
Bump(original, 1)
Collide(original)
Range()
if (delay > 0)
sleep(delay)
@@ -285,7 +283,7 @@
if(original && (original.layer >= PROJECTILE_HIT_THRESHHOLD_LAYER) || ismob(original))
if(loc == get_turf(original))
if(!(original in permutated))
Bump(original, 1)
Collide(original)
Range()
sleep(config.run_speed * 0.9)
@@ -340,7 +338,7 @@
/obj/item/projectile/Crossed(atom/movable/AM) //A mob moving on a tile with a projectile is hit by it.
..()
if(isliving(AM) && AM.density && !checkpass(PASSMOB))
Bump(AM, 1)
Collide(AM)
/obj/item/projectile/Destroy()
return ..()
+1 -1
View File
@@ -355,7 +355,7 @@
if(proxdet)
for(var/mob/living/L in range(1, get_turf(src)))
if(L.stat != DEAD && L != firer)
return Bump(L, TRUE)
return Collide(L)
..()
/obj/item/projectile/magic/aoe/lightning
@@ -108,9 +108,7 @@
nodamage = 1
flag = "bullet"
/obj/item/projectile/meteor/Bump(atom/A, yes)
if(!yes) //prevents multi bumps.
return
/obj/item/projectile/meteor/Collide(atom/A)
if(A == firer)
loc = A.loc
return