No gunning sadly

This commit is contained in:
Artur
2021-01-20 19:51:11 +02:00
parent 66979e2364
commit 87c9201707
2 changed files with 13 additions and 5 deletions
@@ -445,21 +445,23 @@
var/mob/living/simple_animal/revenant/spooker = user
if(!istype(throwable))
return
if(!throwable.anchored && !spooker.telekinesis_cooldown && spooker.castcheck(-5))
spooker.change_essence_amount(-5, FALSE, "telekinesis")
if(!throwable.anchored && !spooker.telekinesis_cooldown && spooker.castcheck(-25))
spooker.change_essence_amount(-20, FALSE, "telekinesis")
spooker.stun(20)
spooker.reveal(50)
spooker.telekinesis_cooldown = TRUE
throwable.float(TRUE)
sleep(10)
throwable.float(TRUE, TRUE)
sleep(20)
throwable.DoRevenantThrowEffects(over)
throwable.throw_at(over, 10, 2)
ADD_TRAIT(throwable, TRAIT_SPOOKY_THROW, "revenant")
throwable.float(FALSE, TRUE)
log_combat(throwable, over, "spooky telekinesised at", throwable)
var/obj/effect/temp_visual/telekinesis/T = new(get_turf(throwable))
T.color = "#8715b4"
addtimer(CALLBACK(spooker, /mob/living/simple_animal/revenant.proc/telekinesis_cooldown_end), 50)
sleep(5)
throwable.float(FALSE, TRUE)
//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
/obj/item/proc/DoRevenantThrowEffects(atom/target)