Revert "MODsuits"
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@@ -69,8 +69,6 @@
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var/projectile_piercing = NONE
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/// number of times we've pierced something. Incremented BEFORE bullet_act and on_hit proc!
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var/pierces = 0
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/// If objects are below this layer, we pass through them
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var/hit_threshhold = PROJECTILE_HIT_THRESHHOLD_LAYER
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/// "leftover" pixels for Range() calculation as pixel_move() was moved to simulated semi-pixel movement and Range() is in tiles.
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var/pixels_range_leftover = 0
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/// "leftover" tick pixels and stuff yeah, so we don't round off things and introducing tracing inaccuracy.
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@@ -521,7 +519,7 @@
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if(!isliving(target))
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if(isturf(target)) // non dense turfs
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return FALSE
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if(target.layer < hit_threshhold)
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if(target.layer < PROJECTILE_HIT_THRESHHOLD_LAYER)
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return FALSE
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else if(!direct_target) // non dense objects do not get hit unless specifically clicked
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return FALSE
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