[READY]Fixes hitscan beams going across the station, hitscan projectiles now properly cross zlevels and generate beams. (#35344)

* Cross Z support

* Fixes projectile cross-Z

* removes unnecessary code

* don't draw impacts if you're not impacting

* fix

* unneeded var

* No mapcheck()ing anymore, space does it for us 2.0
This commit is contained in:
kevinz000
2018-02-17 16:41:25 -08:00
committed by CitadelStationBot
parent 7fe1c87666
commit da8a12b906
4 changed files with 40 additions and 55 deletions
+2 -7
View File
@@ -129,13 +129,8 @@
if ((!(A) || src != A.loc))
return
if(destination_z)
var/old_z = A.z
A.x = destination_x
A.y = destination_y
A.z = destination_z
if (old_z != destination_z)
A.onTransitZ(old_z, destination_z)
if(destination_z && destination_x && destination_y)
A.forceMove(locate(destination_x, destination_y, destination_z))
if(isliving(A))
var/mob/living/L = A
+1 -1
View File
@@ -223,7 +223,7 @@
return current_target
var/list/new_baseturfs = list(current_target)
for(var/i=0;current_target != next_target;i++)
if(i > 100)
if(i > 100)
// A baseturfs list over 100 members long is silly
// Because of how this is all structured it will only runtime/message once per type
stack_trace("A turf <[type]> created a baseturfs list over 100 members long. This is most likely an infinite loop.")