diff --git a/code/modules/projectiles/projectile.dm b/code/modules/projectiles/projectile.dm index cc778bcf05..55a75e1688 100644 --- a/code/modules/projectiles/projectile.dm +++ b/code/modules/projectiles/projectile.dm @@ -57,6 +57,8 @@ var/muzzle_type var/impact_type + var/turf/last_angle_set_hitscan_store //last turf we stored a hitscan segment while changing angles. without this you'll have potentially hundreds of segments from a homing projectile or something. + //Fancy hitscan lighting effects! var/hitscan_light_intensity = 1.5 var/hitscan_light_range = 0.75 @@ -410,12 +412,16 @@ START_PROCESSING(SSprojectiles, src) pixel_move(1, FALSE) //move it now! -/obj/item/projectile/proc/setAngle(new_angle) //wrapper for overrides. +/obj/item/projectile/proc/setAngle(new_angle, hitscan_store_segment = TRUE) //wrapper for overrides. Angle = new_angle if(!nondirectional_sprite) var/matrix/M = new M.Turn(Angle) transform = M + if(fired && hitscan && trajectory && isloc(loc) && (loc != last_angle_set_hitscan_store)) + last_angle_set_hitscan_store = loc + var/datum/point/pcache = trajectory.copy_to() + store_hitscan_collision(pcache) if(trajectory) trajectory.set_angle(new_angle) return TRUE @@ -462,7 +468,7 @@ beam_segments[beam_index] = null //record start. /obj/item/projectile/proc/process_hitscan() - var/safety = range * 3 + var/safety = range * 10 record_hitscan_start(RETURN_POINT_VECTOR_INCREMENT(src, Angle, MUZZLE_EFFECT_PIXEL_INCREMENT, 1)) while(loc && !QDELETED(src)) if(paused) @@ -647,7 +653,7 @@ /obj/item/projectile/proc/cleanup_beam_segments() QDEL_LIST_ASSOC(beam_segments) beam_segments = list() - qdel(beam_index) + QDEL_NULL(beam_index) /obj/item/projectile/proc/finalize_hitscan_and_generate_tracers(impacting = TRUE) if(trajectory && beam_index)