embeds, unarmed and wounds
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@@ -168,11 +168,13 @@
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* If we hit a valid target (carbon or closed turf), we create the shrapnel_type object and immediately call tryEmbed() on it, targeting what we impacted. That will lead
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* it to call tryForceEmbed() on its own embed element (it's out of our hands here, our projectile is done), where it will run through all the checks it needs to.
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*/
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/datum/element/embed/proc/checkEmbedProjectile(obj/item/projectile/P, atom/movable/firer, atom/hit, angle, hit_zone)
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/datum/element/embed/proc/checkEmbedProjectile(obj/item/projectile/P, atom/movable/firer, atom/hit, angle, hit_zone, blocked)
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if(!iscarbon(hit))
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Detach(P)
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return // we don't care
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if(blocked >= 100)
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Detach(P) //fully blocked, no embedding for us.
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return
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var/obj/item/payload = new payload_type(get_turf(hit))
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if(istype(payload, /obj/item/shrapnel/bullet))
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payload.name = P.name
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