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@@ -52,7 +52,7 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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var/interaction_flags_item = INTERACT_ITEM_ATTACK_HAND_PICKUP
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//Citadel Edit for digitigrade stuff
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var/mutantrace_variation = NONE //Are there special sprites for specific situations? Don't use this unless you need to.
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var/mutantrace_variation = NO_MUTANTRACE_VARIATION //Are there special sprites for specific situations? Don't use this unless you need to.
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var/item_color = null //this needs deprecating, soonish
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@@ -578,22 +578,21 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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itempush = 0 //too light to push anything
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return A.hitby(src, 0, itempush)
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/obj/item/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0, datum/callback/callback, messy_throw = TRUE)
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/obj/item/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0, datum/callback/callback)
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thrownby = thrower
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callback = CALLBACK(src, .proc/after_throw, callback, (spin && messy_throw)) //replace their callback with our own
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callback = CALLBACK(src, .proc/after_throw, callback) //replace their callback with our own
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. = ..(target, range, speed, thrower, spin, diagonals_first, callback)
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/obj/item/proc/after_throw(datum/callback/callback, messy_throw)
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/obj/item/proc/after_throw(datum/callback/callback)
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if (callback) //call the original callback
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. = callback.Invoke()
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throw_speed = initial(throw_speed) //explosions change this.
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item_flags &= ~IN_INVENTORY
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if(messy_throw)
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var/matrix/M = matrix(transform)
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M.Turn(rand(-170, 170))
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transform = M
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pixel_x = rand(-8, 8)
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pixel_y = rand(-8, 8)
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var/matrix/M = matrix(transform)
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M.Turn(rand(-170, 170))
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transform = M
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pixel_x = rand(-8, 8)
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pixel_y = rand(-8, 8)
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/obj/item/proc/remove_item_from_storage(atom/newLoc) //please use this if you're going to snowflake an item out of a obj/item/storage
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if(!newLoc)
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