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Fix Crusher Pass Flags (#5266)
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# About the pull request

This PR is a followup to #5175 that overlooked that the usage of
throw_atom will by default add either `PASS_OVER_THROW_MOB` or
`PASS_OVER_THROW_ITEM` to the pass flags unless `LOW_LAUNCH` is used
instead.

# Explain why it's good for the game

Fixes #5220 

# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>


![croosh](https://github.com/cmss13-devs/cmss13/assets/76988376/dac2e275-e261-475a-b52d-8823e14d0bc4)

</details>


# Changelog
:cl: Drathek
fix: Fix crusher charge and tumble abilities going over unwired cades
/:cl:
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Drulikar authored Dec 23, 2023
1 parent 336406a commit ac2ebc8
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Original file line number Diff line number Diff line change
Expand Up @@ -306,7 +306,7 @@
var/target = get_step(get_step(Xeno, target_dir), target_dir)
var/list/collision_callbacks = list(/mob/living/carbon/human = CALLBACK(src, PROC_REF(handle_mob_collision)))
var/list/end_throw_callbacks = list(CALLBACK(src, PROC_REF(on_end_throw), start_charging))
Xeno.throw_atom(target, target_dist, SPEED_FAST, pass_flags = PASS_CRUSHER_CHARGE, end_throw_callbacks = end_throw_callbacks, collision_callbacks = collision_callbacks)
Xeno.throw_atom(target, target_dist, SPEED_FAST, launch_type = LOW_LAUNCH, pass_flags = PASS_CRUSHER_CHARGE, end_throw_callbacks = end_throw_callbacks, collision_callbacks = collision_callbacks)

apply_cooldown()
return ..()
Original file line number Diff line number Diff line change
Expand Up @@ -433,7 +433,7 @@
pre_pounce_effects()

X.pounce_distance = get_dist(X, A)
X.throw_atom(A, distance, throw_speed, X, pass_flags = pounce_pass_flags, collision_callbacks = pounce_callbacks)
X.throw_atom(A, distance, throw_speed, X, launch_type = LOW_LAUNCH, pass_flags = pounce_pass_flags, collision_callbacks = pounce_callbacks)
X.update_icons()

additional_effects_always()
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