Call the bullet teleportation a feature and leave it be if it even happens.


On Wed, Dec 11, 2013 at 7:14 PM, Incoming5643 <notifications@github.com>wrote:

> In code/modules/projectiles/projectile/magic.dm:
>
> > +		if(old_stat != DEAD)
> > +			target << "<span class='notice'>You feel great!</span>"
> > +		else
> > +			target << "<span class='notice'>You rise with a start, you're alive!!!</span>"
> > +
> > +/obj/item/projectile/magic/teleport
> > +	name = "bolt of teleportation"
> > +	icon_state = "bluespace"
> > +	damage = 0
> > +	damage_type = OXY
> > +	nodamage = 1
> > +	flag = "magic"
> > +	var/inner_tele_radius = 0
> > +	var/outer_tele_radius = 6
> > +
> > +/obj/item/projectile/magic/teleport/on_hit(var/mob/target)
>
> Pretty sure singuloloth would eat any bullets before it could be
> teleported, but I will test that.
>
> The bullets aren't teleported, only the thing it hits. The bullet stops
> existing when it starts teleporting, so the only way to teleport a bolt of
> teleportation is for it to be shot by another bolt of teleportation from an
> opposing wand (or perhaps some fuckery using the telepoter to shoot at
> yourself like a pounce). In this EXTREME EDGE CASE maybe there would be
> problems IF projectiles can even interact with each other like that
>
> —
> Reply to this email directly or view it on GitHub<https://github.com/tgstation/-tg-station/pull/2011/files#r8287459>
> .
>