Damage effects and big mob improvement. #2622
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About The Pull Request
Adds damage_effect_scale variable to hostiles that scales the visual damage effects.
Big multi tile mobs get their damage effects randomly spread out over the whole multi tile body instead of just the core.
Multi tile mobs now let you move out of the multi tile mob if it appeared on top of you.
Added the no damage visual effect when projectiles hit Warden.
Made Damage Effects work the same way for humans and hostiles with DamageEffect now as a /mob/living proc. This means hostiles will now show damage effects for any damage source.
Made clicking turfs to hit mobs not work on harm intent to let weapon swinging do its own thing.
Made both clicking turfs and weapon swings properly detect multi tile mob hitboxes.
Visually scaled Amber dusk worm when facing south and north a bit to fit 2 turfs.
Why It's Good For The Game
Looks better.
Changelog
🆑
tweak: damage effects on big mobs scale.
tweak: big mobs dont block movement if trying to get out of their hitbox.
fix: fixed damage effects from projectiles not working.
refactor: DamageEffect is now a /mob/living proc.
tweak: Clicking turfs and weapon swings can hit multi tile mobs properly.
tweak: Click turf to hit mob is disabled on harm intent to not conflict with weapon swings.
/:cl: