Bumped(O)
if(src.it)
if(src.frozen)
return
else
if(src.it)
return
else
if(src.invincible)
return
if(src.it2==3)
src.it=1
src.overlays+=newlist(/obj/Overlay)
src.client.screen -= new/obj/hud/Hide
src.client.screen += new/obj/hud/Shake
pf++
src.it3="IT"
src.frozen2=""
ITcheck()
else
world<<"[src] was frozen by [O]!"
src.overlays+='GameIcons/frozen.dmi'
src.frozen=1
src.client.screen -= new/obj/hud/Fire
src.it2++
pf++
src.frozen2="Frozen"
ITcheck()
else
if(src.frozen)
world<<"[src] was unfrozen by [O]!"
pf--
src.frozen2=""
src.overlays-='GameIcons/frozen.dmi'
src.frozen=0
src.client.screen += new/obj/hud/Fire
else
return
Problem description:
This does not freeze the player that is bumped, it used to work, and I haven't changed anything.
Uhh, you are checking if it is true than not too much later, checking if it's true and it'll stop it from continuing.
Also, you do not need else if you are going to use return to stop the rest from happening, it'll make your game look more messy... and also don't forget to join them with || :(
- GhostAnime