ID:145590
 
Code:
obj/Missile
icon='Missiles.dmi'
Bump(atom/O)
if(ismob(O))
var/mob/M = O
if(test) usr <<" Check check!"
if(!M.Vulnerable) view(M) <<"Invulnerable! \[No Damage!]"; del(src)
view(M) << "\red [M] takes [src.Damage] damage! (\"[src.name]\")"
M.HP -= src.Damage
if(src.Element <> " ") M.ElemDmg(M, src.Element, src.ElemDmg,)
else ...
M.Death(M,src.Owner)
del(src)
else if(isturf(O))
var/turf/T = O
/*
UNDESTROYABLES
*/

if(T.icon_state == "[T.Oldstate] ReD" || T.icon_state == "[T.Oldstate] ReD Corner 1" || T.icon_state == "[T.Oldstate] ReD Corner 2" || T.icon_state == "[T.Oldstate] ReD Corner 3" || T.icon_state == "[T.Oldstate] ReD Corner 4") del(src)
else T.icon_state = "[T.icon_state] ReD"
/*
START MISC OBJECTS
*/


if(T.Oldstate == "Wall Electrical Pipe")
T.density = 0
for(var/turf/Buildings/AStreetLevel/Misc/PubSign/P) P.icon_state = "Pub Sign ReD"

if(T.Oldstate == "Light Pole T" && src.Element == "Light")
T.icon_state="Light Pole T ReD"; new/obj/Overlays/StreetLevel/Glass (locate(T.x, T.y-1, T.z))
else
if(T.icon_state == "Light Pole T ReD")
if(prob(25)) // North
new /turf/Buildings/AStreetLevel/Misc/Lights/StreetLightN (locate(T.x, T.y+1, T.z))
else if(prob(25)) new /turf/Buildings/AStreetLevel/Misc/Lights/StreetLightS (locate(T.x, T.y-2, T.z))
else if(prob(25)) new /turf/Buildings/AStreetLevel/Misc/Lights/StreetLightE (locate(T.x+1, T.y, T.z))
else new /turf/Buildings/AStreetLevel/Misc/Lights/StreetLightW (locate(T.x-1, T.y, T.z))
T.icon_state="Grass"
T.density = 0

if(T.Oldstate == "Railing H" || T.Oldstate == "Railing T" || T.Oldstate == "Railing TH" || T.Oldstate == "Railing TH2") T.density = 0
if(T.Oldstate == "Potted Plant") T.density = 0




/*
START BUSTABLE BUILDINGS
*/

if(T.SL_BB1 == 1) SL_BB1Break()


/* else if(isobj(O))
var/obj/Defense/D = O
var/mob/M = D.Owner
if(D.Defense > src.Damage)
if(D.Element == "Ice")
var/mob/V = src.Owner
V.Action = 0
del(src)
spawn(rand(10,40))
V.Action = 1
else del(src)
else
var/T = D.type
for(var/F in Defensive_List)
if(test) M << "[F]"
if(T == F)
if(M.AttackA == "[F]")
M.AttackA = " "; view(M) << "Shattered!"
else if(M.AttackS == "[F]")
M.AttackS = " "; view(M) << "Shattered!"
else if(M.AttackD == "[F]")
M.AttackD = " "; view(M) << "Shattered!"
else if(M.AttackF == "[F]")
M.AttackF = " "; view(M) << "Shattered!"
else continue
else continue
M.ShowMacros(M)
del(src)*/

else del(src)


Problem description:


The object would hit the mob, but nothing would occur. the Bump() isn't even called. I've looked all over for anywhere else that I might've used Bump() that could have canceled this, nut nothing. I've looked over this code and I seen nothing wrong with it (except maybe some structural errors) Any help?
No put usr in proc. Ungh.

Lummox JR