client
North()
if(usr.blast == 1)
for(var/obj/beams/O in world)
if(O:owner == "[usr.key]")
O:dir = 1
else
..()
if(usr.hairon == 1)
for(var/obj/hairs/top/B in view(usr,5))
if(B:owner == usr.name)
B:x = usr.x
B:y = usr.y + 1
B:dir = usr.dir
if(usr.dradar == 1)
dballs(usr)
else
usr.hair2(usr)
for(var/obj/hairs/top/B in view(usr,5))
if(B:owner == usr.name)
B:x = usr.x
B:y = usr.y + 1
B:dir = usr.dir
if(usr.dradar == 1)
dballs(usr)
South()
if(usr.blast == 1)
for(var/obj/beams/O in world)
if(O:owner == "[usr.key]")
O:dir = 2
else
..()
if(usr.hairon == 1)
for(var/obj/hairs/top/B in view(usr,5))
if(B:owner == usr.name)
B:x = usr.x
B:y = usr.y + 1
B:dir = usr.dir
if(usr.dradar == 1)
dballs(usr)
else
usr.hair2(usr)
for(var/obj/hairs/top/B in view(usr,5))
if(B:owner == usr.name)
B:x = usr.x
B:y = usr.y + 1
B:dir = usr.dir
if(usr.dradar == 1)
dballs(usr)
East()
if(usr.blast == 1)
for(var/obj/beams/O in world)
if(O:owner == "[usr.key]")
O:dir = 4
else
..()
if(usr.hairon == 1)
for(var/obj/hairs/top/B in view(usr,5))
if(B:owner == usr.name)
B:x = usr.x
B:y = usr.y + 1
B:dir = usr.dir
if(usr.dradar == 1)
dballs(usr)
else
usr.hair2(usr)
for(var/obj/hairs/top/B in view(usr,5))
if(B:owner == usr.name)
B:x = usr.x
B:y = usr.y + 1
B:dir = usr.dir
if(usr.dradar == 1)
dballs(usr)
West()
if(usr.blast == 1)
for(var/obj/beams/O in world)
if(O:owner == "[usr.key]")
O:dir = 8
else
..()
if(usr.hairon == 1)
for(var/obj/hairs/top/B in view(usr,5))
if(B:owner == usr.name)
B:x = usr.x
B:y = usr.y + 1
B:dir = usr.dir
if(usr.dradar == 1)
dballs(usr)
else
usr.hair2(usr)
for(var/obj/hairs/top/B in view(usr,5))
if(B:owner == usr.name)
B:x = usr.x
B:y = usr.y + 1
B:dir = usr.dir
if(usr.dradar == 1)
dballs(usr)
Southwest()
if(usr.blast == 1)
return
else
return
Southeast()
if(usr.blast == 1)
return
else
return
Northwest()
if(usr.blast == 1)
return
else
return
Northeast()
if(usr.blast == 1)
return
else
return
Center()
if(usr.blast == 1)
return
else
return
Beam Code
obj
techniques
Ki_Blast
beams
var
power = 10
owner = ""
hit = 0
Ki_Blast
icon = 'kamehameha.dmi'
icon_state="head"
density = 1
power = 10
Bump(atom/M)
hit = 1
if(istype(M,/mob/))
var/damage = power
M:HP -= damage
M:deathcheck(M,src.owner)
for(var/mob/N in world)
if(owner == "[N.key]")
for(var/obj/beams/Trail/T in world)
if(T:owner == "[N.key]")
del T
M << "test"
N.blast = 0
N.client.eye = N
del(src)
else
..()
Trail
icon = 'kamehameha.dmi'
icon_state="body"
density = 1
proc
Moving(obj/O,mob/N,obj/F)
if(O:hit == 0)
sleep(1)
var/m = new /obj/beams/Trail(O:loc)
var/w = "[F:dir]"
m:dir = "[w]"
m:owner = F:owner
step(O,O:dir)
N.client.eye = O:loc
O:Moving(O,N,m)
else
N.blast = 0
for(var/obj/beams/Trail/T in world)
if(T:owner == O:owner)
del T
N.client.eye = N
del O
mob
verb
Blast()
if(usr.seltech == "Ki Blast")
if(usr.blast == 0)
var/t = new /obj/beams/Ki_Blast(usr.loc)
step(t,usr.dir)
t:owner = "[usr.key]"
t:dir = "[usr.dir]"
step(t,usr.dir)
var/w
var/n = new /obj/beams/Trail(usr.loc)
w = usr.dir
step(n,w)
n:owner = "[usr.key]"
n:dir = w
usr.blast = 1
t:Moving(t,usr,n)
else
usr << "You have already launched a attack."

ok my problem is well when i shoot my beam it starts off Striaght but then when i turn it well you see what happends