Pylon succ bugfix (#2010)

Just fixes a small reported issue with pylons, where a ventcrawling creature could get dragged out of the pipe network and stuck under the floor. Adds some safety checks to the sucking mechanic
This commit is contained in:
NanakoAC
2017-04-03 22:42:15 +03:00
committed by skull132
parent 095ebb74ee
commit af960ce8d1
2 changed files with 42 additions and 2 deletions
+6 -2
View File
@@ -273,7 +273,7 @@
//If the sacrifice was deleted somehow, we cant know exactly what happened. We'll assume it escaped
.=-1
else if(get_dist(src, sacrifice) > 5)
else if(get_dist(src, get_turf(sacrifice)) > 5)
//If the sacrifice gets more than 5 tiles away, it has escaped
.=-1
else if (sacrifice.stat == DEAD)
@@ -290,7 +290,11 @@
if (sacrifice)
walk_to(sacrifice,0)
else
walk_towards(sacrifice,src, 10)
if (istype(sacrifice.loc, /turf) && !(sacrifice.is_ventcrawling) && !(sacrifice.buckled))
//Suck the creature towards the pylon if possible
walk_towards(sacrifice,src, 10)
else
walk_to(sacrifice,0) //If we're not in a valid situation, cancel walking to prevent bugginess
/obj/structure/cult/pylon/proc/finalize_sacrifice()
sacrifice.visible_message(span("danger","\The [sacrifice]'s physical form unwinds as its soul is extracted from the remains, and drawn into the pylon!"))
+36
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@@ -0,0 +1,36 @@
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