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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
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@@ -273,7 +273,7 @@
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//If the sacrifice was deleted somehow, we cant know exactly what happened. We'll assume it escaped
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.=-1
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else if(get_dist(src, sacrifice) > 5)
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else if(get_dist(src, get_turf(sacrifice)) > 5)
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//If the sacrifice gets more than 5 tiles away, it has escaped
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.=-1
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else if (sacrifice.stat == DEAD)
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@@ -290,7 +290,11 @@
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if (sacrifice)
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walk_to(sacrifice,0)
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else
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walk_towards(sacrifice,src, 10)
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if (istype(sacrifice.loc, /turf) && !(sacrifice.is_ventcrawling) && !(sacrifice.buckled))
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//Suck the creature towards the pylon if possible
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walk_towards(sacrifice,src, 10)
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else
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walk_to(sacrifice,0) //If we're not in a valid situation, cancel walking to prevent bugginess
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/obj/structure/cult/pylon/proc/finalize_sacrifice()
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sacrifice.visible_message(span("danger","\The [sacrifice]'s physical form unwinds as its soul is extracted from the remains, and drawn into the pylon!"))
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@@ -0,0 +1,36 @@
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################################
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author: Nanako
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changes:
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- bugfix: "Fixed some issues where creatures being sacrificed to pylons could bug out."
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