From 75be4766d57d963b5af4e469b188dab34c6cf0ca Mon Sep 17 00:00:00 2001 From: SkyratBot <59378654+SkyratBot@users.noreply.github.com> Date: Sun, 30 Jul 2023 22:02:51 +0200 Subject: [PATCH] [MIRROR] Fix timeline jumper MOD module not updating stamina on jaunt [MDB IGNORE] (#22786) * Fix timeline jumper MOD module not updating stamina on jaunt (#77181) ## About The Pull Request Fixes #77152 updating_stamina was set to 0 in the jaunt's setStaminaLoss for some reason, this PR fixes that ## Why It's Good For The Game It's a bugfix * Fix timeline jumper MOD module not updating stamina on jaunt --------- Co-authored-by: cnleth <113535457+cnleth@users.noreply.github.com> --- code/modules/mod/modules/modules_timeline.dm | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/code/modules/mod/modules/modules_timeline.dm b/code/modules/mod/modules/modules_timeline.dm index f403da6387e..f2440ba3833 100644 --- a/code/modules/mod/modules/modules_timeline.dm +++ b/code/modules/mod/modules/modules_timeline.dm @@ -173,7 +173,7 @@ //phasing out mod.visible_message(span_warning("[mod.wearer] leaps out of the timeline!")) mod.wearer.SetAllImmobility(0) - mod.wearer.setStaminaLoss(0, 0) + mod.wearer.setStaminaLoss(0) phased_mob = new(get_turf(mod.wearer.loc), mod.wearer) RegisterSignal(mod, COMSIG_MOD_ACTIVATE, PROC_REF(on_activate_block)) else