diff --git a/code/game/objects/effects/map_effects/portal.dm b/code/game/objects/effects/map_effects/portal.dm
index f07ba99767..6c33e71b83 100644
--- a/code/game/objects/effects/map_effects/portal.dm
+++ b/code/game/objects/effects/map_effects/portal.dm
@@ -93,7 +93,7 @@ when portals are shortly lived, or when portals are made to be obvious with spec
// pulled.forceMove(get_turf(counterpart))
pulled.forceMove(counterpart.get_focused_turf())
L.forceMove(counterpart.get_focused_turf())
- L.start_pulling(pulled)
+ L.continue_pulling(pulled)
else
L.forceMove(counterpart.get_focused_turf())
else
diff --git a/code/game/turfs/space/space.dm b/code/game/turfs/space/space.dm
index 4986701fcc..a997ed9a66 100644
--- a/code/game/turfs/space/space.dm
+++ b/code/game/turfs/space/space.dm
@@ -41,7 +41,7 @@
/turf/space/proc/toggle_transit(var/direction)
if(edge) //Not a great way to do this yet. Maybe we'll come up with one. We could pre-make sprites... or tile the overlay over it?
return
-
+
if(!direction) //Stopping our transit
appearance = SSskybox.dust_cache["[((x + y) ^ ~(x * y) + z) % 25]"]
else if(direction & (NORTH|SOUTH)) //Starting transit vertically
@@ -137,7 +137,18 @@
. = ..()
if(edge && ticker?.mode && !density) // !density so 'fake' space turfs don't fling ghosts everywhere
- A?.touch_map_edge()
+ if(isliving(A))
+ var/mob/living/L = A
+ if(L.pulling)
+ var/atom/movable/pulled = L.pulling
+ L.stop_pulling()
+ A?.touch_map_edge()
+ pulled.forceMove(L.loc)
+ L.continue_pulling(pulled)
+ else
+ A?.touch_map_edge()
+ else
+ A?.touch_map_edge()
/turf/space/proc/Sandbox_Spacemove(atom/movable/A as mob|obj)
var/cur_x
diff --git a/code/modules/mob/mob.dm b/code/modules/mob/mob.dm
index e1332a4528..6de125ce9b 100644
--- a/code/modules/mob/mob.dm
+++ b/code/modules/mob/mob.dm
@@ -71,7 +71,7 @@
to_chat(src, "... You can almost hear someone talking ...")
else
if(client && client.prefs.chat_timestamp)
- msg = replacetext(msg, new/regex("^(]*)?>)((?:.|\\n)*)", ""), "$1[time] $2")
+ msg = replacetext(msg, new/regex("^(]*)?>)((?:.|\\n)*)", ""), "$1[time] $2")
to_chat(src,msg)
else if(teleop)
to_chat(teleop, create_text_tag("body", "BODY:", teleop.client) + "[msg]")
@@ -621,6 +621,26 @@
var/mob/pulled = AM
pulled.inertia_dir = 0
+// We have pulled something before, so we should be able to safely continue pulling it. This proc is only for portals!
+/mob/proc/continue_pulling(var/atom/movable/AM)
+
+ if ( !AM || src==AM || !isturf(src.loc) ) //if there's no person pulling OR the person is pulling themself OR the object being pulled is inside something: abort!
+ return
+
+ if (AM.anchored)
+ return
+
+ src.pulling = AM
+ AM.pulledby = src
+
+ if(pullin)
+ pullin.icon_state = "pull1"
+
+ //Attempted fix for people flying away through space when cuffed and dragged.
+ if(ismob(AM))
+ var/mob/pulled = AM
+ pulled.inertia_dir = 0
+
/mob/proc/can_use_hands()
return
diff --git a/code/modules/multiz/movement.dm b/code/modules/multiz/movement.dm
index c4986ea123..e080cef444 100644
--- a/code/modules/multiz/movement.dm
+++ b/code/modules/multiz/movement.dm
@@ -134,10 +134,18 @@
if(!Move(destination))
return 0
if(isliving(src))
+ var/list/atom/movable/pulling = list()
+ var/mob/living/L = src
+ if(L.pulling && !L.pulling.anchored)
+ pulling |= L.pulling
+ for(var/obj/item/weapon/grab/G in list(L.l_hand, L.r_hand))
+ pulling |= G.affecting
if(direction == UP)
src.audible_message("[src] moves up.")
else if(direction == DOWN)
src.audible_message("[src] moves down.")
+ for(var/atom/movable/P in pulling)
+ P.forceMove(destination)
return 1
/mob/proc/can_overcome_gravity()