diff --git a/code/game/objects/structures/transit_tubes.dm b/code/game/objects/structures/transit_tubes.dm index 738bfdb5f5..c35b029c2a 100644 --- a/code/game/objects/structures/transit_tubes.dm +++ b/code/game/objects/structures/transit_tubes.dm @@ -42,7 +42,7 @@ /obj/structure/transit_tube_pod/Destroy() for(var/atom/movable/AM in contents) - AM.loc = loc + AM.forceMove(get_turf(src)) . = ..() @@ -53,7 +53,7 @@ switch(severity) if(1.0) for(var/atom/movable/AM in contents) - AM.loc = loc + AM.forceMove(get_turf(src)) AM.ex_act(severity++) qdel(src) @@ -61,7 +61,7 @@ if(2.0) if(prob(50)) for(var/atom/movable/AM in contents) - AM.loc = loc + AM.forceMove(get_turf(src)) AM.ex_act(severity++) qdel(src) @@ -96,7 +96,7 @@ to_chat(AM, span_warning("The tube's support pylons block your way.")) return ..() else - AM.loc = src.loc + AM.forceMove(get_turf(src)) to_chat(AM, span_info("You slip under the tube.")) /obj/structure/transit_tube/station/Bumped(mob/AM as mob|obj) @@ -106,7 +106,7 @@ to_chat(AM, span_notice("The pod is already occupied.")) return else if(!pod.moving && (pod.dir in directions())) - AM.loc = pod + AM.forceMove(pod) return @@ -313,7 +313,7 @@ last_delay = current_tube.enter_delay(src, next_dir) sleep(last_delay) set_dir(next_dir) - loc = next_loc // When moving from one tube to another, skip collision and such. + forceMove(next_loc) // When moving from one tube to another, skip collision and such. density = current_tube.density if(current_tube && current_tube.should_stop_pod(src, next_dir)) @@ -366,7 +366,7 @@ if(istype(mob, /mob) && mob.client) // If the pod is not in a tube at all, you can get out at any time. if(!(locate(/obj/structure/transit_tube) in loc)) - mob.loc = loc + mob.forceMove(get_turf(src)) mob.client.Move(get_step(loc, direction), direction) //if(moving && istype(loc, /turf/space)) @@ -379,7 +379,7 @@ if(!station.pod_moving) if(direction == station.dir) if(station.icon_state == "open") - mob.loc = loc + mob.forceMove(get_turf(src)) mob.client.Move(get_step(loc, direction), direction) else