Fixes mech missile launchers

This commit is contained in:
Kyep
2017-07-13 00:14:45 -07:00
parent a22212e70a
commit d6d558b6f8
+7 -7
View File
@@ -138,12 +138,12 @@
return
/atom/movable/Bump(atom/A, yes) //the "yes" arg is to differentiate our Bump proc from byond's, without it every Bump() call would become a double Bump().
if(A && yes)
if(throwing)
throwing.hit_atom(A)
. = 1
if(!A || qdeleted(A))
return
if(A && yes)
if(throwing)
throwing.hit_atom(A)
. = 1
if(!A || qdeleted(A))
return
A.Bumped(src)
/atom/movable/proc/forceMove(atom/destination)
@@ -237,7 +237,7 @@
pulledby.stop_pulling()
// They are moving! Wouldn't it be cool if we calculated their momentum and added it to the throw?
if(thrower && thrower.last_move && thrower.client && thrower.client.move_delay >= world.time + world.tick_lag * 2)
if(thrower && thrower.last_move && !istype(thrower, /obj/mecha) && thrower.client && thrower.client.move_delay >= world.time + world.tick_lag * 2)
var/user_momentum = thrower.movement_delay()
if(!user_momentum) // no movement_delay, this means they move once per byond tick, let's calculate from that instead
user_momentum = world.tick_lag