From d6d558b6f87f653e2ecc39c3fe9bee953a9190e5 Mon Sep 17 00:00:00 2001 From: Kyep Date: Thu, 13 Jul 2017 00:14:45 -0700 Subject: [PATCH] Fixes mech missile launchers --- code/game/atoms_movable.dm | 14 +++++++------- 1 file changed, 7 insertions(+), 7 deletions(-) diff --git a/code/game/atoms_movable.dm b/code/game/atoms_movable.dm index 906706de62e..7323555ac48 100644 --- a/code/game/atoms_movable.dm +++ b/code/game/atoms_movable.dm @@ -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