So, it turns out you can be pulling a vehicle whilst riding it, and then
when you reach space the vehicle thinks it is being pulled through space
rather than ridden.
I would guess this is why it's been so hard to replicate... People have
pulled the vehicle, then got on it and not realised they're still
pulling it.
Ideally we'd be able to stop people pulling it when riding it, but that
would either mean snowflaking into the pull code (yuk) or refactoring
the pull code, which doesn't seem worth it for just this, so instead
I've just added a check to make sure if it's being pulled through space
it isn't the buckled mob doing it
fixes#4498
Currently, to_chat is literally just a proc that does user << message.
But it'll let us do output modification in the future, especially for
something like Goon's HTML chat.
Big thanks to PJB for his to_chat script, see
https://github.com/d3athrow/vgstation13/pull/6625 for more details.
This commit does the following:
- Overhauls how pull works. It is now based on a mob verb,
mob/verb/pulled()
- Makes the pull icon much more responsive. It is now updated whenever a
mob starts or stops pulling an object, and instantly updates.
- This required HUD changes. God help me.
This commit overhauls a bunch of systems so that buckling works for
any subtype of /obj. This means that space vines and chairs and beds all
use the same system. A lot of stuff has been touched.
This commit overhauls the examine system to baystation's latest system,
including a more efficient verb approach, and a new status panel tab,
which shows more information for pre-defined objects.
This adds a new subtype of the cargo train, which looks like a
four-wheeler, or depending on region, ATV. Unobtainable as of this
commit by anything but admins.
This commit adds a new subtype of the cargo train which looks like a
retro-ish sports car. It is unobtainable as of this PR by any means
but admin spawning.