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I've implemented a fix for the energy net, it's a little hack-ey, but nothing horrible. The original code set your anchor to one, which means you can't be pushed, pulled, or grabbed. The coder seems to have assumed it also restricted your movement, and it does not. So I set the affected mob's weaken to 300, which is more than enough to let the energy net run it's course. And reset it to 0 in the event the net is broken or completes the teleportation. I also removed the inability to kidnap mobs without a player in them, because it's a pain in the ass to test things like this when you need a second player to help you with it.