diff --git a/code/game/objects/effects/step_triggers.dm b/code/game/objects/effects/step_triggers.dm index 15750828ddb..2c689d9cdd9 100644 --- a/code/game/objects/effects/step_triggers.dm +++ b/code/game/objects/effects/step_triggers.dm @@ -117,7 +117,7 @@ L.stop_pulling() P.forceMove(T) L.forceMove(T) - L.start_pulling(P) + L.continue_pulling(P) else L.forceMove(T) else @@ -285,4 +285,3 @@ var/global/list/tele_landmarks = list() // Terrible, but the alternative is loop /obj/effect/step_trigger/warning/train_edge warningmessage = "The wind billowing alongside the train is extremely strong here! Any movement could easily pull you down beneath the carriages, return to the train immediately!" - diff --git a/code/modules/multiz/stairs.dm b/code/modules/multiz/stairs.dm index 59e6374895c..ee6ad2e0abf 100644 --- a/code/modules/multiz/stairs.dm +++ b/code/modules/multiz/stairs.dm @@ -220,7 +220,7 @@ if(L.pulling && !L.pulling.anchored) var/atom/movable/P = L.pulling P.forceMove(get_turf(top)) - L.start_pulling(P) + L.continue_pulling(P) for(var/obj/item/weapon/grab/G in list(L.l_hand, L.r_hand)) G.affecting.forceMove(get_turf(top)) @@ -479,7 +479,7 @@ // If the object is pulling or grabbing anything, we'll want to move those too. A grab chain may be disrupted in doing so. if(P) P.forceMove(get_turf(bottom)) - L.start_pulling(P) + L.continue_pulling(P) for(var/obj/item/weapon/grab/G in list(L.l_hand, L.r_hand)) G.affecting.forceMove(get_turf(bottom))