Fixes the 'cannot push thing being pulled' bug and other weirdness.

This commit is contained in:
Anewbe
2019-02-13 10:42:26 -06:00
committed by Novacat
parent f1da5f1f55
commit e98f578ea5
+11 -6
View File
@@ -767,7 +767,6 @@ default behaviour is:
return
/mob/living/Move(a, b, flag)
if (buckled && buckled.loc != a) //not updating position
if(istype(buckled, /mob)) //If you're buckled to a mob, a la slime things, keep on rolling.
return buckled.Move(a, b)
@@ -853,9 +852,12 @@ default behaviour is:
if(istype(location, /turf/simulated))
location.add_blood(M)
step(pulling, get_dir(pulling.loc, T))
if(t)
M.start_pulling(t)
if(get_dist(pulling.loc, T) > 1 || pulling.loc.z != T.z)
M.stop_pulling()
else
step(pulling, get_dir(pulling.loc, T))
if(t)
M.start_pulling(t)
else
if (pulling)
if (istype(pulling, /obj/structure/window))
@@ -863,8 +865,11 @@ default behaviour is:
if(W.is_fulltile())
for(var/obj/structure/window/win in get_step(pulling,get_dir(pulling.loc, T)))
stop_pulling()
if (pulling)
step(pulling, get_dir(pulling.loc, T))
if(get_dist(pulling.loc, T) > 1 || pulling.loc.z != T.z) // This is needed or else pulled objects can't get pushed away.
stop_pulling()
else
step(pulling, get_dir(pulling.loc, T))
else
stop_pulling()
. = ..()