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synced 2026-07-18 02:25:06 +01:00
Fixes the 'cannot push thing being pulled' bug and other weirdness.
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@@ -767,7 +767,6 @@ default behaviour is:
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return
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/mob/living/Move(a, b, flag)
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if (buckled && buckled.loc != a) //not updating position
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if(istype(buckled, /mob)) //If you're buckled to a mob, a la slime things, keep on rolling.
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return buckled.Move(a, b)
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@@ -853,9 +852,12 @@ default behaviour is:
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if(istype(location, /turf/simulated))
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location.add_blood(M)
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step(pulling, get_dir(pulling.loc, T))
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if(t)
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M.start_pulling(t)
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if(get_dist(pulling.loc, T) > 1 || pulling.loc.z != T.z)
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M.stop_pulling()
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else
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step(pulling, get_dir(pulling.loc, T))
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if(t)
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M.start_pulling(t)
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else
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if (pulling)
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if (istype(pulling, /obj/structure/window))
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@@ -863,8 +865,11 @@ default behaviour is:
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if(W.is_fulltile())
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for(var/obj/structure/window/win in get_step(pulling,get_dir(pulling.loc, T)))
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stop_pulling()
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if (pulling)
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step(pulling, get_dir(pulling.loc, T))
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if(get_dist(pulling.loc, T) > 1 || pulling.loc.z != T.z) // This is needed or else pulled objects can't get pushed away.
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stop_pulling()
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else
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step(pulling, get_dir(pulling.loc, T))
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else
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stop_pulling()
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. = ..()
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