Ghosts call Moved() after Move() (#398)

This commit is contained in:
CitadelStationBot
2017-04-15 13:44:44 -05:00
committed by TalkingCactus
parent 28dad1c6c4
commit 4025a985d4
+14 -15
View File
@@ -272,25 +272,24 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
/mob/dead/observer/Move(NewLoc, direct)
if(updatedir)
setDir(direct )//only update dir if we actually need it, so overlays won't spin on base sprites that don't have directions of their own
setDir(direct)//only update dir if we actually need it, so overlays won't spin on base sprites that don't have directions of their own
var/oldloc = loc
if(NewLoc)
loc = NewLoc
for(var/obj/effect/step_trigger/S in NewLoc)
S.Crossed(src)
update_parallax_contents()
return
loc = get_turf(src) //Get out of closets and such as a ghost
if((direct & NORTH) && y < world.maxy)
y++
else if((direct & SOUTH) && y > 1)
y--
if((direct & EAST) && x < world.maxx)
x++
else if((direct & WEST) && x > 1)
x--
else
loc = get_turf(src) //Get out of closets and such as a ghost
if((direct & NORTH) && y < world.maxy)
y++
else if((direct & SOUTH) && y > 1)
y--
if((direct & EAST) && x < world.maxx)
x++
else if((direct & WEST) && x > 1)
x--
for(var/obj/effect/step_trigger/S in locate(x, y, z)) //<-- this is dumb
S.Crossed(src)
Moved(oldloc, direct)
/mob/dead/observer/is_active()
return 0