Thread Rating:
  • 2 Vote(s) - 5 Average
  • 1
  • 2
  • 3
  • 4
  • 5
[Vehicle] Dynamic Pod Exitting
#5
This is true. The source tile is based on the bottom left.
Based on the goon-2016 code:

/obj/machinery/vehicle/proc/eject(mob/ejectee as mob)
if (!ejectee || ejectee.loc != src)
 return
if (ejectee.client)
 myhud.remove_client(ejectee.client)
 src.passengers--
 ejectee.set_loc(src.loc)
 ejectee.remove_shipcrewmember_powers(src.weapon_class)
if(src.pilot == ejectee)
 src.pilot = null
if(passengers)
 find_pilot()
else
 src.ion_trail.stop()
for (var/obj/item/I in src)
 if ( (I in src.components) || I == src.atmostank || I == src.fueltank || I == src.intercom)
  continue
  I.set_loc(src.loc)
logTheThing("vehicle", ejectee, src.name, "exits pod: <b>%target%</b>")

I reckon putting a check on the line before ejectee.set_loc(src.loc) to assert the facing direction, then just use a offset for that direction.
NB I'm just going to make it a patch. Seems simple enough.
Reply


Messages In This Thread
[Vehicle] Dynamic Pod Exitting - by Tombi - 02-28-2018, 09:51 AM
RE: [Vehicle] Dynamic Pod Exitting - by Haprenti - 02-28-2018, 02:12 PM
RE: [Vehicle] Dynamic Pod Exitting - by Lady Birb - 02-28-2018, 03:45 PM
RE: [Vehicle] Dynamic Pod Exitting - by Tombi - 02-28-2018, 03:37 PM

Forum Jump:


Users browsing this thread: 1 Guest(s)