Posts: 1,716
Threads: 74
Joined: Aug 2017
BYOND Username: Wisecrack34
Character Name: Ereven Nailo
Fuck yes, I DESPISE getting out of a 2x2 pod for just that reason, can't tell you how much space dosh i've lost from stepping out on the left side of a structure
Posts: 252
Threads: 11
Joined: Jan 2016
BYOND Username: Haprenti
Not only that, but the fact that you're thrown flying into space. There's some situations where you have to make a detour just because of this mechanic.
Posts: 271
Threads: 25
Joined: Dec 2015
The issue with this idea is that the pod only actually exists as that bottom-left tile for most interactions with other objects or mobs, if I recall correctly.
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.
Posts: 1,584
Threads: 151
Joined: Jun 2016
BYOND Username: Lady Birb
Character Name: Allie Allison
(02-28-2018, 02:12 PM)Haprenti Wrote: Not only that, but the fact that you're thrown flying into space. There's some situations where you have to make a detour just because of this mechanic.
I think I remember one of the coders saying that the whole 'getting out of a pod while in space sends you flying in the direction the pod last moved' thing is a bug. Was hoping it would be fixed by now.