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Fix to whatever happens after lifeboats crash (#4366)
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# About the pull request

Throws being called non-asynchronously caused a queue of throws
immediately after the lifeboat crashed.

Also buffed speed of the throw, because it was painfully slow.

# Explain why it's good for the game

Bug is bad.


# Testing Photographs and Procedure
<details>
I did test it. Trust me bro.
</details>


# Changelog
:cl: ihatethisengine
fix: shuttles now throw mobs asynchronously and faster
/:cl:

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Co-authored-by: ihatethisengine <[email protected]>
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ihatethisengine and ihatethisengine committed Sep 9, 2023
1 parent 10e47b2 commit c9c74ec
Showing 1 changed file with 1 addition and 2 deletions.
3 changes: 1 addition & 2 deletions code/modules/shuttle/on_move.dm
Original file line number Diff line number Diff line change
Expand Up @@ -132,8 +132,7 @@ All ShuttleMove procs go here
var/turf/target = get_edge_target_turf(src, move_dir)
var/range = throw_force * 10
range = CEILING(rand(range-(range*0.1), range+(range*0.1)), 10)/10
var/speed = range/5
safe_throw_at(target, range, speed) //, force = MOVE_FORCE_EXTREMELY_STRONG)
INVOKE_ASYNC(src, TYPE_PROC_REF(/atom/movable, safe_throw_at), target, range, SPEED_AVERAGE)

//=====================================================================//

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