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Prevent pulling when teleporting #33252
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I did say the issue was present with scram implants, but I also heard it was funny to scram into space with a secoff that was dragging you earlier, so it might be worth leaving that in considering its unpredictability |
Tested and works as intended, thanks for the PR!
While I agree with you that it would be funnier to keep, this has too many potential edge cases where it could cause bugs with pulling. |
Does it also prevent pulling if user or target is being teleported? For example, by bluespace anomaly |
The bluespace anomaly is a separate system, but it likely has the same problem. |
Yes, as Slarti said the bluespace system is separate |
It was kinda funny though. But removing this is probably for the better. |
Co-authored-by: slarticodefast <[email protected]>
Co-authored-by: slarticodefast <[email protected]>
@slarticodefast Got your recommendations included and tested |
Thanks! |
And I did perform testing on the bluespace scenarios, both the linked lockers and bluespace anom. |
Yeah, I agree. There's nothing like stealing an entire computer (or person) in the blink of an eye |
My thoughts are that the pulling system should listen for when a puller's transform get updated, and if the displacement is outside a certain tolerance, the pull is canceled. That way all teleport cases would be covered |
About the PR
If a user attempts to teleport, either through the space ninja's katana or a scram implant, they will drop said item before teleporting
Why / Balance
Fix #33243 and prevent teleports from being extended to pulled objects
Technical details
Adds a check to both
OnScramImplant
&OnDash
that check if the user is pulling an item, and if so, attempt to cancel the pull before the teleportMedia
2024-11-11.00-31-10.mp4
Requirements
Changelog
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