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Magboots work in mechs #11339

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theOperand opened this issue Aug 23, 2015 · 6 comments
Closed

Magboots work in mechs #11339

theOperand opened this issue Aug 23, 2015 · 6 comments
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Bug Correct Functionality In Game Exploit Honestly, we're not even mad, it's impressive what you did.

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@theOperand
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no more zero-g drifting inside mechs!

@theOperand theOperand added In Game Exploit Honestly, we're not even mad, it's impressive what you did. Bug Correct Functionality labels Aug 23, 2015
@phil235
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phil235 commented Aug 23, 2015

https://github.com/tgstation/-tg-station/blob/825b5794c76b0ba6b4fccec13d12e4978d037936/code/game/mecha/mecha.dm#L386
The mech calls the occupant's Process_Spacemove which obviously checks for magboots and other stuff.

@Actionb
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Actionb commented Aug 23, 2015

Miauw you fiend!
It's not too far fetched to think super heavy duty mechs come with some form of magnetic traction though. It's a bit silly to think something designed for work on space stations has no ability to deal with zero-g.

@theOperand
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fun removal is my middle name

@WJohn
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WJohn commented Aug 23, 2015

So does this mean that turning on magboots while riding a mech prevent the mech from drifting? Can you just walk around in space or zero G magically?

@RemieRichards
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It also means if a carp was driving the mech the mech could swim in space.
honk honk.

@Dorsisdwarf
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What about jetpacks?

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Labels
Bug Correct Functionality In Game Exploit Honestly, we're not even mad, it's impressive what you did.
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