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[s] Clowncar exploit fix #43237
[s] Clowncar exploit fix #43237
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clown car should prob be able to grab people who rest now honestly due to the fact resting people can now crawl around and fire weapons at the clown car and the clown car cant do anything to fight back but nice fix |
@fluffe9911 i'd lean more towards having them be hurt like mulebots do when they run you over, that'd be for a different PR though. |
That's actually a really good idea. Also, thanks for making a PR to fix this so quickly. |
code/modules/vehicles/cars/car.dm
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mob_forced_enter(M, silent) | ||
return TRUE | ||
return FALSE | ||
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/obj/vehicle/sealed/car/proc/is_car_stationary(atom/old_loc) | ||
if(old_loc == loc) |
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you could do return (old_loc == loc)
Fixed an exploit allowing you to grab people from anywhere with a clowncar.
Fixes #43233
馃啈 ShizCalev
fix: Fixed an exploit allowing you to grab people from anywhere with a clowncar.
/:cl: