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Vehicles could use a real quick programatic shift across the board. #268

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ArcaneMusic opened this issue Aug 1, 2024 · 0 comments
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@ArcaneMusic
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So, vehicles look very aquward at the second, due to the fact that each one has a unique offset based on it's riding component subtype located in code\datums\components\riding\riding_vehicle.dm and the animal variant code\datums\components\riding\riding_mob.dm

Most of these, you would go to the individual handle_special() proc, and then adjust the procs for set_riding_offsets to consider the new offset of the mob, or the offset of the vehicle similarly. These should take a quick case-by-case look, to make it so that players are not floating far above the scooter/skateboard/etc.

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