Landmark Shuttles (#8512)

The lifeless live again. Or in this case, what never actually lived here.

Ports Baystation12/Baystation12#17460 probably for real this time. What this allows us to do is create shuttles on runtime and make shuttles easier by just making landmarks and a shuttle instead of areas and shuttles. Also allows runtime landmark creation via flares or whatever AND allows shuttles to use different landmarks at will.

I removed most of the overmap stuff, I think. It shouldn't be hard to slam it in whenever we need to.

Changes:

    "Shuttle code has been completely reworked."
    "Shuttles can now be modified to have more than one destination."
    "Shuttles now have a takeoff sound."
    "You can now throw mobs against walls to damage them. A lot."
    "You now need a neckgrab to throw mobs."
    "BEING UNBUCKLED DURING SHUTTLE LAUNCH IS DANGEROUS! Don't do it."
    "Adminghosts can now interact with all shuttles."
This commit is contained in:
Matt Atlas
2020-04-05 20:15:31 +02:00
committed by GitHub
parent cf7fe3eff7
commit 2e5fdf970c
100 changed files with 15780 additions and 16628 deletions
+1 -1
View File
@@ -405,7 +405,7 @@
if(mode==47)
var/supplyData[0]
var/datum/shuttle/ferry/supply/shuttle = SScargo.shuttle
var/datum/shuttle/autodock/ferry/supply/shuttle = SScargo.shuttle
if (shuttle)
supplyData["shuttle_moving"] = shuttle.has_arrive_time()
supplyData["shuttle_eta"] = shuttle.eta_minutes()
+1 -1
View File
@@ -79,7 +79,7 @@
smoke.attach(user)
smoke.start()
var/list/L = list()
for(var/turf/T in get_area_turfs(thearea.type))
for(var/turf/T in get_area_turfs(thearea))
if(!T.density && !T.is_hole)
var/clear = 1
for(var/obj/O in T)