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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."
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@@ -405,7 +405,7 @@
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if(mode==47)
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var/supplyData[0]
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var/datum/shuttle/ferry/supply/shuttle = SScargo.shuttle
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var/datum/shuttle/autodock/ferry/supply/shuttle = SScargo.shuttle
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if (shuttle)
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supplyData["shuttle_moving"] = shuttle.has_arrive_time()
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supplyData["shuttle_eta"] = shuttle.eta_minutes()
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@@ -79,7 +79,7 @@
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smoke.attach(user)
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smoke.start()
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var/list/L = list()
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for(var/turf/T in get_area_turfs(thearea.type))
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for(var/turf/T in get_area_turfs(thearea))
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if(!T.density && !T.is_hole)
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var/clear = 1
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for(var/obj/O in T)
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