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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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@@ -158,27 +158,24 @@ var/global/list/minevendor_list = list( //keep in order of price
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if(prize.cost > inserted_id.mining_points)
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else
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if(prize.shuttle)
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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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var/area/area_shuttle = shuttle.get_location_area()
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if(!area_shuttle)
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if(!shuttle.shuttle_area) //This really should never happen, but, oh well.
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to_chat(usr, SPAN_DANGER("{ERR Code: NO_SHUTTLE} Order failed! Please try again."))
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return
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var/list/clear_turfs = list()
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for(var/turf/T in area_shuttle)
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if(T.density)
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continue
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var/contcount
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for(var/atom/A in T.contents)
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if(!A.simulated)
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for(var/area/subarea in shuttle.shuttle_area)
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for(var/turf/T in subarea)
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if(T.density)
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continue
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contcount++
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if(contcount)
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continue
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clear_turfs += T
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var/contcount
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for(var/atom/A in T.contents)
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if(!A.simulated)
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continue
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contcount++
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if(contcount)
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continue
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clear_turfs += T
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if(!length(clear_turfs))
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to_chat(usr, SPAN_DANGER("{ERR Code: NO_SHUTTLE_SPACE} Order failed! Please try again."))
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