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Clown Car Steals Accesses Again (#80288)
## About The Pull Request So, some time ago we fiddled around with vehicles to make them work better, and we accidentally lost what was supposed to be an intentional gimmick of the clown car. Clown cars used to obtain the accesses of victims that got kidnapped into the car, but this hasn't worked for a while now (supposedly around 15 months). This PR re-adds that behavior. ## Why It's Good For The Game Access snatching is a fun gimmick, and it should strike fear into everyone's hearts when the clown car finally catches the captain or a station engineer. ## Changelog 🆑 fix: The clown car once again obtains the accesses of kidnapped crew within the car. Supermatter crystals beware! /🆑
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@@ -13,6 +13,7 @@
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light_range = 8
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light_power = 2
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light_on = FALSE
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access_provider_flags = VEHICLE_CONTROL_DRIVE|VEHICLE_CONTROL_KIDNAPPED
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///list of headlight colors we use to pick through when we have party mode due to emag
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var/headlight_colors = list(COLOR_RED, COLOR_ORANGE, COLOR_YELLOW, COLOR_LIME, COLOR_BRIGHT_BLUE, COLOR_CYAN, COLOR_PURPLE)
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///Cooldown time inbetween [/obj/vehicle/sealed/car/clowncar/proc/roll_the_dice()] usages
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@@ -3,6 +3,8 @@
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var/enter_delay = 2 SECONDS
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var/mouse_pointer
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var/headlights_toggle = FALSE
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///Determines which occupants provide access when bumping into doors
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var/access_provider_flags = VEHICLE_CONTROL_DRIVE
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/obj/vehicle/sealed/generate_actions()
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. = ..()
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@@ -31,7 +33,7 @@
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. = ..()
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if(istype(A, /obj/machinery/door))
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var/obj/machinery/door/conditionalwall = A
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for(var/mob/occupant as anything in return_drivers())
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for(var/mob/occupant as anything in return_controllers_with_flag(access_provider_flags))
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if(conditionalwall.try_safety_unlock(occupant))
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return
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conditionalwall.bumpopen(occupant)
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