[MDB IGNORE] Gets rid of the /brig shuttle floor subtype (#74100)

## About The Pull Request

Removes the /brig red plastitanium shuttle floor, replaces the checks
related to it with checking if the area is the shuttle brig
From what I checked in vscode, all the shuttles that use this floor
already also have the shuttle brig area on the same tiles so it changes
nothing (and might even fix things if shuttles don't use this floor type
for their shuttle brig)

## Why It's Good For The Game

Why the fuck are we checking for a TURF

## Changelog

Not player facing
This commit is contained in:
SgtHunk
2023-04-01 01:29:59 -03:00
committed by GitHub
parent 6a0341d4f7
commit 4d3a1c320f
30 changed files with 301 additions and 305 deletions
+2 -2
View File
@@ -397,9 +397,9 @@
continue
if(shuttle_areas[get_area(player)])
has_people = TRUE
var/location = get_turf(player.mind.current)
var/location = get_area(player.mind.current)
//Non-antag present. Can't hijack.
if(!(player.mind.has_antag_datum(/datum/antagonist)) && !istype(location, /turf/open/floor/mineral/plastitanium/red/brig))
if(!(player.mind.has_antag_datum(/datum/antagonist)) && !istype(location, /area/shuttle/escape/brig))
return FALSE
//Antag present, doesn't stop but let's see if we actually want to hijack
var/prevent = FALSE
+1 -1
View File
@@ -782,7 +782,7 @@
for(var/turf/turfs as anything in return_turfs())
for(var/mob/living/sunset_mobs in turfs.get_all_contents())
// If they have a mind and they're not in the brig, they escaped
if(sunset_mobs.mind && !istype(turfs, /turf/open/floor/mineral/plastitanium/red/brig))
if(sunset_mobs.mind && !istype(get_area(sunset_mobs), /area/shuttle/escape/brig))
sunset_mobs.mind.force_escaped = TRUE
// Ghostize them and put them in nullspace stasis (for stat & possession checks)
sunset_mobs.notransform = TRUE