/atom/movable/proc/onShuttleMove(turf/T1, rotation) if(rotation) shuttleRotate(rotation) loc = T1 return 1 /obj/onShuttleMove() if(invisibility >= INVISIBILITY_ABSTRACT) return 0 . = ..() /atom/movable/light/onShuttleMove() return 0 /obj/machinery/door/onShuttleMove() . = ..() if(!.) return addtimer(src, "close", 0, TRUE) // Close any attached airlocks as well for(var/obj/machinery/door/D in orange(1, src)) addtimer(src, "close", 0, TRUE) /obj/machinery/door/airlock/onShuttleMove() shuttledocked = 0 for(var/obj/machinery/door/airlock/A in orange(1, src)) A.shuttledocked = 0 . = ..() shuttledocked = 1 for(var/obj/machinery/door/airlock/A in orange(1, src)) A.shuttledocked = 1 /mob/onShuttleMove() if(!move_on_shuttle) return 0 . = ..() if(!.) return if(client) if(buckled) shake_camera(src, 2, 1) // turn it down a bit come on else shake_camera(src, 7, 1) /mob/living/carbon/onShuttleMove() . = ..() if(!.) return if(!buckled) Weaken(3) // Shuttle Rotation // /atom/proc/shuttleRotate(rotation) //rotate our direction setDir(angle2dir(rotation+dir2angle(dir))) //resmooth if need be. if(smooth) queue_smooth(src) //rotate the pixel offsets too. if (pixel_x || pixel_y) if (rotation < 0) rotation += 360 for (var/turntimes=rotation/90;turntimes>0;turntimes--) var/oldPX = pixel_x var/oldPY = pixel_y pixel_x = oldPY pixel_y = (oldPX*(-1))