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Bubberstation/code/modules/shuttle/on_move.dm

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/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))