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* Fixes hijacked shuttles not counting as escaped, cleans up associated code (#73623) ## About The Pull Request Fixes #72240 So, in the past, `onCentCom` ran a check at the end that said "if we're on centcom z, in centcom area, or in shuttle that is endgame launched: return TRUE" Meanwhile its brother `onSyndieBase` did not need to run the same checks, because it was also on the centcom z-level. This meant that for the purposes of `considered_escaped`, `onCentCom` pretty much entirely eclipsed `onSyndieBase`, only mattering for, well, Nuke Ops So the fix was simple - add the check for "in shuttle that is engame launched" to `onSyndieBase`. I took this opportunity to do a quick audit of associated "escaped" and "alive" code. Did you know that hardcore random only checked that you were on centcom to award survival points? Instead of any other checks for escaped like stat? Also the ancient "romerol zombies can't be used as an easy way to greentext escape" was broken, because it checked the wrong species ID? Bonus performance optimization: `in area` -> `in area.get_contained_turfs()` ## Why It's Good For The Game Hijack does not turn around to become an L ## Changelog 🆑 Melbert fix: Hijacked shuttles now count as "escaping alive" once agian fix: Hardcore random survival now actually checks that you've escaped alive, and not just made it to centcom fix: Intelligent zombies can now escape. fix: Infectious zombies now don't count as escaped as intended. /🆑 * Fixes hijacked shuttles not counting as escaped, cleans up associated code --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>