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work work
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@@ -308,7 +308,7 @@
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// We want to be a valid emergency shuttle
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// but not be the main one, keep whatever's set
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// valid.
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var/current_emergency = SSshuttle.emergency
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var/current_emergency = shuttle_master.emergency
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..()
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shuttle_master.emergency = current_emergency
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shuttle_master.backup_shuttle = src
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@@ -262,12 +262,12 @@
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//check the dock isn't occupied
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var/currently_docked = S.get_docked()
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// by someone other than us
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if(currently_docked != src)
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return 6
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else
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// This isn't an error, per se, but we can't let the shuttle code
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// attempt to move us where we currently are, it will get weird.
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return SHUTTLE_ALREADY_DOCKED
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if(currently_docked != src)
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return 6
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else
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// This isn't an error, per se, but we can't let the shuttle code
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// attempt to move us where we currently are, it will get weird.
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return SHUTTLE_ALREADY_DOCKED
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return 0 //0 means we can dock
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//call the shuttle to destination S
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@@ -351,7 +351,7 @@
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// Destroys the docking port and the shuttle contents.
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// Not in a fancy way, it just ceases.
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var/obj/docking_port/stationary/S0 = get_docked()
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var/turf_type = /turf/open/space
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var/turf_type = /turf/space
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var/area_type = /area/space
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if(S0)
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if(S0.turf_type)
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@@ -381,7 +381,7 @@
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T0.ChangeTurf(turf_type)
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T0.redraw_lighting()
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//T0.redraw_lighting()
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air_master.remove_from_active(T0)
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T0.CalculateAdjacentTurfs()
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air_master.add_to_active(T0,1)
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@@ -6,8 +6,8 @@
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I took the one less traveled by,\n\
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And that has made all the difference."
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icon = 'icons/obj/machines/dominator.dmi'
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icon_state = "dominator-blue"
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//icon = 'icons/obj/machines/dominator.dmi'
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// icon_state = "dominator-blue"
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/obj/machinery/shuttle_manipulator/process()
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return
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