var/labor_shuttle_tickstomove = 10 var/labor_shuttle_moving = 0 var/labor_shuttle_location = 0 // 0 = station 13, 1 = labor station proc/move_labor_shuttle() //TODO: Security Access only; add moving the shuttle to the station to the release button. if(labor_shuttle_moving) return labor_shuttle_moving = 1 spawn(labor_shuttle_tickstomove*10) var/area/fromArea var/area/toArea if (labor_shuttle_location == 1) fromArea = locate(/area/shuttle/siberia/outpost) toArea = locate(/area/shuttle/siberia/station) else fromArea = locate(/area/shuttle/siberia/station) toArea = locate(/area/shuttle/siberia/outpost) var/list/dstturfs = list() var/throwy = world.maxy for(var/turf/T in toArea) dstturfs += T if(T.y < throwy) throwy = T.y // hey you, get out of the way! for(var/turf/T in dstturfs) // find the turf to move things to var/turf/D = locate(T.x, throwy - 1, 1) //var/turf/E = get_step(D, SOUTH) for(var/atom/movable/AM as mob|obj in T) AM.Move(D) // NOTE: Commenting this out to avoid recreating mass driver glitch /* spawn(0) AM.throw_at(E, 1, 1) return */ if(istype(T, /turf/simulated)) del(T) for(var/mob/living/carbon/bug in toArea) // If someone somehow is still in the shuttle's docking area... bug.gib() fromArea.move_contents_to(toArea) if (labor_shuttle_location) labor_shuttle_location = 0 else labor_shuttle_location = 1 for(var/mob/M in toArea) if(M.client) spawn(0) if(M.buckled) shake_camera(M, 3, 1) // buckled, not a lot of shaking else shake_camera(M, 10, 1) // unbuckled, HOLY SHIT SHAKE THE ROOM if(istype(M, /mob/living/carbon)) if(!M.buckled) M.Weaken(3) labor_shuttle_moving = 0 return /obj/machinery/computer/labor_shuttle name = "Labor Shuttle Console" icon = 'icons/obj/computer.dmi' icon_state = "shuttle" circuit = "/obj/item/weapon/circuitboard/labor_shuttle" var/location = 0 //0 = station, 1 = labor camp req_access = list(access_brig) var/hacked = 0 /obj/machinery/computer/labor_shuttle/attack_hand(user as mob) if(..(user)) return src.add_fingerprint(usr) var/dat dat = text("