mirror of
https://github.com/ParadiseSS13/Paradise.git
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* I AM NOT A KING. I AM NOT A GOD. I AM LUNACY. * THE SCOPE CREEP * This was done in vi. No langserver. Send help. * Progress * Some issues fixed * The code builds, but the maps dont * CC builds, I doubt anything else does * Do this now * Safety * The map compiles * THE MAPPING HELL * Airlock controllers dont work * Fixed bombs * AND THATS FIXED * Phantom edit * Restores LL I think * The mapmerge hooks are actually retarded * Fixes spawners * Half working air control * Picky * Hyper efficient tank monitor * Sanity * Laying the framework * Improved alert console * Dont think this is actually done anywhere * Metering * ONE HUNDRED AND ~~EIGHTY~~ TWENTY SEVEN * WE ARE READY FOR BOX TO BUILD * One map done * Well that was easy * Another one * I think this is done * I should have removed this * I would make a russian joke but <current event> * Delta WIP * Makes delta work * Early review * TM safeguard * oops * METAAAAAAAAAAAAAAAAAAAAAAAAA * Fix #4213 * Trailing * oh for piss sake * Shutter fix * Roundstart ATs can go away * Review pass 1 * What could go wrong * BOOM BOOM BOOM * Not needed * Fix seed vault * Oops * Review changes
78 lines
1.8 KiB
Plaintext
78 lines
1.8 KiB
Plaintext
// Shuttle on-movement //
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/atom/movable/proc/onShuttleMove(turf/oldT, turf/T1, rotation, mob/caller)
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var/turf/newT = get_turf(src)
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if(newT.z != oldT.z)
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onTransitZ(oldT.z, newT.z)
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if(light)
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update_light()
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if(rotation)
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shuttleRotate(rotation)
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forceMove(T1)
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return 1
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/obj/effect/landmark/shuttle_import/onShuttleMove()
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// Used for marking where to preview/load shuttles
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return 0
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/obj/docking_port/onShuttleMove()
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// Stationary ports shouldn't move, mobile ones move themselves
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return 0
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/obj/machinery/door/airlock/onShuttleMove()
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. = ..()
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if(!.)
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return
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INVOKE_ASYNC(src, PROC_REF(close), 0, 1)
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// Close any nearby airlocks as well
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for(var/obj/machinery/door/airlock/D in orange(1, src))
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INVOKE_ASYNC(D, PROC_REF(close), 0, 1)
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/obj/machinery/door/airlock/onShuttleMove()
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. = ..()
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if(id_tag == "s_docking_airlock")
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INVOKE_ASYNC(src, PROC_REF(lock))
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/mob/onShuttleMove(turf/oldT, turf/T1, rotation)
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if(!move_on_shuttle)
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return 0
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. = ..()
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if(!.)
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return
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if(!client)
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return
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if(buckled)
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shake_camera(src, 2, 1) // turn it down a bit come on
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else
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shake_camera(src, 7, 1)
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update_parallax_contents()
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/mob/living/carbon/onShuttleMove()
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. = ..()
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if(!.)
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return
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if(!buckled)
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Weaken(6 SECONDS)
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// After docking //
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/atom/proc/postDock(obj/docking_port/S1)
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if(smoothing_flags)
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QUEUE_SMOOTH(src)
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/mob/postDock()
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update_parallax_contents()
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/obj/machinery/door/airlock/postDock(obj/docking_port/stationary/S1)
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. = ..()
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if(!S1.lock_shuttle_doors && id_tag == "s_docking_airlock")
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INVOKE_ASYNC(src, PROC_REF(unlock))
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/obj/structure/ladder/onShuttleMove()
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if(resistance_flags & INDESTRUCTIBLE)
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// simply don't be moved
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return FALSE
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disconnect()
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LateInitialize() // who the fuck did this
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return ..()
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