Map fixes and tweaks part 7

Fixes for:
Basic NTnet cards being unable to reach telecomms from the station
Shuttles not showing location details when landed
Ship sensors printing blank papers
Certain shuttles not clearing weather visuals on landing
Ninja/merc elite shuttles being unable to dock
Mislabeled west solar SMES
Engine flow/pump sensors not connected to cooling system computer
Fixes a few non-cold tiles in telecomms compartment
Adds a few missing rails
Also, tweaks surgery rooms a bit
This commit is contained in:
PrismaticGynoid
2021-10-07 20:35:31 -07:00
parent 2c1d19de1d
commit 8a96fd173e
11 changed files with 879 additions and 789 deletions
@@ -103,7 +103,7 @@ var/global/ntnet_card_uid = 1
var/holderz = get_z(holder2)
if(!holderz) //no reception in nullspace
return 0
var/list/zlevels_in_range = using_map.get_map_levels(holderz, FALSE)
var/list/zlevels_in_range = using_map.get_map_levels(holderz, FALSE, om_range = DEFAULT_OVERMAP_RANGE)
var/list/zlevels_in_long_range = using_map.get_map_levels(holderz, TRUE, om_range = DEFAULT_OVERMAP_RANGE) - zlevels_in_range
var/best = 0
for(var/relay in ntnet_global.relays)
+3 -3
View File
@@ -200,10 +200,10 @@
switch(status)
if(SHIP_STATUS_LANDED)
var/obj/effect/overmap/visitable/location = loc
if(istype(loc, /obj/effect/overmap/visitable/sector))
return "Landed on \the [location.name]. Use secondary thrust to get clear before activating primary engines."
if(istype(loc, /obj/effect/overmap/visitable/ship))
if(location.in_space)
return "Docked with \the [location.name]. Use secondary thrust to get clear before activating primary engines."
else
return "Landed on \the [location.name]. Use secondary thrust to get clear before activating primary engines."
return "Docked with an unknown object."
if(SHIP_STATUS_TRANSIT)
return "Maneuvering under secondary thrust."
+9 -4
View File
@@ -106,11 +106,16 @@
//lipstick wiping is in code/game/objects/items/weapons/cosmetics.dm!
/obj/item/weapon/paper/Initialize(mapload)
. = ..()
/obj/item/weapon/paper/Initialize(mapload, var/text, var/title)
. = ..()
if(mapload) // Jank, but we do this to prevent maploaded papers from somehow stacking across rounds if re-added to the board by a player.
was_maploaded = TRUE
if(istext(text))
name = title
if(istext(title))
info = text
if(mapload) // Jank, but we do this to prevent maploaded papers from somehow stacking across rounds if re-added to the board by a player.
was_maploaded = TRUE
/obj/item/weapon/paper/New()
..()