Base Commit

Additional Shuttles

Pushing this to Rebase

Conflict Fix

SD Shuttle

Rebase Fixes
This commit is contained in:
klaasjared
2021-10-21 16:54:58 -04:00
parent 1f2e6bcbff
commit 7be38292ca
25 changed files with 3721 additions and 2693 deletions
+17
View File
@@ -319,6 +319,23 @@
density = FALSE
opacity = 0
// SUBTYPE: Shuttle
// Slightly weaker, intergrated shutters - open state is hidden from view. Found on fancy_shuttles
/obj/machinery/door/blast/shuttle
name = "shuttle blast doors"
icon_state_open = "spdoor0"
icon_state_opening = "spdoorc0"
icon_state_closed = "spdoor1"
icon_state_closing = "spdoorc1"
icon_state = "spdoor1"
maxhealth = 400
/obj/machinery/door/blast/shuttle/open
icon_state = "spdoor0"
density = FALSE
opacity = 0
// SUBTYPE: Shutters
// Nicer looking, and also weaker, shutters. Found in kitchen and similar areas.
/obj/machinery/door/blast/shutters
+5
View File
@@ -16,3 +16,8 @@
name = "\improper Emergency Shutter System"
desc = "Emergency air-tight shutter, capable of sealing off breached areas. This model fits flush with the walls, and has a panel in the floor for maintenance."
icon = 'icons/obj/doors/DoorHazardHidden_steel.dmi'
/obj/machinery/door/firedoor/glass/hidden/shuttle
name = "\improper Emergency Shuttle Shutters"
desc = "Emergency air-tight shutter, capable of sealing off breached areas. This model fits flush with shuttle walls."
icon = 'icons/obj/doors/DoorHazardHidden_shuttle.dmi'
+63 -21
View File
@@ -58,13 +58,10 @@ GLOBAL_LIST_EMPTY(fancy_shuttles)
/turf/simulated/wall/fancy_shuttle/Initialize(mapload, materialtype, rmaterialtype, girdertype)
. = ..(mapload, MAT_STEELHULL, MAT_STEELHULL, MAT_STEELHULL)
/turf/simulated/wall/fancy_shuttle/window
/turf/simulated/wall/fancy_shuttle/low //you can see over it and it doesn't block air but you still cant walk over it
blocks_air = FALSE
opacity = FALSE
icon_state = "hull_transparent"
/turf/simulated/wall/fancy_shuttle/window/attack_generic(mob/user, damage, attack_message)
take_damage(damage)
return damage
icon_state = "hull_low"
/turf/simulated/wall/fancy_shuttle/nondense
density = FALSE
@@ -180,6 +177,41 @@ GLOBAL_LIST_EMPTY(fancy_shuttles)
/obj/effect/floor_decal/fancy_shuttle/get_cache_key(var/turf/T)
return "[alpha]-[color]-[dir]-[icon_state]-[T.layer]-[icon_file]"
/**
* Shuttle Glass
*/
//OLD GLASS - USE NEW GLASS
/turf/simulated/wall/fancy_shuttle/window
opacity = FALSE
icon_state = "hull_transparent"
/turf/simulated/wall/fancy_shuttle/window/attack_generic(mob/user, damage, attack_message)
take_damage(damage)
return damage
//NEW GLASS
/obj/structure/window/fancy_shuttle
name = "shuttle window"
desc = "It looks rather strong. Might take a few good hits to shatter it."
icon = 'icons/turf/fancy_shuttles/_fancy_helpers.dmi'
icon_state = "hull_window"
density = TRUE
fulltile = TRUE
maxhealth = 60
reinf = 1
force_threshold = 7
var/fancy_shuttle_tag
// Trust me, this is WAY faster than the normal wall overlays shenanigans, don't worry about performance
/obj/structure/window/fancy_shuttle/update_icon()
if(fancy_shuttle_tag) // after a shuttle jump it won't be set anymore, but the shuttle jump proc will set our icon and state
var/obj/effect/fancy_shuttle/F = GLOB.fancy_shuttles[fancy_shuttle_tag]
if(!F)
warning("Fancy shuttle wall at [x],[y],[z] couldn't locate a helper with tag [fancy_shuttle_tag]")
return
icon = F.split_icon
icon_state = "walls [x - F.x],[y - F.y]"
/**
* Invisible ship equipment (otherwise the same as normal)
*/
@@ -252,24 +284,24 @@ GLOBAL_LIST_EMPTY(fancy_shuttles)
icon = 'icons/turf/fancy_shuttles/exploration_preview.dmi'
/**
* Sec shuttle
* North facing: W:13, H:18
* Secbus shuttle
* North facing: W:11, H:16
*/
/obj/effect/fancy_shuttle/security
icon = 'icons/turf/fancy_shuttles/security_preview.dmi'
split_file = 'icons/turf/fancy_shuttles/security.dmi'
/obj/effect/fancy_shuttle_floor_preview/security
icon = 'icons/turf/fancy_shuttles/security_preview.dmi'
/obj/effect/fancy_shuttle/secbus
icon = 'icons/turf/fancy_shuttles/secbus_preview.dmi'
split_file = 'icons/turf/fancy_shuttles/secbus.dmi'
/obj/effect/fancy_shuttle_floor_preview/secbus
icon = 'icons/turf/fancy_shuttles/secbus_preview.dmi'
/**
* Med shuttle
* North facing: W:13, H:18
* Medbus shuttle
* North facing: W:11, H:16
*/
/obj/effect/fancy_shuttle/medical
icon = 'icons/turf/fancy_shuttles/medical_preview.dmi'
split_file = 'icons/turf/fancy_shuttles/medical.dmi'
/obj/effect/fancy_shuttle_floor_preview/medical
icon = 'icons/turf/fancy_shuttles/medical_preview.dmi'
/obj/effect/fancy_shuttle/medbus
icon = 'icons/turf/fancy_shuttles/medbus_preview.dmi'
split_file = 'icons/turf/fancy_shuttles/medbus.dmi'
/obj/effect/fancy_shuttle_floor_preview/medbus
icon = 'icons/turf/fancy_shuttles/medbus_preview.dmi'
/**
* Orange line tram
@@ -283,7 +315,7 @@ GLOBAL_LIST_EMPTY(fancy_shuttles)
/**
* Tour bus
* North facing: W:7, H:13
* North facing: W:7, H:12
*/
/obj/effect/fancy_shuttle/tourbus
icon = 'icons/turf/fancy_shuttles/tourbus_preview.dmi'
@@ -291,6 +323,16 @@ GLOBAL_LIST_EMPTY(fancy_shuttles)
/obj/effect/fancy_shuttle_floor_preview/tourbus
icon = 'icons/turf/fancy_shuttles/tourbus_preview.dmi'
/**
* Stellar Delight Shuttle
* North facing: W:9, H:14
*/
/obj/effect/fancy_shuttle/sd_shuttle
icon = 'icons/turf/fancy_shuttles/sd_shuttle_preview.dmi'
split_file = 'icons/turf/fancy_shuttles/sd_shuttle.dmi'
/obj/effect/fancy_shuttle_floor_preview/sd_shuttle
icon = 'icons/turf/fancy_shuttles/sd_shuttle_preview.dmi'
/**
* Delivery shuttle
* North facing: W:8, H:10
+7 -4
View File
@@ -9,6 +9,9 @@
var/glass = TRUE
var/launched = FALSE
/obj/structure/panic_button/small
icon_state = "smallpanicbutton"
// In case we're annihilated by a meteor
/obj/structure/panic_button/Destroy()
if(!launched)
@@ -26,10 +29,10 @@
/obj/structure/panic_button/attack_hand(mob/living/user)
if(!istype(user))
return ..()
if(user.incapacitated())
return
// Already launched
if(launched)
to_chat(user, "<span class='warning'>The button is already depressed; the beacon has been launched already.</span>")
@@ -61,10 +64,10 @@
S.distress(user)
//Kind of pricey, but this is a one-time thing that can't be reused, so I'm not too worried.
var/list/hear_z = GetConnectedZlevels(z) // multiz 'physical' connections only, not crazy overmap connections
var/mapsize = (world.maxx+world.maxy)*0.5
var/turf/us = get_turf(src)
for(var/hz in hear_z)
for(var/mob/M as anything in GLOB.players_by_zlevel[hz])
var/sound/SND = sound('sound/misc/emergency_beacon_launched.ogg') // Inside the loop because playsound_local modifies it for each person, so, need separate instances
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@@ -131,7 +131,7 @@
/datum/shuttle/autodock/overmap/sdboat
name = "Starstuff"
current_location = "port_shuttlepad"
docking_controller_tag = "sd_bittyshuttle"
docking_controller_tag = "sdboat_docker"
shuttle_area = list(/area/shuttle/sdboat/fore,/area/shuttle/sdboat/aft)
fuel_consumption = 2
defer_initialisation = TRUE
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
+9
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@@ -1460,6 +1460,9 @@
/area/shuttle/excursion/power
name = "\improper Excursion Shuttle Power"
/*
* Tourbus
*/
/area/shuttle/tourbus
requires_power = 1
icon_state = "shuttle2"
@@ -1471,6 +1474,9 @@
/area/shuttle/tourbus/cockpit
name = "\improper Tour Bus Cockpit"
/*
* Medbus
*/
/area/shuttle/medivac
requires_power = 1
icon_state = "shuttle2"
@@ -1484,6 +1490,9 @@
/area/shuttle/medivac/engines
name = "\improper Medivac Engines"
/*
* Secbus
*/
/area/shuttle/securiship
requires_power = 1
icon_state = "shuttle2"
-1
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@@ -3238,7 +3238,6 @@
#include "code\modules\multiz\ladder_assembly_vr.dm"
#include "code\modules\multiz\ladders.dm"
#include "code\modules\multiz\ladders_vr.dm"
#include "code\modules\multiz\misc.dm"
#include "code\modules\multiz\movement.dm"
#include "code\modules\multiz\movement_vr.dm"
#include "code\modules\multiz\pipes.dm"