Base Commit
Additional Shuttles Pushing this to Rebase Conflict Fix SD Shuttle Rebase Fixes
@@ -319,6 +319,23 @@
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density = FALSE
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opacity = 0
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// SUBTYPE: Shuttle
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// Slightly weaker, intergrated shutters - open state is hidden from view. Found on fancy_shuttles
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/obj/machinery/door/blast/shuttle
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name = "shuttle blast doors"
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icon_state_open = "spdoor0"
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icon_state_opening = "spdoorc0"
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icon_state_closed = "spdoor1"
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icon_state_closing = "spdoorc1"
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icon_state = "spdoor1"
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maxhealth = 400
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/obj/machinery/door/blast/shuttle/open
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icon_state = "spdoor0"
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density = FALSE
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opacity = 0
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// SUBTYPE: Shutters
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// Nicer looking, and also weaker, shutters. Found in kitchen and similar areas.
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/obj/machinery/door/blast/shutters
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@@ -16,3 +16,8 @@
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name = "\improper Emergency Shutter System"
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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."
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icon = 'icons/obj/doors/DoorHazardHidden_steel.dmi'
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/obj/machinery/door/firedoor/glass/hidden/shuttle
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name = "\improper Emergency Shuttle Shutters"
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desc = "Emergency air-tight shutter, capable of sealing off breached areas. This model fits flush with shuttle walls."
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icon = 'icons/obj/doors/DoorHazardHidden_shuttle.dmi'
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@@ -58,13 +58,10 @@ GLOBAL_LIST_EMPTY(fancy_shuttles)
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/turf/simulated/wall/fancy_shuttle/Initialize(mapload, materialtype, rmaterialtype, girdertype)
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. = ..(mapload, MAT_STEELHULL, MAT_STEELHULL, MAT_STEELHULL)
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/turf/simulated/wall/fancy_shuttle/window
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/turf/simulated/wall/fancy_shuttle/low //you can see over it and it doesn't block air but you still cant walk over it
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blocks_air = FALSE
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opacity = FALSE
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icon_state = "hull_transparent"
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/turf/simulated/wall/fancy_shuttle/window/attack_generic(mob/user, damage, attack_message)
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take_damage(damage)
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return damage
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icon_state = "hull_low"
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/turf/simulated/wall/fancy_shuttle/nondense
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density = FALSE
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@@ -180,6 +177,41 @@ GLOBAL_LIST_EMPTY(fancy_shuttles)
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/obj/effect/floor_decal/fancy_shuttle/get_cache_key(var/turf/T)
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return "[alpha]-[color]-[dir]-[icon_state]-[T.layer]-[icon_file]"
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/**
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* Shuttle Glass
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*/
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//OLD GLASS - USE NEW GLASS
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/turf/simulated/wall/fancy_shuttle/window
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opacity = FALSE
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icon_state = "hull_transparent"
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/turf/simulated/wall/fancy_shuttle/window/attack_generic(mob/user, damage, attack_message)
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take_damage(damage)
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return damage
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//NEW GLASS
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/obj/structure/window/fancy_shuttle
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name = "shuttle window"
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desc = "It looks rather strong. Might take a few good hits to shatter it."
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icon = 'icons/turf/fancy_shuttles/_fancy_helpers.dmi'
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icon_state = "hull_window"
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density = TRUE
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fulltile = TRUE
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maxhealth = 60
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reinf = 1
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force_threshold = 7
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var/fancy_shuttle_tag
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// Trust me, this is WAY faster than the normal wall overlays shenanigans, don't worry about performance
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/obj/structure/window/fancy_shuttle/update_icon()
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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
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var/obj/effect/fancy_shuttle/F = GLOB.fancy_shuttles[fancy_shuttle_tag]
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if(!F)
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warning("Fancy shuttle wall at [x],[y],[z] couldn't locate a helper with tag [fancy_shuttle_tag]")
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return
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icon = F.split_icon
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icon_state = "walls [x - F.x],[y - F.y]"
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/**
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* Invisible ship equipment (otherwise the same as normal)
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*/
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@@ -252,24 +284,24 @@ GLOBAL_LIST_EMPTY(fancy_shuttles)
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icon = 'icons/turf/fancy_shuttles/exploration_preview.dmi'
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/**
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* Sec shuttle
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* North facing: W:13, H:18
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* Secbus shuttle
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* North facing: W:11, H:16
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*/
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/obj/effect/fancy_shuttle/security
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icon = 'icons/turf/fancy_shuttles/security_preview.dmi'
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split_file = 'icons/turf/fancy_shuttles/security.dmi'
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/obj/effect/fancy_shuttle_floor_preview/security
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icon = 'icons/turf/fancy_shuttles/security_preview.dmi'
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/obj/effect/fancy_shuttle/secbus
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icon = 'icons/turf/fancy_shuttles/secbus_preview.dmi'
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split_file = 'icons/turf/fancy_shuttles/secbus.dmi'
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/obj/effect/fancy_shuttle_floor_preview/secbus
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icon = 'icons/turf/fancy_shuttles/secbus_preview.dmi'
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/**
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* Med shuttle
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* North facing: W:13, H:18
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* Medbus shuttle
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* North facing: W:11, H:16
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*/
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/obj/effect/fancy_shuttle/medical
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icon = 'icons/turf/fancy_shuttles/medical_preview.dmi'
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split_file = 'icons/turf/fancy_shuttles/medical.dmi'
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/obj/effect/fancy_shuttle_floor_preview/medical
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icon = 'icons/turf/fancy_shuttles/medical_preview.dmi'
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/obj/effect/fancy_shuttle/medbus
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icon = 'icons/turf/fancy_shuttles/medbus_preview.dmi'
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split_file = 'icons/turf/fancy_shuttles/medbus.dmi'
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/obj/effect/fancy_shuttle_floor_preview/medbus
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icon = 'icons/turf/fancy_shuttles/medbus_preview.dmi'
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/**
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* Orange line tram
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@@ -283,7 +315,7 @@ GLOBAL_LIST_EMPTY(fancy_shuttles)
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/**
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* Tour bus
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* North facing: W:7, H:13
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* North facing: W:7, H:12
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*/
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/obj/effect/fancy_shuttle/tourbus
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icon = 'icons/turf/fancy_shuttles/tourbus_preview.dmi'
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@@ -291,6 +323,16 @@ GLOBAL_LIST_EMPTY(fancy_shuttles)
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/obj/effect/fancy_shuttle_floor_preview/tourbus
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icon = 'icons/turf/fancy_shuttles/tourbus_preview.dmi'
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/**
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* Stellar Delight Shuttle
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* North facing: W:9, H:14
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*/
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/obj/effect/fancy_shuttle/sd_shuttle
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icon = 'icons/turf/fancy_shuttles/sd_shuttle_preview.dmi'
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split_file = 'icons/turf/fancy_shuttles/sd_shuttle.dmi'
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/obj/effect/fancy_shuttle_floor_preview/sd_shuttle
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icon = 'icons/turf/fancy_shuttles/sd_shuttle_preview.dmi'
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/**
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* Delivery shuttle
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* North facing: W:8, H:10
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@@ -9,6 +9,9 @@
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var/glass = TRUE
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var/launched = FALSE
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/obj/structure/panic_button/small
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icon_state = "smallpanicbutton"
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// In case we're annihilated by a meteor
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/obj/structure/panic_button/Destroy()
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if(!launched)
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@@ -26,10 +29,10 @@
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/obj/structure/panic_button/attack_hand(mob/living/user)
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if(!istype(user))
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return ..()
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if(user.incapacitated())
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return
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// Already launched
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if(launched)
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to_chat(user, "<span class='warning'>The button is already depressed; the beacon has been launched already.</span>")
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@@ -61,10 +64,10 @@
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S.distress(user)
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//Kind of pricey, but this is a one-time thing that can't be reused, so I'm not too worried.
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var/list/hear_z = GetConnectedZlevels(z) // multiz 'physical' connections only, not crazy overmap connections
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var/mapsize = (world.maxx+world.maxy)*0.5
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var/turf/us = get_turf(src)
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for(var/hz in hear_z)
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for(var/mob/M as anything in GLOB.players_by_zlevel[hz])
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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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After Width: | Height: | Size: 7.8 KiB |
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Before Width: | Height: | Size: 70 KiB After Width: | Height: | Size: 82 KiB |
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Before Width: | Height: | Size: 5.2 KiB After Width: | Height: | Size: 5.5 KiB |
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Before Width: | Height: | Size: 2.7 KiB After Width: | Height: | Size: 3.5 KiB |
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After Width: | Height: | Size: 96 KiB |
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After Width: | Height: | Size: 37 KiB |
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Before Width: | Height: | Size: 120 KiB |
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Before Width: | Height: | Size: 52 KiB |
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After Width: | Height: | Size: 86 KiB |
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After Width: | Height: | Size: 36 KiB |
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After Width: | Height: | Size: 91 KiB |
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After Width: | Height: | Size: 40 KiB |
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Before Width: | Height: | Size: 119 KiB |
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Before Width: | Height: | Size: 52 KiB |
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Before Width: | Height: | Size: 57 KiB After Width: | Height: | Size: 60 KiB |
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Before Width: | Height: | Size: 25 KiB After Width: | Height: | Size: 25 KiB |
@@ -131,7 +131,7 @@
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/datum/shuttle/autodock/overmap/sdboat
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name = "Starstuff"
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current_location = "port_shuttlepad"
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docking_controller_tag = "sd_bittyshuttle"
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docking_controller_tag = "sdboat_docker"
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shuttle_area = list(/area/shuttle/sdboat/fore,/area/shuttle/sdboat/aft)
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fuel_consumption = 2
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defer_initialisation = TRUE
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@@ -1460,6 +1460,9 @@
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/area/shuttle/excursion/power
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name = "\improper Excursion Shuttle Power"
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/*
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* Tourbus
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*/
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/area/shuttle/tourbus
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requires_power = 1
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icon_state = "shuttle2"
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@@ -1471,6 +1474,9 @@
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/area/shuttle/tourbus/cockpit
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name = "\improper Tour Bus Cockpit"
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/*
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* Medbus
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*/
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/area/shuttle/medivac
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requires_power = 1
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icon_state = "shuttle2"
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@@ -1484,6 +1490,9 @@
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/area/shuttle/medivac/engines
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name = "\improper Medivac Engines"
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/*
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* Secbus
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*/
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/area/shuttle/securiship
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requires_power = 1
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icon_state = "shuttle2"
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@@ -3238,7 +3238,6 @@
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#include "code\modules\multiz\ladder_assembly_vr.dm"
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#include "code\modules\multiz\ladders.dm"
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#include "code\modules\multiz\ladders_vr.dm"
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#include "code\modules\multiz\misc.dm"
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#include "code\modules\multiz\movement.dm"
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#include "code\modules\multiz\movement_vr.dm"
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#include "code\modules\multiz\pipes.dm"
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