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space cleanup (#17300)
* space cleanup * this * this too --------- Co-authored-by: Cameron Lennox <killer65311@gmail.com>
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co-authored by
Cameron Lennox
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a7314a8766
commit
c8aff28c5b
@@ -12,9 +12,9 @@
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var/flags = SHUTTLE_FLAGS_NONE
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var/process_state = IDLE_STATE // Used with SHUTTLE_FLAGS_PROCESS, as well as to store current state.
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var/category = /datum/shuttle
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var/multiz = 0 //how many multiz levels, starts at 0 TODO Leshana - Are we porting this?
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var/multiz = 0 //how many multiz levels, starts at 0 TODO Leshana - Are we porting this?
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var/ceiling_type // Type path of turf to roof over the shuttle when at multi-z landmarks. Ignored if null.
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var/ceiling_type // Type path of turf to roof over the shuttle when at multi-z landmarks. Ignored if null.
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var/sound_takeoff = 'sound/effects/shuttles/shuttle_takeoff.ogg'
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var/sound_landing = 'sound/effects/shuttles/shuttle_landing.ogg'
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@@ -22,11 +22,11 @@
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var/knockdown = 1 //whether shuttle downs non-buckled people when it moves
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var/defer_initialisation = FALSE //If this this shuttle should be initialised automatically.
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//If set to true, you are responsible for initialzing the shuttle manually.
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//Useful for shuttles that are initialized by map_template loading, or shuttles that are created in-game or not used.
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//If set to true, you are responsible for initialzing the shuttle manually.
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//Useful for shuttles that are initialized by map_template loading, or shuttles that are created in-game or not used.
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var/mothershuttle //tag of mothershuttle
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var/motherdock //tag of mothershuttle landmark, defaults to starting location
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var/mothershuttle //tag of mothershuttle
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var/motherdock //tag of mothershuttle landmark, defaults to starting location
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var/tmp/depart_time = 0 //Similar to above, set when the shuttle leaves when long jumping. Used for progress bars.
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@@ -104,8 +104,8 @@
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/datum/shuttle/proc/on_shuttle_departure(var/obj/effect/shuttle_landmark/origin, var/obj/effect/shuttle_landmark/destination)
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return
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// Similar to above, but when it finishes moving to the target. Short jump generally makes this occur immediately after the above proc.
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// Keep in mind we might not actually have gotten to destination. Check current_location to be sure where we ended up.
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// Similar to above, but when it finishes moving to the target. Short jump generally makes this occur immediately after the above proc.
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// Keep in mind we might not actually have gotten to destination. Check current_location to be sure where we ended up.
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/datum/shuttle/proc/on_shuttle_arrival(var/obj/effect/shuttle_landmark/origin, var/obj/effect/shuttle_landmark/destination)
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return
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@@ -117,7 +117,7 @@
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return
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var/obj/effect/shuttle_landmark/start_location = current_location
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// TODO - Figure out exactly when to play sounds. Before warmup_time delay? Should there be a sleep for waiting for sounds? or no?
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// TODO - Figure out exactly when to play sounds. Before warmup_time delay? Should there be a sleep for waiting for sounds? or no?
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moving_status = SHUTTLE_WARMUP
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spawn(warmup_time*10)
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@@ -155,7 +155,7 @@
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return
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var/obj/effect/shuttle_landmark/start_location = current_location
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// TODO - Figure out exactly when to play sounds. Before warmup_time delay? Should there be a sleep for waiting for sounds? or no?
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// TODO - Figure out exactly when to play sounds. Before warmup_time delay? Should there be a sleep for waiting for sounds? or no?
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moving_status = SHUTTLE_WARMUP
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spawn(warmup_time*10)
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@@ -204,7 +204,7 @@
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//////////////////////////////
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// Forward declarations of public procs. They do nothing because this is not auto-dock.
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// Forward declarations of public procs. They do nothing because this is not auto-dock.
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/datum/shuttle/proc/fuel_check()
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return 1 //fuel check should always pass in non-overmap shuttles (they have magic engines)
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@@ -300,7 +300,7 @@
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if(our_area.get_gravity() != new_grav)
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our_area.gravitychange(new_grav)
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// TODO - Old code used to throw stuff out of the way instead of squashing. Should we?
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// TODO - Old code used to throw stuff out of the way instead of squashing. Should we?
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// Move, gib, or delete everything in our way!
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for(var/turf/src_turf in turf_translation)
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@@ -345,7 +345,7 @@
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if(move_direction)
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throw_a_mob(M,move_direction)
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//VOREStation Add End
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// We only need to rebuild powernets for our cables. No need to check machines because they are on top of cables.
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// We only need to rebuild powernets for our cables. No need to check machines because they are on top of cables.
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for(var/obj/structure/cable/C in A)
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powernets |= C.powernet
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