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https://github.com/VOREStation/VOREStation.git
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The final updates
Adds a new random spawner for coins with a fail chance (so the coins aren't always in the same place) Addsome missing vending machines to the random vending machine spawner Adds a sound to starting and stopping in ships (that only plays at most once every 10 seconds.) And sets it up so that planets and ships can have a sound when visited. A bunch of little map tweaks to polish things up!
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@@ -0,0 +1,6 @@
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/obj/effect/overmap/visitable/sector/Crossed(var/obj/effect/overmap/visitable/ship/enterer)
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. = ..()
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if(istype(enterer))
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for(var/mob/potential_mob as anything in player_list)
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if(potential_mob.z in enterer.map_z)
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SEND_SOUND(potential_mob, 'sound/ambience/approaching_planet.ogg')
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@@ -40,6 +40,9 @@
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var/halted = 0 //admin halt or other stop.
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var/skill_needed = SKILL_ADEPT //piloting skill needed to steer it without going in random dir
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var/operator_skill
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//VOREStation add
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var/last_sound = 0 //The last time a ship sound was played //VOREStation add
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var/sound_cooldown = 10 SECONDS //VOREStation add
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/// Vis contents overlay holding the ship's vector when in motion
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var/obj/effect/overlay/vis/vector
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@@ -124,17 +127,37 @@
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CHANGE_SPEED_BY(speed[2], n_y)
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update_icon()
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var/still = is_still()
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// If nothing changed
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if(still == old_still)
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return
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// If it is now still, stopped moving
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else if(still)
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STOP_PROCESSING(SSprocessing, src)
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for(var/zz in map_z)
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toggle_move_stars(zz)
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if(last_sound + sound_cooldown >= world.time)
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return
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//VOREStation Add Start
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for(var/mob/potential_mob as anything in player_list)
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if(potential_mob.z in map_z)
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SEND_SOUND(potential_mob, 'sound/ambience/shutdown.ogg')
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last_sound = world.time
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//VOREStation Add End
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// If it started moving
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else
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START_PROCESSING(SSprocessing, src)
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glide_size = WORLD_ICON_SIZE/max(DS2TICKS(SSprocessing.wait), 1) //Down to whatever decimal
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for(var/zz in map_z)
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toggle_move_stars(zz, fore_dir)
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if(last_sound + sound_cooldown >= world.time)
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return
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//VOREStation Add Start
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for(var/mob/potential_mob as anything in player_list)
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if(potential_mob.z in map_z)
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SEND_SOUND(potential_mob, 'sound/ambience/startup.ogg')
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last_sound = world.time
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//VOREStation Add End
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/obj/effect/overmap/visitable/ship/proc/get_brake_path()
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if(!get_acceleration())
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