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* why no work angy * weird errors shit sucks * fixved it I can spell good * fix? POSSIBLY * nope wasnt this * no more immutable thhanks koffee * ok ok * removes all the pref stuff ""removes"" * remove this idiot * this goes bye bye * these go too genius * bye bye * better night vision * tries to fix camera maybe * ok fuck it we ball we ball * ok lets go back go back go back go back * WORK DAMNIT * ha fuc kyou * this maybe * this doesnt work :( * maybe fix maybe * fucks everything why do i do this * test update test * Revert "tries to fix camera" This reverts commit2d14fbae66. * reverts everything I just did peko pain * bye bitch * oh yeah add this I guess * Fucks up the camera net + chunk why * test maybe revert * Revert "test maybe revert" This reverts commit98c5ef1b93. * Revert "Fucks up the camera net + chunk" This reverts commit0e421ebf5f. * this isnt going well uh oh * Attempts to rework out security camera and probably more * Revert "this isnt going well" This reverts commit1d8ceac867. * Revert "Revert "this isnt going well"" This reverts commite26fb61415. * ok ok * Revert "ok" This reverts commit7e7a7f8372. * Revert "Merge remote-tracking branch 'upstream/master' into NahI'dPortit" This reverts commit01094731c1, reversing changes made toc0cf69ebf1. * this doesn't need to be redefined I guess * no we need this totally * a familiar pain * 515 is L * yeah yeah * ok god fine * bye bye basemap :( doesnt work on runtime station * Fixes AI statis not working god im good * remove this oh god * Revert "Revert "Merge remote-tracking branch 'upstream/master' into NahI'dPortit"" This reverts commitb3fb3ba0db. * proves to god I exist and im pissed * yog exclusive feature (tm) plane master * bring this back from previous push * updates vendor emissives as well as firealarms * Updates barsign and fucks everything up * Fixes barsigns breaks all lights and updates barsigns to be machines and not structures We will address this in a later patch * not sure who changed that oh well * yeah this got moved * this needs updating yeah * turns off the carbon monoxide alarm duh * FIXES IT YES thank you biome * turns this off too yeah * Can't compile yet but ports a ton of shit * L * the game opens ig * extra shit * fixes * signals and smooth queue * look ma im going horribly out of scope * fixes chasms * this fixed nothing * ??? * more barsigns for later * forgive me cowboy. also fuck diagonals * oops we need this apparently * fuck it we ball * Update _lists.dm * Update icon_smoothing.dm * it now works kinda * Update atom_initializing_EXPENSIVE.dm * lighting don't work * we have light * sort turfs better * big fucking reorganize * like everything except templates * boy i sure hope nothing bad happens to these bar templates * we're back * no runtimes baby * no errors * shuttles are almost fixed i think * Revert "shuttles are almost fixed i think" This reverts commit046058827c. * Revert "Merge remote-tracking branch 'upstream/master' into icon_smoothing" This reverts commit863e1b776d, reversing changes made to884623e600. * Revert "no errors" This reverts commit884623e600. * too far back i think * midround smoothing runtimes fixed i think * comment cleanup * should fix the component runtimes * Revert "Revert "Merge remote-tracking branch 'upstream/master' into icon_smoothing"" This reverts commita8ff8d63aa. * NO RUNTIMES AND ICEMETA WORKS LET'S GOOOOOO * please stay fixed icemeta * organizing render dms * woops this too in the reorganizing * cryo fixed * nah, i'd win * parallax isn't my problem * pls don't break icemeta * runtime station gets a cam console * well it compiles * maybe fix the map * woops * man i hate maps * was that it? * PLEASE * missing focus tests * maybe that was it * maybe * let's take the batteries out of the carbon monoxide detector * fuck osha * i hate vending machines * that's not a computer * slot machine fix * PLEASE * that wasn't supposed to be there * fuck it i can't fix everything at once * BLUESPACE LOCKER? * literally why * hhh * does this fix chasms? * that should fix bad index * please? * turf_flags for reservations * haha oops * yolo (kill me) * fix wood walls and other walls * fix stairs * that might have fixed shittles * baseturfs are good now i think * should fix plasma windows * decals fixed * please fix changelog * shuttle lighting still fucky * lighting is stinky slow and doesn't finish updating by the time the server starts guh * lighting seemingly works * slipping works * shuttle sounds, slips, and windoors fixed * why am i here * fuck the changelog * of course someone touched smoothing as i'm almost done * we good? * updating ai_eye and rename * z updates and more ai cam updates * ice fixed * weather and ice fix * clockies can see and other clean up catches * windows fixed * cowbot forgive me i'm trying to update flashlights to tg because there's no light on lower multi-z z's like ice meta bottom floor * movable lighting works on multi-z * gps fix * item stacking from drag works * falsewall fix * job panel fixed * AI HANDLED * woops that comment should be gone * i hate ai i hate ai * brass glass visible again * vents on top of tiles now * sigdrobe sprite back * centcomm portals work * portals and see openspace mapping icons fixed * icemeta my behated * kill * is that it * lighting cutoff is old hat * angery overlay * not super necessary * also extra but whatever * ticker but thicker * job fix i hope * this isn't needed anymore * latejoin fix? * laserpointer, pipecrawl, and some consoles fixed * i hate fixing bugs as they're made * we're not ready for that * redef cleanup * gps arrows, gun flashlights, shuttle console placement, multi-z pulling fixed * goofy ah gun code * this was a good idea and necessary * should fix caltrop component * does this please the linter * linter please accept this async function * THERE * take the batteries out * make it stop * cowbot stopped me from letting ghosts dab * recycler loc fix * fix border firedoors not blocking movement * should fix screen fade out and fade in on round start and end * darker command tile trim and fixed bronze wall sprites * fuck you linter * railings actually stop you from leaving * probably fixes gibtonite overlay when struck * armaments dispenser and clockwork catwalk * turbine fix probably * pointing at inhand items should be fixed * fix overwatch app * should hopefully fix cable rotation on shuttle move * flashlights have better directionality logic * hopefully fixes shuttle atmos on move * grilles fixed * hopefully this fixes shuttle buttons, airolocks, and other machinery not working after moving * ice meta mining area finally not freezing * fix lightbulb icons not updating * lava mask and lighting dots * we actually have this * fuck glowshrooms GC * fix light fixture interactions and icon updates * hopefully catches all the updates * lava lighting good to go * seclite was missing inhands * smoothing in replays * light updates accurate in replays * biome's multi-z requests --------- Co-authored-by: cowbot92 <75333826+cowbot92@users.noreply.github.com> Co-authored-by: Molti <gamingjoelouis@gmail.com> Co-authored-by: Ringalong <53777086+JohnFulpWillard@users.noreply.github.com>
219 lines
8.3 KiB
Plaintext
219 lines
8.3 KiB
Plaintext
/// This is the main proc. It instantly moves our mobile port to stationary port `new_dock`.
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/obj/docking_port/mobile/proc/initiate_docking(obj/docking_port/stationary/new_dock, movement_direction, force=FALSE)
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// Crashing this ship with NO SURVIVORS
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if(new_dock.get_docked() == src)
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remove_ripples()
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return DOCKING_SUCCESS
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if(!force)
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if(!check_dock(new_dock))
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remove_ripples()
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return DOCKING_BLOCKED
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if(!canMove())
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remove_ripples()
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return DOCKING_IMMOBILIZED
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var/obj/docking_port/stationary/old_dock = get_docked()
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// The area that gets placed under where the shuttle moved from
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var/underlying_area_type = SHUTTLE_DEFAULT_UNDERLYING_AREA
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if(old_dock) //Dock overwrites
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underlying_area_type = old_dock.area_type
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/**************************************************************************************************************
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Both lists are associative with a turf:bitflag structure. (new_turfs bitflag space unused currently)
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The bitflag contains the data for what inhabitants of that coordinate should be moved to the new location
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The bitflags can be found in __DEFINES/shuttles.dm
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*/
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var/list/old_turfs = return_ordered_turfs(x, y, z, dir)
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var/list/new_turfs = return_ordered_turfs(new_dock.x, new_dock.y, new_dock.z, new_dock.dir)
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CHECK_TICK
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/**************************************************************************************************************/
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// The underlying old area is the area assumed to be under the shuttle's starting location
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// If it no longer/has never existed it will be created
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var/area/underlying_old_area = GLOB.areas_by_type[underlying_area_type]
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if(!underlying_old_area)
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underlying_old_area = new underlying_area_type(null)
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var/rotation = 0
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if(new_dock.dir != dir) //Even when the dirs are the same rotation is coming out as not 0 for some reason
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rotation = dir2angle(new_dock.dir)-dir2angle(dir)
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if ((rotation % 90) != 0)
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rotation += (rotation % 90) //diagonal rotations not allowed, round up
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rotation = SIMPLIFY_DEGREES(rotation)
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if(!movement_direction)
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movement_direction = REVERSE_DIR(preferred_direction)
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var/list/moved_atoms = list() //Everything not a turf that gets moved in the shuttle
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var/list/areas_to_move = list() //unique assoc list of areas on turfs being moved
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. = preflight_check(old_turfs, new_turfs, areas_to_move, rotation)
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if(.)
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remove_ripples()
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return
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/*******************************************Hiding turfs if necessary*******************************************/
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// TODO: Move this somewhere sane
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var/list/new_hidden_turfs
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if(hidden)
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new_hidden_turfs = list()
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for(var/i in 1 to old_turfs.len)
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CHECK_TICK
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var/turf/oldT = old_turfs[i]
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if(old_turfs[oldT] & MOVE_TURF)
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new_hidden_turfs += new_turfs[i]
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SSshuttle.update_hidden_docking_ports(null, new_hidden_turfs)
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/***************************************************************************************************************/
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if(!force)
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if(!check_dock(new_dock))
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remove_ripples()
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return DOCKING_BLOCKED
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if(!canMove())
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remove_ripples()
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return DOCKING_IMMOBILIZED
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// Moving to the new location will trample the ripples there at the exact
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// same time any mobs there are trampled, to avoid any discrepancy where
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// the ripples go away before it is safe.
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takeoff(old_turfs, new_turfs, moved_atoms, rotation, movement_direction, old_dock, underlying_old_area)
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CHECK_TICK
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cleanup_runway(new_dock, old_turfs, new_turfs, areas_to_move, moved_atoms, rotation, movement_direction, underlying_old_area)
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CHECK_TICK
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/*******************************************Unhiding turfs if necessary******************************************/
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if(new_hidden_turfs)
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SSshuttle.update_hidden_docking_ports(hidden_turfs, null)
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hidden_turfs = new_hidden_turfs
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/****************************************************************************************************************/
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check_poddoors()
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new_dock.last_dock_time = world.time
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setDir(new_dock.dir)
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// remove any stragglers just in case, and clear the list
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remove_ripples()
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return DOCKING_SUCCESS
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/obj/docking_port/mobile/proc/preflight_check(list/old_turfs, list/new_turfs, list/areas_to_move, rotation)
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for(var/i in 1 to length(old_turfs))
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CHECK_TICK
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var/turf/oldT = old_turfs[i]
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var/turf/newT = new_turfs[i]
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if(!newT)
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return DOCKING_NULL_DESTINATION
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if(!oldT)
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return DOCKING_NULL_SOURCE
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var/area/old_area = oldT.loc
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var/move_mode = old_area.beforeShuttleMove(shuttle_areas) //areas
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for(var/atom/movable/moving_atom as anything in oldT.contents)
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CHECK_TICK
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if(moving_atom.loc != oldT) //fix for multi-tile objects
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continue
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move_mode = moving_atom.beforeShuttleMove(newT, rotation, move_mode, src) //atoms
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move_mode = oldT.fromShuttleMove(newT, move_mode) //turfs
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move_mode = newT.toShuttleMove(oldT, move_mode, src) //turfs
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if(move_mode & MOVE_AREA)
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areas_to_move[old_area] = TRUE
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old_turfs[oldT] = move_mode
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/obj/docking_port/mobile/proc/takeoff(list/old_turfs, list/new_turfs, list/moved_atoms, rotation, movement_direction, old_dock, area/underlying_old_area)
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for(var/i in 1 to old_turfs.len)
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var/turf/oldT = old_turfs[i]
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var/turf/newT = new_turfs[i]
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var/move_mode = old_turfs[oldT]
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if(move_mode & MOVE_TURF)
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oldT.onShuttleMove(newT, movement_force, movement_direction) //turfs
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if(move_mode & MOVE_AREA)
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var/area/shuttle_area = oldT.loc
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shuttle_area.onShuttleMove(oldT, newT, underlying_old_area) //areas
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if(move_mode & MOVE_CONTENTS)
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for(var/k in oldT)
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var/atom/movable/moving_atom = k
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if(moving_atom.loc != oldT) //fix for multi-tile objects
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continue
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moving_atom.onShuttleMove(newT, oldT, movement_force, movement_direction, old_dock, src) //atoms
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moved_atoms[moving_atom] = oldT
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/obj/docking_port/mobile/proc/cleanup_runway(obj/docking_port/stationary/new_dock, list/old_turfs, list/new_turfs, list/areas_to_move, list/moved_atoms, rotation, movement_direction, area/underlying_old_area)
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underlying_old_area.afterShuttleMove(0)
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// Parallax handling
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// This needs to be done before the atom after move
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var/new_parallax_dir = FALSE
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if(istype(new_dock, /obj/docking_port/stationary/transit))
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new_parallax_dir = preferred_direction
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for(var/i in 1 to areas_to_move.len)
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CHECK_TICK
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var/area/internal_area = areas_to_move[i]
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internal_area.afterShuttleMove(new_parallax_dir) //areas
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for(var/i in 1 to old_turfs.len)
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CHECK_TICK
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if(!(old_turfs[old_turfs[i]] & MOVE_TURF))
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continue
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var/turf/old_turf = old_turfs[i]
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var/turf/new_turf = new_turfs[i]
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new_turf.afterShuttleMove(old_turf, rotation) //turfs
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var/turf/new_ceiling = get_step_multiz(new_turf, UP) // check if a ceiling is needed
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if(new_ceiling)
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// generate ceiling
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if(istype(new_ceiling, /turf/open/openspace)) // why is this needed? because we have 2 different typepaths for openspace
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new_ceiling.ChangeTurf(/turf/open/floor/engine/hull/ceiling, list(/turf/open/openspace))
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else if (istype(new_ceiling, /turf/open/space/openspace))
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new_ceiling.ChangeTurf(/turf/open/floor/engine/hull/ceiling, list(/turf/open/space/openspace))
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var/turf/old_ceiling = get_step_multiz(old_turf, UP)
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if(old_ceiling && istype(old_ceiling, /turf/open/floor/engine/hull/ceiling)) // check if a ceiling was generated previously
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// remove old ceiling
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var/turf/open/floor/engine/hull/ceiling/old_shuttle_ceiling = old_ceiling
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old_shuttle_ceiling.ChangeTurf(old_shuttle_ceiling.old_turf_type)
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for(var/i in 1 to moved_atoms.len)
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CHECK_TICK
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var/atom/movable/moved_object = moved_atoms[i]
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if(QDELETED(moved_object))
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continue
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var/turf/oldT = moved_atoms[moved_object]
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moved_object.afterShuttleMove(oldT, movement_force, dir, preferred_direction, movement_direction, rotation)//atoms
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// lateShuttleMove (There had better be a really good reason for additional stages beyond this)
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underlying_old_area.lateShuttleMove()
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for(var/i in 1 to areas_to_move.len)
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CHECK_TICK
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var/area/internal_area = areas_to_move[i]
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internal_area.lateShuttleMove()
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for(var/i in 1 to old_turfs.len)
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CHECK_TICK
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if(!(old_turfs[old_turfs[i]] & MOVE_CONTENTS | MOVE_TURF))
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continue
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var/turf/oldT = old_turfs[i]
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var/turf/newT = new_turfs[i]
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newT.lateShuttleMove(oldT)
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for(var/i in 1 to moved_atoms.len)
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CHECK_TICK
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var/atom/movable/moved_object = moved_atoms[i]
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if(QDELETED(moved_object))
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continue
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var/turf/oldT = moved_atoms[moved_object]
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moved_object.lateShuttleMove(oldT, movement_force, movement_direction)
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