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Fixes whiteship escape (#28734)
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@@ -27,6 +27,7 @@
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#define UNLAUNCHED 0
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#define ENDGAME_LAUNCHED 1
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#define EARLY_LAUNCHED 2
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#define ENDGAME_TRANSIT 3
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// Ripples, effects that signal a shuttle's arrival
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#define SHUTTLE_RIPPLE_TIME 100
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@@ -108,16 +108,23 @@
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/atom/proc/onCentcom()
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var/turf/T = get_turf(src)
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if(!T)
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return 0
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return FALSE
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if(T.z == ZLEVEL_TRANSIT)
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for(var/A in SSshuttle.mobile)
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var/obj/docking_port/mobile/M = A
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if(M.launch_status == ENDGAME_TRANSIT && T in M.areaInstance)
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return TRUE
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if(T.z != ZLEVEL_CENTCOM)//if not, don't bother
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return 0
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return FALSE
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//check for centcomm shuttles
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for(var/A in SSshuttle.mobile)
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var/obj/docking_port/mobile/M = A
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if(M.launch_status == ENDGAME_LAUNCHED && T in M.areaInstance)
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return 1
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return TRUE
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//finally check for centcom itself
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return istype(T.loc,/area/centcom)
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@@ -387,7 +387,8 @@
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if(istype(M, /obj/docking_port/mobile/pod))
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M.dock(SSshuttle.getDock("[M.id]_away")) //Escape pods dock at centcomm
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else
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continue //Mapping a new docking point for each ship mappers could potentially want docking with centcomm would take up lots of space, just let them keep flying off into the sunset for their greentext
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M.launch_status = ENDGAME_TRANSIT
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//Mapping a new docking point for each ship mappers could potentially want docking with centcomm would take up lots of space, just let them keep flying off into the sunset for their greentext
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// now move the actual emergency shuttle to centcomm
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// unless the shuttle is "hijacked"
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