Tg 2 11 sync (#215)
* first series of updates * datums * games folder * admin and atmosia stuffs * moar * mob updates borg riding * sprites and stuff * fixes for various things * oops. some missed fixes
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@@ -100,44 +100,6 @@
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qdel(src)
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//Luxury Shuttle Blockers
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/obj/effect/forcefield/luxury_shuttle
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var/threshhold = 500
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var/list/approved_passengers = list()
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/obj/effect/forcefield/luxury_shuttle/CanPass(atom/movable/mover, turf/target, height=0)
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if(mover in approved_passengers)
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return 1
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if(!isliving(mover)) //No stowaways
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return 0
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var/total_cash = 0
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var/list/counted_money = list()
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for(var/obj/item/weapon/coin/C in mover)
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total_cash += C.value
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counted_money += C
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if(total_cash >= threshhold)
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break
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for(var/obj/item/stack/spacecash/S in mover)
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total_cash += S.value * S.amount
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counted_money += S
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if(total_cash >= threshhold)
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break
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if(total_cash >= threshhold)
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for(var/obj/I in counted_money)
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qdel(I)
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mover << "Thank you for your payment! Please enjoy your flight."
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approved_passengers += mover
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return 1
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else
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mover << "You don't have enough money to enter the main shuttle. You'll have to fly coach."
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return 0
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//Shuttle Build
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/obj/effect/shuttle_build
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@@ -149,4 +111,69 @@
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/obj/effect/shuttle_build/New()
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SSshuttle.emergency.dock(SSshuttle.getDock("emergency_home"))
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qdel(src)
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qdel(src)
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//Arena
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/obj/effect/forcefield/arena_shuttle
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name = "portal"
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var/list/warp_points = list()
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/obj/effect/forcefield/arena_shuttle/Bumped(mob/M as mob|obj)
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if(!warp_points.len)
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warp_points = get_area_turfs(/area/shuttle/escape)
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for(var/turf/T in warp_points)
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for(var/atom/movable/AM in T)
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if(AM.density && AM.anchored)
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warp_points -= T
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break
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if(!isliving(M))
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return
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else
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var/mob/living/L = M
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if(L.pulling && istype(L.pulling, /obj/item/bodypart/head))
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L << "Your offering is accepted. You may pass."
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qdel(L.pulling)
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var/turf/LA = pick(warp_points)
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L.forceMove(LA)
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L.hallucination = 0
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L << "<span class='reallybig redtext'>The battle is won. Your bloodlust subsides.</span>"
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for(var/obj/item/weapon/twohanded/required/chainsaw/doomslayer/chainsaw in L)
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qdel(chainsaw)
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else
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L << "You are not yet worthy of passing. Drag a severed head to the barrier to be allowed entry to the hall of champions."
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/obj/effect/landmark/shuttle_arena_safe
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name = "hall of champions"
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desc = "For the winners."
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/obj/effect/landmark/shuttle_arena_entrance
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name = "the arena"
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desc = "A lava filled battlefield."
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/obj/effect/forcefield/arena_shuttle_entrance
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name = "portal"
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var/list/warp_points = list()
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/obj/effect/forcefield/arena_shuttle_entrance/Bumped(mob/M as mob|obj)
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if(!warp_points.len)
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for(var/obj/effect/landmark/shuttle_arena_entrance/S in landmarks_list)
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warp_points |= S
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if(!isliving(M))
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return
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var/obj/effect/landmark/LA = pick(warp_points)
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M.forceMove(get_turf(LA))
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M << "<span class='reallybig redtext'>You're trapped in a deadly arena! To escape, you'll need to drag a severed head to the escape portals.</span>"
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spawn()
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var/obj/effect/mine/pickup/bloodbath/B = new(M)
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B.mineEffect(M)
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/area/shuttle_arena
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name = "arena"
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has_gravity = 1
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requires_power = 0
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