Refactors cinematics.
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CitadelStationBot
parent
26f0af19e0
commit
fd0bc465cc
@@ -51,14 +51,14 @@ SUBSYSTEM_DEF(ticker)
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var/queue_delay = 0
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var/list/queued_players = list() //used for join queues when the server exceeds the hard population cap
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var/obj/screen/cinematic = null //used for station explosion cinematic
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var/maprotatechecked = 0
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var/news_report
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var/late_join_disabled
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var/roundend_check_paused = FALSE
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var/round_start_time = 0
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var/list/round_start_events
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var/mode_result = "undefined"
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@@ -137,7 +137,7 @@ SUBSYSTEM_DEF(ticker)
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scripture_states = scripture_unlock_alert(scripture_states)
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SSshuttle.autoEnd()
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if(!mode.explosion_in_progress && mode.check_finished(force_ending) || force_ending)
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if(!roundend_check_paused && mode.check_finished(force_ending) || force_ending)
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current_state = GAME_STATE_FINISHED
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toggle_ooc(TRUE) // Turn it on
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toggle_dooc(TRUE)
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@@ -274,6 +274,7 @@ SUBSYSTEM_DEF(ticker)
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if(epi)
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explosion(epi, 0, 256, 512, 0, TRUE, TRUE, 0, TRUE)
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<<<<<<< HEAD
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//Plus it provides an easy way to make cinematics for other events. Just use this as a template
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/datum/controller/subsystem/ticker/proc/station_explosion_cinematic(station_missed=0, override = null, atom/bomb = null)
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if( cinematic )
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@@ -411,6 +412,8 @@ SUBSYSTEM_DEF(ticker)
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if(actually_blew_up && !isnull(killz) && M.stat != DEAD && M.z == killz)
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M.gib()
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=======
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>>>>>>> 1304e83... Refactors cinematics. (#30888)
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/datum/controller/subsystem/ticker/proc/create_characters()
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for(var/mob/dead/new_player/player in GLOB.player_list)
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if(player.ready == PLAYER_READY_TO_PLAY && player.mind)
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@@ -711,13 +714,11 @@ SUBSYSTEM_DEF(ticker)
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queue_delay = SSticker.queue_delay
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queued_players = SSticker.queued_players
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cinematic = SSticker.cinematic
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maprotatechecked = SSticker.maprotatechecked
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round_start_time = SSticker.round_start_time
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queue_delay = SSticker.queue_delay
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queued_players = SSticker.queued_players
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cinematic = SSticker.cinematic
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maprotatechecked = SSticker.maprotatechecked
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modevoted = SSticker.modevoted
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