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Triumph + Rift Departure Shuttle renovations & fixes (#6704)
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## About The Pull Request

Non-map changes:
- Fixed electrochromatic window spawners not passing the given ID over
to the windows they're spawning.

Both:
- Adds fire safety equipment
- Window spawners come with a low wall now.

Triumph:
- Moves the vendors back to the other wall
- Replaces the cigarette vendor with an MRE vendor (don't encourage
smoking in a shuttle.)
- Changes up the bridge to be significantly less garbage
- Medbay's surgery table is replaced with a sleeper. Medbay's beds are
now rolling beds, and IV drips with anesthetic tanks are set beside
them. A blood vendor's been added.
- Lets people in the bridge see people outside in the passenger section.
- Adds point defense system
- Adds electrochromatic windows in the medbay, security, and command
sections. Completely toggleable.
- Adds brig section in security area
- Adds safety equipment like softsuit closets & oxygen closets.

Rift:
- Fixes the tintable windows.
- Fixes access restrictions on security and medical sections.
- Adds additional blast doors.

## Why It's Good For The Game

Brings the departure shuttles which are designed to carry civillians and
various crew members up to code in terms of safety and functionality.
May eventually include its own built in air system later.

Fixes good.

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## Changelog

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:cl:
tweak: Triumph's departure shuttle has been significantly improved in
terms of equipment.
fix: Atlas and Triumph's departure shuttles have been given proper
safety and functionality.
/:cl:

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BlueWildrose authored Aug 31, 2024
1 parent e697b29 commit 5a36e02
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Showing 3 changed files with 576 additions and 137 deletions.
2 changes: 1 addition & 1 deletion code/modules/mapping/spawner/window.dm
Original file line number Diff line number Diff line change
Expand Up @@ -44,7 +44,7 @@
var/new_window = new window_full_path(loc)
if (spawn_low_wall)
new low_wall_path(loc)
if(id && istype(window_full_path, /obj/structure/window/reinforced/polarized))
if(id && istype(new_window, /obj/structure/window/reinforced/polarized))
var/obj/structure/window/reinforced/polarized/P = new_window
P.id = id
else
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