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Fixes stacking explosions in overloaded escape pods (#7080)
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# About the pull request

Fixes #7071

This moves the SHUTTLE_CRASHED assignment in prepare_evac() to before
the sleeps during the escape pod overload sequence, preventing a user
from queueing up several launches before the explosion is triggered. As
a side effect, this also displays an error on the launch screen after
you attempt to launch it.

Although this issue is quite funny, being able to one-shot nearly any
xeno using an escape pod definitely isn't intentional.
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# Explain why it's good for the game
Bugfix.


# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>


https://github.com/user-attachments/assets/2c345e96-d847-4248-bf29-7190767fd80b




</details>


# Changelog
:cl:
fix: Fixes stacking explosions in overloaded escape pods.
/:cl:
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benbot16 committed Sep 4, 2024
1 parent fcc128b commit 11d12f8
Showing 1 changed file with 1 addition and 1 deletion.
2 changes: 1 addition & 1 deletion code/modules/shuttle/shuttles/crashable/escape_shuttle.dm
Original file line number Diff line number Diff line change
Expand Up @@ -78,11 +78,11 @@
cryos += list(cryotube)
if (occupant_count > max_capacity)
playsound(src,'sound/effects/escape_pod_warmup.ogg', 50, 1)
mode = SHUTTLE_CRASHED
sleep(31)
var/turf/sploded = return_center_turf()
cell_explosion(sploded, 100, 20, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, create_cause_data("escape pod malfunction")) //Clears out walls
sleep(25)
mode = SHUTTLE_CRASHED
for(var/obj/structure/machinery/cryopod/evacuation/cryotube in cryos)
cryotube.go_out()
door_handler.control_doors("force-unlock")
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