From 11d12f8ec701b2f26dfbf635741648958469d615 Mon Sep 17 00:00:00 2001 From: Benjamin <9423435+benbot16@users.noreply.github.com> Date: Wed, 4 Sep 2024 11:45:39 -0700 Subject: [PATCH] Fixes stacking explosions in overloaded escape pods (#7080) # 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. # Explain why it's good for the game Bugfix. # Testing Photographs and Procedure
Screenshots & Videos https://github.com/user-attachments/assets/2c345e96-d847-4248-bf29-7190767fd80b
# Changelog :cl: fix: Fixes stacking explosions in overloaded escape pods. /:cl: --- code/modules/shuttle/shuttles/crashable/escape_shuttle.dm | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/code/modules/shuttle/shuttles/crashable/escape_shuttle.dm b/code/modules/shuttle/shuttles/crashable/escape_shuttle.dm index c2c6b818b37b..7d1c1eeb24cc 100644 --- a/code/modules/shuttle/shuttles/crashable/escape_shuttle.dm +++ b/code/modules/shuttle/shuttles/crashable/escape_shuttle.dm @@ -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")