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parachute
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ihatethisengine committed Apr 16, 2024
1 parent 911d8b7 commit a69046f
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Showing 7 changed files with 10 additions and 6 deletions.
2 changes: 2 additions & 0 deletions code/__DEFINES/equipment.dm
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Expand Up @@ -84,6 +84,8 @@
#define IGNITING_ITEM (1<<13)
/// Overrides NODROP in some cases (stripping)
#define FORCEDROP_CONDITIONAL (1<<14)
/// Overrides smartgunner no being able to wear backpacks
#define SMARTGUNNER_BACKPACK_OVERRIDE (1<<15)
//==========================================================================================


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2 changes: 1 addition & 1 deletion code/__DEFINES/mode.dm
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Expand Up @@ -2,7 +2,7 @@
//Self-destruct, nuke, and evacuation.
#define EVACUATION_TIME_LOCK 1 HOURS
#define DISTRESS_TIME_LOCK 6 MINUTES
#define SHUTTLE_TIME_LOCK 0 MINUTES
#define SHUTTLE_TIME_LOCK 15 MINUTES
#define SHUTTLE_LOCK_COOLDOWN 10 MINUTES
#define MONORAIL_LOCK_COOLDOWN 3 MINUTES
#define SHUTTLE_LOCK_TIME_LOCK 1 MINUTES
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1 change: 0 additions & 1 deletion code/game/machinery/computer/dropship_weapons.dm
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Expand Up @@ -481,7 +481,6 @@
return
paradrop_system.system_cooldown = world.time + 5 SECONDS
paradrop_system.visible_message(SPAN_NOTICE("[equipment] hums as it locks to a signal."))
//paradrop_system.langchat_speech("Don't forget your paradrop harness little guy!", get_mobs_in_view(7, paradrop_system), null, "#c51f1f", TRUE, LANGCHAT_DEFAULT_POP) don't review I'll remove that (9 years ago)
break
linked_shuttle.paradrop_signal = sig
addtimer(CALLBACK(src, PROC_REF(open_aft_for_paradrop)), 2 SECONDS)
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3 changes: 2 additions & 1 deletion code/game/objects/items/misc.dm
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Expand Up @@ -294,9 +294,10 @@

/obj/item/parachute
name = "parachute"
desc = "A simple, uncomfortable harness with just enough safety straps to make RnD pass health and safety. It comes with an in-built descender, but has no pouches for ammunition. You won't be able to paradrop without this thing."
desc = "A surprisingly small yet bulky pack with just enough safety straps to make RnD pass health and safety. The label says the pack comes with two parachutes - main and reserve, but you doubt the pack can fit even one."
icon = 'icons/obj/items/clothing/backpacks.dmi'
icon_state = "parachute_pack"
item_state = "parachute_pack"
w_class = SIZE_MASSIVE
flags_equip_slot = SLOT_BACK
flags_item = SMARTGUNNER_BACKPACK_OVERRIDE
3 changes: 2 additions & 1 deletion code/game/turfs/transit.dm
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Expand Up @@ -141,8 +141,9 @@
src.overlays += chute
src.pixel_z = 360
src.forceMove(target)
playsound(target, 'sound/items/fulton.ogg', 30, 1)
//playsound(target, 'sound/items/fulton.ogg', 30, 1)
animate(src, time = 3.5 SECONDS, pixel_z = 0, flags = ANIMATION_PARALLEL)
addtimer(CALLBACK(GLOBAL_PROC_REF(playsound), target, 'sound/items/fulton.ogg', 30, 1), 0.5 SECONDS)
addtimer(CALLBACK(target, TYPE_PROC_REF(/turf, ceiling_debris)), 2 SECONDS)
addtimer(CALLBACK(src, PROC_REF(clear_parachute), cables, chute), 3.5 SECONDS)

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3 changes: 3 additions & 0 deletions code/modules/clothing/suits/marine_armor/smartgunner.dm
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Expand Up @@ -48,6 +48,9 @@
if(slot != WEAR_BACK)
return

if(equipping_item.flags_item & SMARTGUNNER_BACKPACK_OVERRIDE)
return

. = COMPONENT_HUMAN_CANCEL_ATTEMPT_EQUIP

if(equipping_item.flags_equip_slot == SLOT_BACK)
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2 changes: 0 additions & 2 deletions code/modules/cm_marines/dropship_equipment.dm
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Expand Up @@ -1305,8 +1305,6 @@
combat_equipment = FALSE
var/system_cooldown

var/harness = /obj/item/parachute

/obj/structure/dropship_equipment/paradrop_system/ui_data(mob/user)
. = list()
.["signal"] = "[linked_shuttle.paradrop_signal]"
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