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Add flanking possiblities to the lifeboat by adding two clamp with do…
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…ors on each exterior side. (#4274)

# About the pull request
adding flanking possibilities to the lifeboat.
north is an abandon section
while south is an hidden bar...
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# Explain why it's good for the game
lifeboat as been to easy to hold this will offer more opportunity and
make lifeboat more dynamic.
# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>


![68747470733a2f2f616666656374656461726330372e626c6f622e636f72652e77696e646f77732e6e65742f6d6462322f696d616765732f3336363937393335372f31363234393337353637372f6d2f6d6170735f6d61705f66696c65735f5553535f416c6d61796572](https://github.com/cmss13-devs/cmss13/assets/117036822/aa0d745e-dc31-4fdc-8f23-db96dee10fbc)


Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl:
mapadd: adding an an access to the exterior side of each lifeboats.
/:cl:

---------

Co-authored-by: Julien <[email protected]>
Co-authored-by: ihatethisengine <[email protected]>
Co-authored-by: Morrow <[email protected]>
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4 people authored Aug 31, 2023
1 parent 8f8c32d commit c4cba79
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Showing 6 changed files with 4,254 additions and 1,914 deletions.
7 changes: 5 additions & 2 deletions code/game/machinery/doors/multi_tile.dm
Original file line number Diff line number Diff line change
Expand Up @@ -377,7 +377,8 @@
/obj/structure/machinery/door/airlock/multi_tile/almayer/dropshiprear/lifeboat/blastdoor/proc/vacate_premises()
for(var/turf/self_turf as anything in locs)
var/turf/near_turf = get_step(self_turf, throw_dir)
var/turf/projected = get_ranged_target_turf(near_turf, throw_dir, 50)
var/turf/space_turf = get_step(near_turf, throw_dir)
var/turf/projected = get_ranged_target_turf(space_turf, EAST, 50)
for(var/atom/movable/atom_movable in near_turf)
if(ismob(atom_movable) && !isobserver(atom_movable))
var/mob/mob = atom_movable
Expand All @@ -389,7 +390,9 @@
continue
else
continue
INVOKE_ASYNC(atom_movable, TYPE_PROC_REF(/atom/movable, throw_atom), projected, 50, SPEED_FAST, null, TRUE)
atom_movable.forceMove(space_turf)
INVOKE_ASYNC(atom_movable, TYPE_PROC_REF(/atom/movable, throw_atom), projected, 50, SPEED_FAST, null, TRUE, HIGH_LAUNCH)
addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(qdel), atom_movable), 3 SECONDS)

/obj/structure/machinery/door/airlock/multi_tile/almayer/dropshiprear/lifeboat/blastdoor/proc/bolt_explosion()
var/turf/turf = get_step(src, throw_dir|dir)
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