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Hijack objectives #4391
Hijack objectives #4391
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name = "Hijack" | ||
wait = 2 SECONDS | ||
flags = SS_NO_INIT | SS_KEEP_TIMING | ||
priority = SS_PRIORITY_HIJACK |
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name = "Hijack" | |
wait = 2 SECONDS | |
flags = SS_NO_INIT | SS_KEEP_TIMING | |
priority = SS_PRIORITY_HIJACK | |
name = "Hijack" | |
wait = 2 SECONDS | |
flags = SS_NO_INIT | SS_KEEP_TIMING | |
priority = SS_PRIORITY_HIJACK |
var/evac_admin_denied = FALSE | ||
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///Whether or not self destruct has been disabled by admins | ||
//var/evac_self_destruct_denied = FALSE // Re-enable for SD stuff - Morrow |
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squint
To do: | ||
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Self destruct code | ||
Thinking something like finish main objectives and then can blow fuel resevoir as a "self destruct" via engineering and a hold |
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drafts are for wips !!!
@@ -43,6 +43,7 @@ Regardless of where it's detonated, or how, a successful detonation will end the | |||
All of the necessary difines are stored under mode.dm in defines. | |||
*/ | |||
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/* |
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delete all this garbage when you're through with it
@@ -297,29 +297,25 @@ | |||
if(SSticker.current_state != GAME_STATE_PLAYING) | |||
return | |||
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var/living_player_list[] = count_humans_and_xenos(EvacuationAuthority.get_affected_zlevels()) | |||
var/living_player_list[] = count_humans_and_xenos(get_affected_zlevels()) |
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var/living_player_list[] = count_humans_and_xenos(get_affected_zlevels()) | |
var/list/living_player_list = count_humans_and_xenos(get_affected_zlevels()) |
alive_mobs |= current_mob | ||
shake_camera(current_mob, 110, 4) | ||
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for(var/mob/current_mob in alive_mobs) |
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as anything
continue | ||
current_mob.death(create_cause_data("nuclear explosion")) | ||
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for(var/mob/current_mob in (alive_mobs + dead_mobs)) |
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as anything
if(current_mob && current_mob.loc) | ||
var/turf/current_mob_turf = get_turf(current_mob) | ||
if(z == current_mob_turf.z) | ||
if(istype(current_mob.loc, /obj/structure/closet/secure_closet/freezer/fridge)) |
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we should remove this so people can cry soul removal
@@ -21,6 +22,9 @@ export const EscapePodConsole = (_props, context) => { | |||
case 4: | |||
statusMessage = 'NO EVACUATION'; | |||
buttonColor = 'neutral'; | |||
if (data.launch_without_evac) { | |||
operable = 1; |
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not your fault but why are we using 0s and 1s as booleans as if this was DreamMaker
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
Conflicts have been resolved. A maintainer will review the pull request shortly. |
About the pull request
This PR adds hijack objectives to be held for lifeboats to safely launch and lifepods to have a better chance not to crash.
These objectives are currently:
https://cdn.discordapp.com/attachments/604397850675380234/1150809693556592711/image.png
This PR removes the auto launch of lifepods/boats after 10 minutes
This PR adds red alert sentries at fuel pumps
This PR adds Corporate liaison evac shuttle now can be launched at any time even if evac has not been called
This PR kills EvacuationAuthority
This PR will eventually add an optional second phase of the hijack objectives that allows an attempt at self destruct
Explain why it's good for the game
Hijack is stale, let's work on making it not stale.
Testing Photographs and Procedure
Screenshots & Videos
Put screenshots and videos here with an empty line between the screenshots and the
<details>
tags.Changelog
🆑 Morrow
add: Added objectives to hijack. You now must hold different sections of the ship to successfully launch lifeboats or pods
add: The areas that contribute to hijack objectives are the lifeboat pumps, astronav, and engineering
add: Fuel pumps now have red alert sentries
add: Corporate liaison evac shuttle now can be launched at any time even if evac has not been called
del: Removed auto launch of lifeboats and pods
code: Refactored EvacuationAuthority into SShijack
/:cl: