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Shuttle landing lights. #5222
Shuttle landing lights. #5222
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mapping seems fine if le code works :D
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. |
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. |
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This seems to break hijack completely, i assume because is_in_endgame is set within crash_site prearrival and now it occurs before the crash
on_prearrival() | ||
return | ||
on_prearrival() |
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This results in prearrival being called twice for a single landing
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Problem is the second calling is at the same time as on_arrival and I don't know why it does it. It was doing it prior to my change, it's why the sounds were playing when I was testing but the lights weren't working
code/modules/shuttle/shuttle.dm
Outdated
if(prearrivalTime && mode != SHUTTLE_PREARRIVAL) | ||
set_mode(SHUTTLE_PREARRIVAL) | ||
setTimer(prearrivalTime) | ||
log_debug("SHUTTLE DEBUG: shuttle on approach failed check!") | ||
on_prearrival() | ||
return | ||
on_prearrival() |
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Document modifications from upstream code clearly please, this avoids things getting reverted on update
@@ -704,6 +745,8 @@ | |||
if(prearrivalTime && mode != SHUTTLE_PREARRIVAL) | |||
set_mode(SHUTTLE_PREARRIVAL) | |||
setTimer(prearrivalTime) | |||
/// Run on_prearrival after setting the mode rather than waiting for next check, as this doesn't occur until landing is complete. | |||
on_prearrival() |
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All assumptions prior to this PR have expected on_prearrival to occur below on line 708.
As I said before, this needs to be a new proc e.g. on_start_prearrival
. Alternatively you do something similar inside of set_mode(SHUTTLE_PREARRIVAL)
Then move all landing light handling that is on_prearrival
to the new on_start_prearrival
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~ 7 days, please address any outstanding review items and ensure your PR is finished, if these are all true and you are auto-staled anyway, you need to actively ask maintainers if your PR will be merged. Once you have done any of the previous actions then you should request a maintainer remove the stale label on your PR, to reset the stale timer. If you feel no maintainer will respond in that time, you may wish to close this PR youself, while you seek maintainer comment, as you will then be able to reopen the PR yourself |
Conflicts have been resolved. A maintainer will review the pull request shortly. |
This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~ 7 days, please address any outstanding review items and ensure your PR is finished, if these are all true and you are auto-staled anyway, you need to actively ask maintainers if your PR will be merged. Once you have done any of the previous actions then you should request a maintainer remove the stale label on your PR, to reset the stale timer. If you feel no maintainer will respond in that time, you may wish to close this PR youself, while you seek maintainer comment, as you will then be able to reopen the PR yourself |
About the pull request
Adds landing lights to ERT landing pads.
Explain why it's good for the game
No one likes getting squished by the ERT shuttles.
Testing Photographs and Procedure
Screenshots & Videos
Put screenshots and videos here with an empty line between the screenshots and the
<details>
tags.Changelog
🆑
add: Added landing lights to the ERT landing bays.
imgadd: Added some mapicons for the differend landing light delay settings to make it easier to see what is what on the map.
code: Restructured the procs that toggle landing lights on and off for simplicity.
/:cl: