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Vehicle bay elevator stuff #5851
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Too late to try to make this atomic
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Everything here appears to be working; though I think we should also fix a couple other aspects while we're at it:
/obj/structure/machinery/door_control/railings/use_button
early returns on if(!is_mainship_level(SSshuttle.vehicle_elevator.z))
even if the railing is down (desiredstate is 1). We should always allow railing to go up.
I'd just instead test against whether the SSshuttle.vehicle_elevator.mode != SHUTTLE_IDLE.SSshuttle.vehicle_elevator.timeLeft()
should be changed to shuttle.has_arrive_time()
so its isn't just always "Moving" (looking for the actual reference to the shuttle atm)
About the pull request
Makes the Vehicle Bay elevator work better.
Specifically:
\proper
to/turf/open/floor/almayer/empty
and the elevator shaft effect to change the grammar of its examine text:Before/After:
(See comparison videos below)
Explain why it's good for the game
The vehicle bay elevator doesn't get used often, but it does get used. This will hopefully make it feel a bit less janky.
Testing Photographs and Procedure
Screenshots & Videos
Sending the elevator down and up again:
(Unmute for sound on both videos)
Before:
before.mp4
After:
after.mp4
(I've also tested this with #5401, and it seems to work without any issues.)
Changelog
🆑
add: Made the vehicle bay elevator look and sound better when in use.
fix: Fixed the vehicle bay elevator's front railings not closing when the elevator was lowered.
fix: Fixed the vehicle bay elevator's docking port falling down the elevator shaft when it was lowered.
fix: Fixed falling into the vehicle bay elevator shaft teleporting players to the requisitions elevator.
/:cl: