/
emergency.dm
622 lines (518 loc) · 20.1 KB
/
emergency.dm
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
#define TIME_LEFT (SSshuttle.emergency.timeLeft())
#define ENGINES_START_TIME 100
#define ENGINES_STARTED (SSshuttle.emergency.mode == SHUTTLE_IGNITING)
#define IS_DOCKED (SSshuttle.emergency.mode == SHUTTLE_DOCKED || (ENGINES_STARTED))
/obj/machinery/computer/emergency_shuttle
name = "emergency shuttle console"
desc = "For shuttle control."
icon_screen = "shuttle"
icon_keyboard = "tech_key"
var/auth_need = 3
var/list/authorized = list()
/obj/machinery/computer/emergency_shuttle/attackby(obj/item/I, mob/user,params)
if(istype(I, /obj/item/card/id))
say("Please equip your ID card into your ID slot to authenticate.")
. = ..()
/obj/machinery/computer/emergency_shuttle/attack_alien(mob/living/carbon/alien/humanoid/royal/queen/user)
if(istype(user))
SSshuttle.clearHostileEnvironment(user)
/obj/machinery/computer/emergency_shuttle/ui_state(mob/user)
return GLOB.human_adjacent_state
/obj/machinery/computer/emergency_shuttle/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "EmergencyShuttleConsole")
ui.open()
/obj/machinery/computer/emergency_shuttle/ui_data()
var/list/data = list()
data["timer_str"] = SSshuttle.emergency.getTimerStr()
data["engines_started"] = ENGINES_STARTED
data["authorizations_remaining"] = max((auth_need - authorized.len), 0)
var/list/A = list()
for(var/i in authorized)
var/obj/item/card/id/ID = i
var/name = ID.registered_name
var/job = ID.assignment
if(obj_flags & EMAGGED)
name = Gibberish(name, 0)
job = Gibberish(job, 0)
A += list(list("name" = name, "job" = job))
data["authorizations"] = A
data["enabled"] = (IS_DOCKED && !ENGINES_STARTED)
data["emagged"] = obj_flags & EMAGGED ? 1 : 0
return data
/obj/machinery/computer/emergency_shuttle/ui_act(action, params, datum/tgui/ui)
if(..())
return
if(ENGINES_STARTED) // past the point of no return
return
if(!IS_DOCKED) // shuttle computer only has uses when onstation
return
var/mob/user = usr
. = FALSE
var/obj/item/card/id/ID = user.get_idcard(TRUE)
if(!ID)
to_chat(user, "<span class='warning'>You don't have an ID.</span>")
return
if(!(ACCESS_HEADS in ID.access))
to_chat(user, "<span class='warning'>The access level of your card is not high enough.</span>")
return
var/old_len = authorized.len
switch(action)
if("authorize")
. = authorize(user)
if("repeal")
authorized -= ID
if("abort")
if(authorized.len)
// Abort. The action for when heads are fighting over whether
// to launch early.
authorized.Cut()
. = TRUE
if((old_len != authorized.len) && !ENGINES_STARTED)
var/alert = (authorized.len > old_len)
var/repeal = (authorized.len < old_len)
var/remaining = max(0, auth_need - authorized.len)
if(authorized.len && remaining)
minor_announce("[remaining] authorizations needed until shuttle is launched early.", null, alert)
if(repeal)
minor_announce("Early launch authorization revoked, [remaining] authorizations needed.")
/obj/machinery/computer/emergency_shuttle/proc/authorize(mob/user, source)
var/obj/item/card/id/ID = user.get_idcard(TRUE)
if(ID in authorized)
return FALSE
for(var/i in authorized)
var/obj/item/card/id/other = i
if(other.registered_name == ID.registered_name)
return FALSE // No using IDs with the same name
authorized += ID
message_admins("[ADMIN_LOOKUPFLW(user)] has authorized early shuttle launch.")
log_game("[key_name(user)] has authorized early shuttle launch in [COORD(src)].")
// Now check if we're on our way
. = TRUE
process()
/obj/machinery/computer/emergency_shuttle/process()
// Launch check is in process in case auth_need changes for some reason
// probably external.
. = FALSE
if(!SSshuttle.emergency)
return
if(SSshuttle.emergency.mode == SHUTTLE_STRANDED)
authorized.Cut()
obj_flags &= ~(EMAGGED)
if(ENGINES_STARTED || (!IS_DOCKED))
return .
// Check to see if we've reached criteria for early launch
if((authorized.len >= auth_need) || (obj_flags & EMAGGED))
// shuttle timers use 1/10th seconds internally
SSshuttle.emergency.setTimer(ENGINES_START_TIME)
var/system_error = obj_flags & EMAGGED ? "SYSTEM ERROR:" : null
minor_announce("The emergency shuttle will launch in \
[TIME_LEFT] seconds", system_error, alert=TRUE)
. = TRUE
/obj/machinery/computer/emergency_shuttle/emag_act(mob/user)
// How did you even get on the shuttle before it go to the station?
if(!IS_DOCKED)
return
if((obj_flags & EMAGGED) || ENGINES_STARTED) //SYSTEM ERROR: THE SHUTTLE WILL LA-SYSTEM ERROR: THE SHUTTLE WILL LA-SYSTEM ERROR: THE SHUTTLE WILL LAUNCH IN 10 SECONDS
to_chat(user, "<span class='warning'>The shuttle is already launching!</span>")
return
var/time = TIME_LEFT
message_admins("[ADMIN_LOOKUPFLW(user.client)] has emagged the emergency shuttle, [time] seconds before launch.")
log_game("[key_name(user)] has emagged the emergency shuttle in [COORD(src)] [time] seconds before launch.")
obj_flags |= EMAGGED
SSshuttle.emergency.movement_force = list("KNOCKDOWN" = 60, "THROW" = 20)//YOUR PUNY SEATBELTS can SAVE YOU NOW, MORTAL
var/datum/species/S = new
for(var/i in 1 to 10)
// the shuttle system doesn't know who these people are, but they
// must be important, surely
var/obj/item/card/id/ID = new(src)
var/datum/job/J = pick(SSjob.occupations)
ID.registered_name = S.random_name(pick(MALE, FEMALE))
ID.assignment = J.title
authorized += ID
process()
/obj/machinery/computer/emergency_shuttle/Destroy()
// Our fake IDs that the emag generated are just there for colour
// They're not supposed to be accessible
for(var/obj/item/card/id/ID in src)
qdel(ID)
if(authorized?.len)
authorized.Cut()
authorized = null
. = ..()
/obj/docking_port/mobile/emergency
name = "emergency shuttle"
id = "emergency"
dwidth = 9
width = 22
height = 11
dir = EAST
port_direction = WEST
var/sound_played = 0 //If the launch sound has been sent to all players on the shuttle itself
/obj/docking_port/mobile/emergency/canDock(obj/docking_port/stationary/S)
return SHUTTLE_CAN_DOCK //If the emergency shuttle can't move, the whole game breaks, so it will force itself to land even if it has to crush a few departments in the process
/obj/docking_port/mobile/emergency/register()
. = ..()
SSshuttle.emergency = src
/obj/docking_port/mobile/emergency/Destroy(force)
if(force)
// This'll make the shuttle subsystem use the backup shuttle.
if(src == SSshuttle.emergency)
// If we're the selected emergency shuttle
SSshuttle.emergencyDeregister()
. = ..()
/obj/docking_port/mobile/emergency/request(obj/docking_port/stationary/S, area/signalOrigin, reason, redAlert, set_coefficient=null)
if(!isnum_safe(set_coefficient))
var/security_num = seclevel2num(get_security_level())
switch(security_num)
if(SEC_LEVEL_GREEN)
set_coefficient = 2
if(SEC_LEVEL_BLUE)
set_coefficient = 1
else
set_coefficient = 0.5
var/call_time = SSshuttle.emergencyCallTime * set_coefficient * engine_coeff
switch(mode)
// The shuttle can not normally be called while "recalling", so
// if this proc is called, it's via admin fiat
if(SHUTTLE_RECALL, SHUTTLE_IDLE, SHUTTLE_CALL)
mode = SHUTTLE_CALL
setTimer(call_time)
else
return
SSshuttle.emergencyCallAmount++
if(prob(70))
SSshuttle.emergencyLastCallLoc = signalOrigin
else
SSshuttle.emergencyLastCallLoc = null
priority_announce("The emergency shuttle has been called. [redAlert ? "Red Alert state confirmed: Dispatching priority shuttle. " : "" ]It will arrive in [timeLeft(600)] minutes.[reason][SSshuttle.emergencyLastCallLoc ? "\n\nCall signal traced. Results can be viewed on any communications console." : "" ]", null, 'sound/ai/shuttlecalled.ogg', "Priority")
/obj/docking_port/mobile/emergency/cancel(area/signalOrigin)
if(mode != SHUTTLE_CALL)
return
if(SSshuttle.emergencyNoRecall)
return
invertTimer()
mode = SHUTTLE_RECALL
if(prob(70))
SSshuttle.emergencyLastCallLoc = signalOrigin
else
SSshuttle.emergencyLastCallLoc = null
priority_announce("The emergency shuttle has been recalled.[SSshuttle.emergencyLastCallLoc ? " Recall signal traced. Results can be viewed on any communications console." : "" ]", null, 'sound/ai/shuttlerecalled.ogg', "Priority")
/obj/docking_port/mobile/emergency/proc/is_hijacked()
var/has_people = FALSE
var/hijacker_present = FALSE
for(var/mob/living/player in GLOB.player_list)
if(player.mind)
if(player.stat != DEAD)
if(issilicon(player)) //Borgs are technically dead anyways
continue
if(isanimal(player)) //animals don't count
continue
if(isbrain(player)) //also technically dead
continue
if(shuttle_areas[get_area(player)])
has_people = TRUE
var/location = get_turf(player.mind.current)
//Non-antag present. Can't hijack.
if(!(player.mind.has_antag_datum(/datum/antagonist)) && !istype(location, /turf/open/floor/plasteel/shuttle/red) && !istype(location, /turf/open/floor/mineral/plastitanium/red/brig))
return FALSE
//Antag present, doesn't stop but let's see if we actually want to hijack
var/prevent = FALSE
for(var/datum/antagonist/A in player.mind.antag_datums)
if(A.can_hijack == HIJACK_HIJACKER)
hijacker_present = TRUE
prevent = FALSE
break //If we have both prevent and hijacker antags assume we want to hijack.
else if(A.can_hijack == HIJACK_PREVENT)
prevent = TRUE
if(prevent)
return FALSE
return has_people && hijacker_present
/obj/docking_port/mobile/emergency/proc/is_hijacked_by_xenos()
var/has_xenos = FALSE
for(var/mob/living/player in GLOB.alive_mob_list)
if(issilicon(player)) //Borgs are technically dead anyways
continue
if(isanimal(player)) //animals don't count
continue
if(isbrain(player)) //also technically dead
continue
if(shuttle_areas[get_area(player)])
//Non-xeno present. Can't hijack.
if(!istype(player, /mob/living/carbon/alien))
return FALSE
has_xenos = TRUE
return has_xenos
/obj/docking_port/mobile/emergency/proc/ShuttleDBStuff()
set waitfor = FALSE
if(!SSdbcore.Connect())
return
var/datum/DBQuery/query_round_shuttle_name = SSdbcore.NewQuery({"
UPDATE [format_table_name("round")] SET shuttle_name = :name WHERE id = :round_id
"}, list("name" = name, "round_id" = GLOB.round_id))
query_round_shuttle_name.Execute()
qdel(query_round_shuttle_name)
/obj/docking_port/mobile/emergency/check()
if(!timer)
return
var/time_left = timeLeft(1)
// The emergency shuttle doesn't work like others so this
// ripple check is slightly different
if(!ripples.len && (time_left <= SHUTTLE_RIPPLE_TIME) && ((mode == SHUTTLE_CALL) || (mode == SHUTTLE_ESCAPE)))
var/destination
if(mode == SHUTTLE_CALL)
destination = SSshuttle.getDock("emergency_home")
else if(mode == SHUTTLE_ESCAPE)
destination = SSshuttle.getDock("emergency_away")
create_ripples(destination)
switch(mode)
if(SHUTTLE_RECALL)
if(time_left <= 0)
mode = SHUTTLE_IDLE
timer = 0
if(SHUTTLE_CALL)
if(time_left <= 0)
//move emergency shuttle to station
if(initiate_docking(SSshuttle.getDock("emergency_home")) != DOCKING_SUCCESS)
setTimer(20)
return
mode = SHUTTLE_DOCKED
setTimer(SSshuttle.emergencyDockTime)
send2irc("Server", "The Emergency Shuttle has docked with the station.")
priority_announce("The Emergency Shuttle has docked with the station. You have [timeLeft(600)] minutes to board the Emergency Shuttle.", null, 'sound/ai/shuttledock.ogg', "Priority")
ShuttleDBStuff()
if(SHUTTLE_DOCKED)
if(time_left <= ENGINES_START_TIME)
mode = SHUTTLE_IGNITING
SSshuttle.checkHostileEnvironment()
if(mode == SHUTTLE_STRANDED)
return
for(var/A in SSshuttle.mobile)
var/obj/docking_port/mobile/M = A
if(M.launch_status == UNLAUNCHED) //Pods will not launch from the mine/planet, and other ships won't launch unless we tell them to.
M.check_transit_zone()
if(SHUTTLE_IGNITING)
var/success = TRUE
//Check if the gamemode is clockcult and the clockies are utter failures
if(GLOB.celestial_gateway && !GLOB.gateway_opening)
SSshuttle.registerHostileEnvironment(GLOB.celestial_gateway)
var/obj/structure/destructible/clockwork/massive/celestial_gateway/gateway = GLOB.celestial_gateway
gateway.open_gateway()
SSshuttle.checkHostileEnvironment()
if(mode == SHUTTLE_STRANDED)
return
success &= (check_transit_zone() == TRANSIT_READY)
for(var/A in SSshuttle.mobile)
var/obj/docking_port/mobile/M = A
if(M.launch_status == UNLAUNCHED)
success &= (M.check_transit_zone() == TRANSIT_READY)
if(!success)
setTimer(ENGINES_START_TIME)
if(time_left <= 50 && !sound_played) //4 seconds left:REV UP THOSE ENGINES BOYS. - should sync up with the launch
sound_played = 1 //Only rev them up once.
var/list/areas = list()
for(var/area/shuttle/escape/E in GLOB.sortedAreas)
areas += E
hyperspace_sound(HYPERSPACE_WARMUP, areas)
if(time_left <= 0 && !SSshuttle.emergencyNoEscape)
//move each escape pod (or applicable spaceship) to its corresponding transit dock
for(var/A in SSshuttle.mobile)
var/obj/docking_port/mobile/M = A
M.on_emergency_launch()
//now move the actual emergency shuttle to its transit dock
var/list/areas = list()
for(var/area/shuttle/escape/E in GLOB.sortedAreas)
areas += E
hyperspace_sound(HYPERSPACE_LAUNCH, areas)
enterTransit()
mode = SHUTTLE_ESCAPE
launch_status = ENDGAME_LAUNCHED
setTimer(SSshuttle.emergencyEscapeTime * engine_coeff)
priority_announce("The Emergency Shuttle has left the station. Estimate: [timeLeft(600)] minutes until the shuttle docks at Central Command.", null, null, "Priority")
if(SHUTTLE_STRANDED)
SSshuttle.checkHostileEnvironment()
if(SHUTTLE_ESCAPE)
if(sound_played && time_left <= HYPERSPACE_END_TIME)
var/list/areas = list()
for(var/area/shuttle/escape/E in GLOB.sortedAreas)
areas += E
hyperspace_sound(HYPERSPACE_END, areas)
if(time_left <= PARALLAX_LOOP_TIME)
var/area_parallax = FALSE
for(var/place in shuttle_areas)
var/area/shuttle/shuttle_area = place
if(shuttle_area.parallax_movedir)
area_parallax = TRUE
break
if(area_parallax)
parallax_slowdown()
for(var/A in SSshuttle.mobile)
var/obj/docking_port/mobile/M = A
if(M.launch_status == ENDGAME_LAUNCHED)
if(istype(M, /obj/docking_port/mobile/pod))
M.parallax_slowdown()
if(time_left <= 0)
//move each escape pod to its corresponding escape dock
for(var/A in SSshuttle.mobile)
var/obj/docking_port/mobile/M = A
M.on_emergency_dock()
// now move the actual emergency shuttle to centcom
// unless the shuttle is "hijacked"
var/destination_dock = "emergency_away"
if(is_hijacked())
destination_dock = "emergency_syndicate"
minor_announce("Corruption detected in \
shuttle navigation protocols. Please contact your \
supervisor.", "SYSTEM ERROR:", alert=TRUE)
dock_id(destination_dock)
mode = SHUTTLE_ENDGAME
timer = 0
/obj/docking_port/mobile/emergency/transit_failure()
..()
message_admins("Moving emergency shuttle directly to centcom dock to prevent deadlock.")
mode = SHUTTLE_ESCAPE
launch_status = ENDGAME_LAUNCHED
setTimer(SSshuttle.emergencyEscapeTime)
priority_announce("The Emergency Shuttle preparing for direct jump. ETA: [timeLeft(600)] minutes until the shuttle docks at Central Command.", null, null, "Priority")
/obj/docking_port/mobile/pod
name = "escape pod"
id = "pod"
dwidth = 1
width = 3
height = 4
launch_status = UNLAUNCHED
/obj/docking_port/mobile/pod/request(obj/docking_port/stationary/S)
var/obj/machinery/computer/shuttle/C = getControlConsole()
if(!istype(C, /obj/machinery/computer/shuttle/pod))
return ..()
if(GLOB.security_level >= SEC_LEVEL_RED || (C && (C.obj_flags & EMAGGED)))
if(launch_status == UNLAUNCHED)
launch_status = EARLY_LAUNCHED
return ..()
else
to_chat(usr, "<span class='warning'>Escape pods will only launch during \"Code Red\" security alert.</span>")
return TRUE
/obj/docking_port/mobile/pod/cancel()
return
/obj/machinery/computer/shuttle/pod
name = "pod control computer"
admin_controlled = 1
possible_destinations = "pod_asteroid"
icon = 'icons/obj/terminals.dmi'
icon_state = "dorm_available"
light_color = LIGHT_COLOR_BLUE
density = FALSE
clockwork = TRUE //it'd look weird
/obj/machinery/computer/shuttle/pod/update_icon()
return
/obj/machinery/computer/shuttle/pod/emag_act(mob/user)
if(obj_flags & EMAGGED)
return
obj_flags |= EMAGGED
to_chat(user, "<span class='warning'>You fry the pod's alert level monitoring system.</span>")
/obj/machinery/computer/shuttle/pod/connect_to_shuttle(obj/docking_port/mobile/port, obj/docking_port/stationary/dock, idnum, override=FALSE)
. = ..()
if(possible_destinations == initial(possible_destinations) || override)
possible_destinations = "pod_lavaland[idnum]"
/obj/docking_port/stationary/random
name = "escape pod"
id = "pod"
dwidth = 1
width = 3
height = 4
var/target_area = /area/lavaland/surface/outdoors
var/edge_distance = 16
// Minimal distance from the map edge, setting this too low can result in shuttle landing on the edge and getting "sliced"
/obj/docking_port/stationary/random/Initialize(mapload)
. = ..()
if(!mapload)
return
var/list/turfs = get_area_turfs(target_area)
var/original_len = turfs.len
while(turfs.len)
var/turf/T = pick(turfs)
if(T.x<edge_distance || T.y<edge_distance || (world.maxx+1-T.x)<edge_distance || (world.maxy+1-T.y)<edge_distance)
turfs -= T
else
forceMove(T)
return
// Fallback: couldn't find anything
WARNING("docking port '[id]' could not be randomly placed in [target_area]: of [original_len] turfs, none were suitable.")
return INITIALIZE_HINT_QDEL
//Pod suits/pickaxes
/obj/item/clothing/head/helmet/space/orange
name = "emergency space helmet"
icon_state = "syndicate-helm-orange"
item_state = "syndicate-helm-orange"
/obj/item/clothing/suit/space/orange
name = "emergency space suit"
icon_state = "syndicate-orange"
item_state = "syndicate-orange"
slowdown = 3
/obj/item/pickaxe/emergency
name = "emergency disembarkation tool"
desc = "For extracting yourself from rough landings."
/obj/item/storage/pod
name = "emergency space suits"
desc = "A wall mounted safe containing space suits. Will only open in emergencies."
anchored = TRUE
density = FALSE
icon = 'icons/obj/storage.dmi'
icon_state = "safe"
var/unlocked = FALSE
/obj/item/storage/pod/PopulateContents()
new /obj/item/clothing/head/helmet/space/orange(src)
new /obj/item/clothing/head/helmet/space/orange(src)
new /obj/item/clothing/suit/space/orange(src)
new /obj/item/clothing/suit/space/orange(src)
new /obj/item/clothing/mask/gas(src)
new /obj/item/clothing/mask/gas(src)
new /obj/item/tank/internals/oxygen/red(src)
new /obj/item/tank/internals/oxygen/red(src)
new /obj/item/pickaxe/emergency(src)
new /obj/item/pickaxe/emergency(src)
new /obj/item/survivalcapsule(src)
new /obj/item/storage/toolbox/emergency(src)
/obj/item/storage/pod/attackby(obj/item/W, mob/user, params)
if (can_interact(user))
return ..()
/obj/item/storage/pod/attack_hand(mob/user)
if (can_interact(user))
SEND_SIGNAL(src, COMSIG_TRY_STORAGE_SHOW, user)
return TRUE
/obj/item/storage/pod/MouseDrop(over_object, src_location, over_location)
if(can_interact(usr))
return ..()
/obj/item/storage/pod/AltClick(mob/user)
if(!can_interact(user))
return
/obj/item/storage/pod/can_interact(mob/user)
if(!..())
return FALSE
if(GLOB.security_level >= SEC_LEVEL_RED || unlocked)
return TRUE
to_chat(user, "The storage unit will only unlock during a Red or Delta security alert.")
/obj/docking_port/mobile/emergency/backup
name = "backup shuttle"
id = "backup"
dwidth = 2
width = 8
height = 8
dir = EAST
/obj/docking_port/mobile/emergency/backup/Initialize()
// We want to be a valid emergency shuttle
// but not be the main one, keep whatever's set
// valid.
// backup shuttle ignores `timid` because THERE SHOULD BE NO TOUCHING IT
var/current_emergency = SSshuttle.emergency
. = ..()
SSshuttle.emergency = current_emergency
SSshuttle.backup_shuttle = src
/obj/docking_port/mobile/emergency/shuttle_build/register()
. = ..()
initiate_docking(SSshuttle.getDock("emergency_home"))
#undef TIME_LEFT
#undef ENGINES_START_TIME
#undef ENGINES_STARTED
#undef IS_DOCKED