Some round beginning preparation (#317)
* gamepresets filter * addgamerule cp14 filter * shuttle dropping * long time FTL * FTL map tweaks * Update ShuttleSystem.FasterThanLight.cs * handle player ship spawning (not tested yet) * typo * test elemental shit (ship) * player spawn handling (real this time) * FTL map gravity * clean up 1 * clean up 2 * instant FTL * Update CP14ExpeditionSystem.cs
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@@ -4,11 +4,13 @@ using System.Numerics;
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using Content.Server.Shuttles.Components;
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using Content.Server.Shuttles.Events;
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using Content.Server.Station.Events;
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using Content.Shared.Atmos;
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using Content.Shared.Body.Components;
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using Content.Shared.Buckle.Components;
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using Content.Shared.CCVar;
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using Content.Shared.Database;
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using Content.Shared.Ghost;
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using Content.Shared.Gravity;
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using Content.Shared.Maps;
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using Content.Shared.Parallax;
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using Content.Shared.Shuttles.Components;
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@@ -144,6 +146,23 @@ public sealed partial class ShuttleSystem
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var parallax = EnsureComp<ParallaxComponent>(mapUid);
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parallax.Parallax = ftlMap.Parallax;
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//CP14 FTL map tweaks
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var mapLight = EnsureComp<MapLightComponent>(mapUid);
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mapLight.AmbientLightColor = ftlMap.AmbientColor;
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var moles = new float[Atmospherics.AdjustedNumberOfGases];
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moles[(int) Gas.Oxygen] = 21.824779f;
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moles[(int) Gas.Nitrogen] = 82.10312f;
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var mixture = new GasMixture(moles, Atmospherics.T20C);
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_atmos.SetMapAtmosphere(mapUid, false, mixture);
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var gravity = EnsureComp<GravityComponent>(mapUid);
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gravity.Enabled = true;
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gravity.Inherent = true;
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//CP14 FTL map tweaks ends
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return mapUid;
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}
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