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Hijack Objectives & Self Destruct (#4699)
# 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 adds an optional self destruct method once fuel is at 100%. Should the marines be confident in their hold, they can move to engineering and hold it for 5-15 minutes (time dependent on how many fusion reactors are overloaded, use a multitiool on them to do so) to manually melt down the fusion reactors, detonating the accumulated fuel and acting as a 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 <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: Morrow, Zonespace 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 add: You can now self-destruct the ship by overloading the fusion generators in engineering once lifeboat fuel is at 100%. del: Removed auto launch of lifeboats and pods code: Refactored EvacuationAuthority into SShijack /:cl: --------- Co-authored-by: Morrow <[email protected]> Co-authored-by: fira <[email protected]>
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