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Repath obj/machinery to obj/structure/machinery [MDB Ignore] (#22500)
Repaths obj/machinery to obj/structure/machinery. **Note for reviewers:** the only meaningful changed code exists within **code/game/objects/structures.dm** and **code/game/objects/structures/_machinery.dm**, largely concerning damage procs. With the exception of moving airlock defines to their own file, ALL OTHER CHANGES ARE STRICTLY PATH CHANGES. Objects, _categorically_, are largely divided between those you can hold in your hand/inventory and those you can't. Machinery objects are already subtypes of Structures behaviorally, this PR just makes their pathing reflect that, and allows for future work (tool actions, more health/destruction functionality) to be developed without unnecessary code duplication. I have tested this PR by loading up the Horizon and dismantling various machines and structures with tools, shooting guns of various types throughout the ship, and detonating a bunch of explosions throughout the ship.
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@@ -209,27 +209,27 @@
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if(!(A.type in areas_all))
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areas_all.Add(A.type)
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for(var/obj/machinery/power/apc/APC in world)
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for(var/obj/structure/machinery/power/apc/APC in world)
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var/area/A = get_area(APC)
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if(!(A.type in areas_with_APC))
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areas_with_APC.Add(A.type)
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for(var/obj/machinery/alarm/alarm in world)
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for(var/obj/structure/machinery/alarm/alarm in world)
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var/area/A = get_area(alarm)
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if(!(A.type in areas_with_air_alarm))
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areas_with_air_alarm.Add(A.type)
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for(var/obj/machinery/requests_console/RC in world)
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for(var/obj/structure/machinery/requests_console/RC in world)
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var/area/A = get_area(RC)
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if(!(A.type in areas_with_RC))
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areas_with_RC.Add(A.type)
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for(var/obj/machinery/light/L in world)
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for(var/obj/structure/machinery/light/L in world)
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var/area/A = get_area(L)
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if(!(A.type in areas_with_light))
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areas_with_light.Add(A.type)
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for(var/obj/machinery/light_switch/LS in world)
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for(var/obj/structure/machinery/light_switch/LS in world)
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var/area/A = get_area(LS)
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if(!(A.type in areas_with_LS))
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areas_with_LS.Add(A.type)
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@@ -239,7 +239,7 @@
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if(!(A.type in areas_with_intercom))
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areas_with_intercom.Add(A.type)
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for(var/obj/machinery/camera/C in world)
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for(var/obj/structure/machinery/camera/C in world)
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var/area/A = get_area(C)
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if(!(A.type in areas_with_camera))
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areas_with_camera.Add(A.type)
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