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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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@@ -40,7 +40,7 @@
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if(!istype(victim))
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return
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var/area/A = get_area(victim)
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for(var/obj/machinery/cryopod/C in A)
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for(var/obj/structure/machinery/cryopod/C in A)
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if(!C.occupant)
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C.set_occupant(victim, 1)
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victim.Sleeping(3)
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@@ -69,7 +69,7 @@
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if(!istype(victim))
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return
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var/area/A = get_area(victim)
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for(var/obj/machinery/cryopod/living_quarters/C in A)
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for(var/obj/structure/machinery/cryopod/living_quarters/C in A)
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if(!C.occupant)
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C.set_occupant(victim, 1)
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to_chat(victim, SPAN_NOTICE("You have arrived from the living quarters aboard the [SSatlas.current_map.station_name]."))
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@@ -88,7 +88,7 @@
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if(!istype(victim))
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return
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var/area/A = get_area(victim)
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for(var/obj/machinery/cryopod/C in A)
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for(var/obj/structure/machinery/cryopod/C in A)
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if(!C.occupant)
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C.set_occupant(victim, 1)
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victim.Sleeping(3)
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