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.
This commit is contained in:
Batrachophreno
2026-05-26 19:35:48 +00:00
committed by GitHub
parent d8e02149e0
commit 4ecb0bc21c
1102 changed files with 114406 additions and 114428 deletions
@@ -40,7 +40,7 @@
if(!istype(victim))
return
var/area/A = get_area(victim)
for(var/obj/machinery/cryopod/C in A)
for(var/obj/structure/machinery/cryopod/C in A)
if(!C.occupant)
C.set_occupant(victim, 1)
victim.Sleeping(3)
@@ -69,7 +69,7 @@
if(!istype(victim))
return
var/area/A = get_area(victim)
for(var/obj/machinery/cryopod/living_quarters/C in A)
for(var/obj/structure/machinery/cryopod/living_quarters/C in A)
if(!C.occupant)
C.set_occupant(victim, 1)
to_chat(victim, SPAN_NOTICE("You have arrived from the living quarters aboard the [SSatlas.current_map.station_name]."))
@@ -88,7 +88,7 @@
if(!istype(victim))
return
var/area/A = get_area(victim)
for(var/obj/machinery/cryopod/C in A)
for(var/obj/structure/machinery/cryopod/C in A)
if(!C.occupant)
C.set_occupant(victim, 1)
victim.Sleeping(3)