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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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@@ -119,7 +119,7 @@
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if(known)
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plane = ABOVE_LIGHTING_PLANE
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for(var/obj/machinery/computer/ship/helm/H in SSmachinery.machinery)
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for(var/obj/structure/machinery/computer/ship/helm/H in SSmachinery.machinery)
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H.get_known_sectors()
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update_icon()
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@@ -157,8 +157,8 @@
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if(ishuman(usr))
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var/mob/living/carbon/human/H = usr
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var/client/C = H.client
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if(H.machine && istype(H.machine, /obj/machinery/computer/ship/targeting) && istype(C.eye, /obj/effect/overmap))
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var/obj/machinery/computer/ship/targeting/GS = H.machine
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if(H.machine && istype(H.machine, /obj/structure/machinery/computer/ship/targeting) && istype(C.eye, /obj/effect/overmap))
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var/obj/structure/machinery/computer/ship/targeting/GS = H.machine
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if(GS.targeting)
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return
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if(!istype(GS.linked.loc, /turf/unsimulated/map))
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@@ -198,7 +198,7 @@
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. = ..()
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closeToolTip(usr)
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/obj/effect/overmap/visitable/proc/target(var/obj/effect/overmap/O, var/obj/machinery/computer/ship/C)
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/obj/effect/overmap/visitable/proc/target(var/obj/effect/overmap/O, var/obj/structure/machinery/computer/ship/C)
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C.targeting = TRUE
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usr.visible_message(SPAN_WARNING("[usr] starts calibrating the targeting systems, swiping around the holographic screen..."), SPAN_WARNING("You start calibrating the targeting systems, swiping around the screen as you focus..."))
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if(do_after(usr, 5 SECONDS))
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@@ -224,14 +224,14 @@
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C.visible_message(SPAN_DANGER("[usr] engages the targeting systems, acquiring a lock on the target!"))
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if(istype(O, /obj/effect/overmap/visitable/ship))
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var/obj/effect/overmap/visitable/ship/S = O
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for(var/obj/machinery/computer/ship/SH in S.consoles)
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if(istype(SH, /obj/machinery/computer/ship/sensors))
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for(var/obj/structure/machinery/computer/ship/SH in S.consoles)
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if(istype(SH, /obj/structure/machinery/computer/ship/sensors))
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playsound(SH, 'sound/effects/ship_weapons/locked_on.ogg', 70)
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SH.visible_message(SPAN_DANGER("<font size=4>\The [SH] beeps alarmingly, signaling an enemy lock-on!</font>"))
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else
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C.targeting = FALSE
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/obj/effect/overmap/visitable/proc/detarget(var/obj/effect/overmap/O, var/obj/machinery/computer/C)
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/obj/effect/overmap/visitable/proc/detarget(var/obj/effect/overmap/O, var/obj/structure/machinery/computer/C)
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if(C)
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playsound(C, 'sound/items/rfd_interrupt.ogg', 70)
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if(O)
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