I've had extended logging for Incomplete Destroys for about 2 weeks now,
so there's the promised PR that fixes each and every single poisoned
destroy that was recorded in the past 2 weeks by the sentry logs.
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.
* pain
* sadfas
* sdfa
* sdfasf
* sfa
* sdf
* might the lord have mercy on our soul
* i cri everidai
* adeste fideles
* sdf
* where will this lead, what's coming next, from your inventions
* dear lord
* gjvhk
* i cri everidai
* fsgf
* sdfa
* sdaf
* hiuhi
* sensors bugfix + standardisation
standardises datums and events so they default to 0 opacity and require events to be set explicitly if opaque, instead of events working one way and the datums the other.
also fixes the sensor ping from setting every event to opaque every time it scans
* cl
* fixes events going transparent by toggling sensors on and off
* better solution - doesn't leave blocked vision on overmap when toggling
toggling sensors doesn't leave opaque tiles on the overmap doing it like this
* just rewording cl, no code change here