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BatrachophrenoandGitHub 4ecb0bc21c 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.
2026-05-26 19:35:48 +00:00

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/obj/item/circuitboard/holodeckcontrol
name = T_BOARD("holodeck control console")
build_path = /obj/structure/machinery/computer/holodeck_control
origin_tech = list(TECH_DATA = 2, TECH_BLUESPACE = 2)
var/last_to_emag
var/linkedholodeck_area
var/list/supported_programs
var/list/restricted_programs
/obj/item/circuitboard/holodeckcontrol/construct(var/obj/structure/machinery/computer/holodeck_control/HC)
if (..(HC))
if(linkedholodeck_area)
HC.linkedholodeck = locate(linkedholodeck_area)
if(last_to_emag)
HC.last_to_emag = last_to_emag
HC.emagged = 1
HC.safety_disabled = 1
/obj/item/circuitboard/holodeckcontrol/deconstruct(var/obj/structure/machinery/computer/holodeck_control/HC)
if (..(HC))
linkedholodeck_area = HC.linkedholodeck_area
last_to_emag = HC.last_to_emag
HC.emergencyShutdown()