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