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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.
37 lines
932 B
Plaintext
37 lines
932 B
Plaintext
/obj/structure/machinery/bluespace_beacon
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name = "bluespace beacon"
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desc = "A device that draws power from bluespace and creates a permanent tracking beacon."
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icon = 'icons/obj/objects.dmi'
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icon_state = "floor_beaconf"
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/// Underfloor
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level = 1
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layer = 2.5
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anchored = TRUE
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idle_power_usage = 0
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var/obj/item/radio/beacon/beacon
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/obj/structure/machinery/bluespace_beacon/Initialize(mapload, d, populate_components, is_internal)
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. = ..()
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var/turf/T = loc
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beacon = new /obj/item/radio/beacon/fixed(T)
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hide(!T.is_plating())
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/obj/structure/machinery/bluespace_beacon/Destroy()
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QDEL_NULL(beacon)
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return ..()
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/**
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* Update the invisibility and icon
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*/
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/obj/structure/machinery/bluespace_beacon/hide(var/intact)
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set_invisibility(intact ? 101 : 0)
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update_icon()
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/obj/structure/machinery/bluespace_beacon/update_icon()
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var/state="floor_beacon"
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if(invisibility)
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icon_state = "[state]f"
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else
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icon_state = "[state]"
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