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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/structure/machinery/camera
var/list/motionTargets = list()
var/detectTime = 0
var/area/ai_monitored/area_motion = null
/// Don't forget, there's another 10 seconds in queueAlarm()
var/alarm_delay = 100
movable_flags = MOVABLE_FLAG_PROXMOVE
/obj/structure/machinery/camera/proc/newTarget(var/mob/target)
if(QDELETED(target))
return FALSE
if (istype(target, /mob/living/silicon/ai))
return FALSE
if (detectTime == 0)
detectTime = world.time // start the clock
if (!(target in motionTargets) && !QDELING(target))
motionTargets += target
RegisterSignal(target, COMSIG_QDELETING, PROC_REF(lostTarget))
return TRUE
/obj/structure/machinery/camera/proc/lostTarget(var/mob/target)
SIGNAL_HANDLER
if (target in motionTargets)
motionTargets -= target
UnregisterSignal(target, COMSIG_QDELETING)
if (motionTargets.len == 0)
cancelAlarm()
/obj/structure/machinery/camera/proc/cancelAlarm()
if (!status || (stat & NOPOWER))
return 0
if (detectTime == -1)
GLOB.motion_alarm.clearAlarm(loc, src)
detectTime = 0
return 1
/obj/structure/machinery/camera/proc/triggerAlarm()
if (!status || (stat & NOPOWER))
return 0
if (!detectTime) return 0
GLOB.motion_alarm.triggerAlarm(loc, src)
detectTime = -1
return 1
/obj/structure/machinery/camera/HasProximity(atom/movable/AM as mob|obj)
// Motion cameras outside of an "ai monitored" area will use this to detect stuff.
if (!area_motion)
if(isliving(AM) && !QDELING(AM))
newTarget(AM)