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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.
10 lines
919 B
Plaintext
10 lines
919 B
Plaintext
// the area channel of the important_recursive_contents list, everything in here will be sent a signal when their last holding object changes areas
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#define RECURSIVE_CONTENTS_AREA_SENSITIVE "recursive_contents_area_sensitive"
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// the hearing channel of the important_recursive_contents list, everything in here will count as a hearing atom
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#define RECURSIVE_CONTENTS_HEARING_SENSITIVE "recursive_contents_hearing_sensitive"
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// the client mobs channel of the important_recursive_contents list, everything in here will be a mob with an attached client
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// this is given to both a clients mob, and a clients eye, both point to the clients mob
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#define RECURSIVE_CONTENTS_CLIENT_MOBS "recursive_contents_client_mobs"
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// List of everything AI should evalulate as targets: all /mob/living, /obj/structure/machinery/porta_turret, /obj/structure/machinery/bot
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#define RECURSIVE_CONTENTS_AI_TARGETS "recursive_contents_ai_targets"
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