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4ecb0bc21c
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.
26 lines
622 B
Plaintext
26 lines
622 B
Plaintext
/**********************Input and output plates**************************/
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/obj/structure/machinery/mineral/input
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icon = 'icons/hud/mob/generic.dmi'
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icon_state = "x2"
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name = "Input Area"
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invisibility = INVISIBILITY_ABSTRACT
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density = FALSE
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anchored = TRUE
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/obj/structure/machinery/mineral/input/Initialize()
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. = ..()
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icon_state = "blank"
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/obj/structure/machinery/mineral/output
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icon = 'icons/hud/mob/generic.dmi'
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icon_state = "x"
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name = "Output Area"
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invisibility = INVISIBILITY_ABSTRACT
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density = FALSE
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anchored = TRUE
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/obj/structure/machinery/mineral/output/Initialize()
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. = ..()
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icon_state = "blank"
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