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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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// CAMERA CHUNK
//
// A 16x16 grid of the map with a list of turfs that can be seen, are visible and are dimmed.
// Allows the Eye to stream these chunks and know what it can and cannot see.
/datum/chunk/camera/acquire_visible_turfs(var/list/visible)
for(var/source in sources)
if(istype(source, /obj/structure/machinery/camera))
var/obj/structure/machinery/camera/c = source
if(!c.can_use())
continue
for(var/turf/t in c.can_see())
visible[t] = t
else if(isAI(source))
var/mob/living/silicon/ai/AI = source
if (AI.stat == DEAD)
continue
for(var/T in seen_turfs_in_range(AI, world.view))
var/turf/t = T
visible[t] = t
else
log_visualnet("Contained an unhandled source", source)
sources -= source