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Batrachophreno 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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// the underfloor wiring terminal for the APC
// autogenerated when an APC is placed
// all conduit connects go to this object instead of the APC
// using this solves the problem of having the APC in a wall yet also inside an area
/obj/structure/machinery/power/terminal
name = "terminal"
icon_state = "term"
desc = "It's an underfloor wiring terminal for power equipment."
level = 1
layer = EXPOSED_WIRE_TERMINAL_LAYER
var/obj/structure/machinery/power/master = null
anchored = 1
/obj/structure/machinery/power/terminal/Initialize()
. = ..()
var/turf/T = src.loc
if(level == 1)
hide(!T.is_plating())
return
/obj/structure/machinery/power/terminal/Destroy()
if(master)
master.disconnect_terminal()
master = null
return ..()
/obj/structure/machinery/power/terminal/hide(var/i)
set_invisibility(i ? 101 : initial(invisibility))
icon_state = i ? "term-f" : "term"