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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.
43 lines
1.1 KiB
Plaintext
43 lines
1.1 KiB
Plaintext
/datum/wires/disposal
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proper_name = "Disposals"
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random = TRUE
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holder_type = /obj/structure/machinery/disposal
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/datum/wires/disposal/New(atom/holder)
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wires = list(
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WIRE_FLUSH
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)
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add_duds(3)
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..()
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/datum/wires/disposal/get_status()
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var/obj/structure/machinery/disposal/D = holder
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. = ..()
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. += "<br>\nThe light indicator inserted within the flush handle is [D.can_flush ? "on" : "off"]."
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/datum/wires/disposal/on_cut(wire, mend, source)
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var/obj/structure/machinery/disposal/D = holder
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switch(wire)
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if(WIRE_FLUSH)
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if(!mend)
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D.can_flush = FALSE
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D.visible_message(SPAN_WARNING("\The [D] whines loudly."), range = 3)
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else
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D.can_flush = TRUE
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D.visible_message(SPAN_NOTICE("\The [D] hums soothingly."), range = 3)
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/datum/wires/disposal/on_pulse(wire)
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var/obj/structure/machinery/disposal/D = holder
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switch(wire)
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if(WIRE_FLUSH)
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if(XGM_PRESSURE(D.air_contents) >= (700 + ONE_ATMOSPHERE) || !D.uses_air)
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D.flush()
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/datum/wires/disposal/interactable(mob/user)
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if(!..())
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return FALSE
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var/obj/structure/machinery/disposal/D = holder
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if(D.mode <= 0)
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return TRUE
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return FALSE
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