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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.
49 lines
1.2 KiB
Plaintext
49 lines
1.2 KiB
Plaintext
/obj/structure/machinery/bluespacerelay
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name = "Emergency Bluespace Relay"
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desc = "This sends messages through bluespace! Wow!"
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icon = 'icons/obj/machinery/telecomms.dmi'
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icon_state = "bspacerelay"
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anchored = 1
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density = 1
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var/on = 1
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idle_power_usage = 15000
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active_power_usage = 15000
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component_types = list(
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/obj/item/circuitboard/bluespacerelay,
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/obj/item/stock_parts/manipulator = 2,
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/obj/item/stock_parts/subspace/filter,
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/obj/item/stock_parts/subspace/crystal,
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/obj/item/stack/cable_coil
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)
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/obj/structure/machinery/bluespacerelay/process()
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update_power()
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update_icon()
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/obj/structure/machinery/bluespacerelay/update_icon()
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ClearOverlays()
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if(on)
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AddOverlays(emissive_appearance(icon, "[icon_state]_lights"))
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AddOverlays("[icon_state]_lights")
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/obj/structure/machinery/bluespacerelay/proc/update_power()
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if(stat & (BROKEN|NOPOWER|EMPED))
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on = 0
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else
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on = 1
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/obj/structure/machinery/bluespacerelay/attackby(obj/item/attacking_item, mob/user)
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if(default_deconstruction_screwdriver(user, attacking_item))
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return TRUE
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if(default_deconstruction_crowbar(user, attacking_item))
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return TRUE
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if(default_part_replacement(user, attacking_item))
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return TRUE
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return ..()
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