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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.
70 lines
2.0 KiB
Plaintext
70 lines
2.0 KiB
Plaintext
/obj/effect/overmap/visitable/ship/runtime
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name = "NSS Runtime"
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class = "NSS"
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designation = "Runtime"
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desc = "A large cube-shaped station, a penal colony of sorts for the likes of video game developers."
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icon = 'icons/obj/overmap/overmap_stationary.dmi'
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icon_state = "runtime_penal_colony"
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moving_state = "runtime_penal_colony"
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colors = list("#f147cd", "#f79aea")
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vessel_mass = 100000
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burn_delay = 2 SECONDS
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base = TRUE
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/obj/effect/overmap/visitable/ship/landable/runtime
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name = "NSV While True"
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class = "NSV"
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designation = "While True"
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desc = "A RUN-T1M3 long range shuttle."
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shuttle = "WhileTrue"
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max_speed = 1/(2 SECONDS)
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burn_delay = 1 SECONDS
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vessel_mass = 5000
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fore_dir = WEST
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vessel_size = SHIP_SIZE_SMALL
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/obj/structure/machinery/computer/shuttle_control/explore/terminal/runtime
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name = "whiletrue control console"
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shuttle_tag = "WhileTrue"
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/area/shuttle/runtime
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name = "While True"
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base_turf = /turf/simulated/floor/shuttle/black
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/datum/shuttle/autodock/overmap/runtime
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name = "WhileTrue"
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move_time = 90
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shuttle_area = list(/area/shuttle/runtime)
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dock_target = "airlock_runtime_shuttle"
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current_location = "nav_runtime_dock"
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landmark_transition = "nav_transit_runtime"
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logging_home_tag = "nav_runtime_dock"
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range = 1
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fuel_consumption = 4
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ceiling_type = /turf/simulated/floor/shuttle_ceiling
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/obj/effect/shuttle_landmark/runtime/dock
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name = "Runtime Dock"
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landmark_tag = "nav_runtime_dock"
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docking_controller = "nav_runtime_dock"
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base_area = /area/exterior
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base_turf = /turf/simulated/floor/airless
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movable_flags = MOVABLE_FLAG_EFFECTMOVE
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// runtime dock airlocks
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/obj/effect/map_effect/marker/airlock/docking/runtime/dock
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name = "Shuttle Dock"
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landmark_tag = "nav_runtime_dock"
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master_tag = "nav_runtime_dock"
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// runtime shuttle airlocks
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/obj/effect/map_effect/marker/airlock/shuttle/runtime
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name = "WhileTrue"
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shuttle_tag = "WhileTrue"
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master_tag = "airlock_runtime_shuttle"
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cycle_to_external_air = TRUE
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/obj/effect/shuttle_landmark/runtime/transit
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name = "In transit"
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landmark_tag = "nav_transit_runtime"
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