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Adds and improves logging for various shit. (#81738)
## About The Pull Request Adds logging for RCD construction and deconstruction. Hallucinated projectiles no longer causes logs. Flamethrowers log gas mixture information, the flamethrower, the gas tank, tank distribution pressure and whether it was lit. Adds a lot more logging to records consoles. Frozen objects now log when they get shattered. ## Why It's Good For The Game Closes #68452 Closes #71798 Closes #78008 Closes #81098 Closes #81130 ## Changelog 🆑 Pickle-Coding and Rhials admin: RCD construction and deconstruction are logged. admin: Hallucinated projectiles no longer log. admin: Gives more detail to flamethrower logging. admin: More actions are logged for records consoles usage. admin: Frozen object shattering is logged. /🆑 --------- Co-authored-by: Rhials <Datguy33456@gmail.com>
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@@ -182,6 +182,8 @@
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var/catastropic_dismemberment = FALSE //If TRUE, this projectile deals its damage to the chest if it dismembers a limb.
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var/impact_effect_type //what type of impact effect to show when hitting something
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var/log_override = FALSE //is this type spammed enough to not log? (KAs)
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/// If true, the projectile won't cause any logging. Used for hallucinations and shit.
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var/do_not_log = FALSE
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/// We ignore mobs with these factions.
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var/list/ignored_factions
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@@ -359,7 +361,7 @@
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if(reagents?.reagent_list)
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reagent_note = "REAGENTS: [pretty_string_from_reagent_list(reagents.reagent_list)]"
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if(ismob(firer))
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if(ismob(firer) && !do_not_log)
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log_combat(firer, living_target, "shot", src, reagent_note)
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return BULLET_ACT_HIT
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@@ -369,11 +371,12 @@
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var/list/logging_mobs = firing_vehicle.return_controllers_with_flag(VEHICLE_CONTROL_EQUIPMENT)
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if(!LAZYLEN(logging_mobs))
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logging_mobs = firing_vehicle.return_drivers()
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for(var/mob/logged_mob as anything in logging_mobs)
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log_combat(logged_mob, living_target, "shot", src, "from inside [firing_vehicle][logging_mobs.len > 1 ? " with multiple occupants" : null][reagent_note ? " and contained [reagent_note]" : null]")
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if(!do_not_log)
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for(var/mob/logged_mob as anything in logging_mobs)
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log_combat(logged_mob, living_target, "shot", src, "from inside [firing_vehicle][logging_mobs.len > 1 ? " with multiple occupants" : null][reagent_note ? " and contained [reagent_note]" : null]")
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return BULLET_ACT_HIT
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living_target.log_message("has been shot by [firer] with [src][reagent_note ? " containing [reagent_note]" : null]", LOG_ATTACK, color="orange")
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if(!do_not_log)
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living_target.log_message("has been shot by [firer] with [src][reagent_note ? " containing [reagent_note]" : null]", LOG_ATTACK, color="orange")
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return BULLET_ACT_HIT
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/obj/projectile/proc/vol_by_damage()
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@@ -771,7 +774,7 @@
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SEND_SIGNAL(fired_from, COMSIG_PROJECTILE_BEFORE_FIRE, src, original)
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if(firer)
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SEND_SIGNAL(firer, COMSIG_PROJECTILE_FIRER_BEFORE_FIRE, src, fired_from, original)
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if(!log_override && firer && original)
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if(!log_override && firer && original && !do_not_log)
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log_combat(firer, original, "fired at", src, "from [get_area_name(src, TRUE)]")
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//note: mecha projectile logging is handled in /obj/item/mecha_parts/mecha_equipment/weapon/action(). try to keep these messages roughly the sameish just for consistency's sake.
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if(direct_target && (get_dist(direct_target, get_turf(src)) <= 1)) // point blank shots
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