Cleans up a use of air_contents in pipeline code, it's not doing anything yet, but if someone wants to change how reactions work they might break it. Adds a proc override to catch taking damage, which fixes the canister not leaking until it's updated (#58829)

This commit is contained in:
LemonInTheDark
2021-05-03 05:22:41 -07:00
committed by GitHub
parent e3b1e3c8c5
commit 0cd6599e2d
2 changed files with 7 additions and 1 deletions
@@ -240,7 +240,7 @@
else if (istype(atmosmch, /obj/machinery/atmospherics/components/unary/portables_connector))
var/obj/machinery/atmospherics/components/unary/portables_connector/considered_connector = atmosmch
if(considered_connector.connected_device)
gas_mixture_list += considered_connector.connected_device.air_contents
gas_mixture_list += considered_connector.connected_device.return_air()
var/total_thermal_energy = 0
var/total_heat_capacity = 0
@@ -500,6 +500,12 @@ GLOBAL_LIST_INIT(gas_id_to_canister, init_gas_id_to_canister())
to_chat(user, "<span class='notice'>You repair some of the cracks in [src]...</span>")
return TRUE
/obj/machinery/portable_atmospherics/canister/take_damage(damage_amount, damage_type = BRUTE, damage_flag = "", sound_effect = TRUE, attack_dir, armour_penetration = 0)
. = ..()
if(!.)
return
SSair.start_processing_machine(src)
/obj/machinery/portable_atmospherics/canister/obj_break(damage_flag)
. = ..()
if(!.)