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Aquariums are now potential fishing spots. (#88243)
## About The Pull Request You can now fish from aquariums if you wish to. This includes some backend changes to make it possible for the fish table from get_fish_table() to contain instances, and all that it entails up to spawn_reward(), which is a requirement for the gimmick to respect the various traits and other variables of the already instantiated fish rather than read from cached properties. ## Why It's Good For The Game The fish progress score/index had only little nasty flaw that has been nagging me since day one: Not all fish species can be caught. Skipping McGill, which is a peculiar case that for cheevo purposes should be considered a standard goldfish, there is the one, unsignificant yet rare purple sludgefish which can only be gotten as a rare evolution of the generic sludgefish. Talk about petty, but this may be a long-term nit I prefer to handle right now. Also why not? The 'unmarine mastodon' is near impossible to get unless you somehow find a oil well which is locked behind a specific ruin. ## Changelog 🆑 fix: Aquariums are now potential fishing spots. /🆑
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@@ -470,13 +470,13 @@
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for(var/component_key in dc)
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var/component_or_list = dc[component_key]
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if(islist(component_or_list))
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for(var/datum/component/I in component_or_list)
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if(I.can_transfer)
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target.TakeComponent(I)
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for(var/datum/component/component in component_or_list)
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if(component.can_transfer)
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target.TakeComponent(component)
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else
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var/datum/component/C = component_or_list
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if(C.can_transfer)
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target.TakeComponent(C)
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var/datum/component/component = component_or_list
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if(!QDELETED(component) && component.can_transfer)
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target.TakeComponent(component)
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/**
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* Return the object that is the host of any UI's that this component has
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