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https://github.com/Bubberstation/Bubberstation.git
synced 2026-08-28 15:47:15 +01:00
General maintenance for wall mounts (#93534)
## About The Pull Request - Fixes #93392 - Replaces all custom callbacks with call to `deconstruct()`. The callbacks weren't necessary as it did the same thing as `deconstruct()` but in an round about way - Removed duplicate `Initialize()` procs and the params `building` & `ndir` from all wall mounts. Makes everything cleaner ## Changelog 🆑 fix: wall mounts placed by player now falls off when the wall they are mounted on is destroyed code: cleaned up wall mount code /🆑
This commit is contained in:
@@ -261,7 +261,8 @@
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AddElement(/datum/element/contextual_screentip_bare_hands, rmb_text = "Toggle interface lock")
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AddElement(/datum/element/contextual_screentip_mob_typechecks, hovering_mob_typechecks)
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find_and_hang_on_wall()
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if(mapload)
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find_and_hang_on_wall()
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/obj/machinery/power/apc/Destroy()
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if(malfai)
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@@ -118,8 +118,12 @@
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RegisterSignal(src, COMSIG_LIGHT_EATER_ACT, PROC_REF(on_light_eater))
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AddElement(/datum/element/atmos_sensitive, mapload)
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AddElement(/datum/element/contextual_screentip_bare_hands, rmb_text = "Remove bulb")
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if(mapload)
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find_and_hang_on_wall()
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/obj/machinery/light/find_and_hang_on_wall()
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if(break_if_moved)
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find_and_hang_on_wall(custom_drop_callback = CALLBACK(src, PROC_REF(knock_down)))
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return ..()
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/obj/machinery/light/post_machine_initialize()
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. = ..()
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@@ -141,6 +145,11 @@
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QDEL_NULL(cell)
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return ..()
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/obj/machinery/light/Exited(atom/movable/gone, direction)
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. = ..()
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if(gone == cell)
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cell = null
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/obj/machinery/light/setDir(newdir)
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. = ..()
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set_light(l_dir = REVERSE_DIR(dir))
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@@ -407,34 +416,26 @@
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electrocute_mob(user, get_area(src), src, (rand(7,10) * 0.1), TRUE)
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/obj/machinery/light/on_deconstruction(disassembled)
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var/obj/structure/light_construct/new_light = null
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var/current_stage = 2
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if(!disassembled)
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current_stage = 1
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var/atom/drop_point = drop_location()
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var/obj/item/wallframe/light_fixture/frame = null
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switch(fitting)
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if("tube")
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new_light = new /obj/structure/light_construct(loc)
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new_light.icon_state = "tube-construct-stage[current_stage]"
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frame = new /obj/item/wallframe/light_fixture(drop_point)
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if("bulb")
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new_light = new /obj/structure/light_construct/small(loc)
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new_light.icon_state = "bulb-construct-stage[current_stage]"
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new_light.setDir(dir)
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new_light.stage = current_stage
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frame = new /obj/item/wallframe/light_fixture/small(drop_point)
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if(!disassembled)
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new_light.take_damage(new_light.max_integrity * 0.5, sound_effect=FALSE)
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frame.take_damage(frame.max_integrity * 0.5, sound_effect = FALSE)
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if(status != LIGHT_BROKEN)
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break_light_tube()
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if(status != LIGHT_EMPTY)
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drop_light_tube()
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new /obj/item/stack/cable_coil(loc, 1, "red")
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transfer_fingerprints_to(new_light)
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transfer_fingerprints_to(frame)
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var/obj/item/stock_parts/power_store/real_cell = get_cell()
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if(!QDELETED(real_cell))
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new_light.cell = real_cell
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real_cell.forceMove(new_light)
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cell = null
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real_cell.forceMove(drop_point)
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/obj/machinery/light/attacked_by(obj/item/attacking_object, mob/living/user, list/modifiers, list/attack_modifiers)
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. = ..()
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@@ -716,23 +717,6 @@
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continue
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INVOKE_ASYNC(src, PROC_REF(flicker))
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/**
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* All the effects that occur when a light falls off a wall that it was hung onto.
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*/
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/obj/machinery/light/proc/knock_down()
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if (fitting == "bulb")
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new /obj/item/wallframe/light_fixture/small(drop_location())
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else
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new /obj/item/wallframe/light_fixture(drop_location())
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new /obj/item/stack/cable_coil(drop_location(), 1, "red")
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if(status != LIGHT_BROKEN)
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break_light_tube(FALSE)
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if(status != LIGHT_EMPTY)
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drop_light_tube()
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if(cell)
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cell.forceMove(drop_location())
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qdel(src)
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/obj/machinery/light/floor
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name = "floor light"
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desc = "A lightbulb you can walk on without breaking it, amazing."
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@@ -28,11 +28,10 @@
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fire = 80
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acid = 50
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/obj/structure/light_construct/Initialize(mapload, ndir, building)
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/obj/structure/light_construct/Initialize(mapload)
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. = ..()
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if(building)
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setDir(ndir)
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find_and_hang_on_wall()
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if(mapload)
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find_and_hang_on_wall()
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/obj/structure/light_construct/Destroy()
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QDEL_NULL(cell)
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@@ -107,11 +106,9 @@
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return
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to_chat(user, span_notice("You begin deconstructing [src]..."))
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if (tool.use_tool(src, user, 30, volume=50))
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new /obj/item/stack/sheet/iron(drop_location(), sheets_refunded)
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user.visible_message(span_notice("[user.name] deconstructs [src]."), \
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span_notice("You deconstruct [src]."), span_hear("You hear a ratchet."))
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playsound(src, 'sound/items/deconstruct.ogg', 75, TRUE)
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qdel(src)
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return
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if(istype(tool, /obj/item/stack/cable_coil))
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@@ -159,10 +156,12 @@
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/obj/structure/light_construct/blob_act(obj/structure/blob/attacking_blob)
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if(attacking_blob && attacking_blob.loc == loc)
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qdel(src)
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deconstruct(FALSE)
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/obj/structure/light_construct/atom_deconstruct(disassembled = TRUE)
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/obj/structure/light_construct/atom_deconstruct(disassembled)
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new /obj/item/stack/sheet/iron(loc, sheets_refunded)
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if(stage == LIGHT_CONSTRUCT_WIRED)
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new /obj/item/stack/cable_coil(drop_location(), 1, "red")
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/obj/structure/light_construct/small
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name = "small light fixture frame"
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