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Fixes bypassing integrated circuit cooldowns with module components. (#75581)
## About The Pull Request See title. In order for this change to work, these components will not work if there is no shell, but this will change nothing user-facing because all player-facing circuits require shells to function in the first place anyways. ## Why It's Good For The Game Fixes a cooldown bypass bug. Closes #75580 ## Changelog 🆑 fix: Fixed bypassing component cooldowns with module components. /🆑 --------- Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
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co-authored by
Watermelon914
parent
9ba051c857
commit
9fd0b4e770
@@ -35,11 +35,14 @@
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if(!bci)
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return
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if(!parent.shell)
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return
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var/mob/living/owner = bci.owner
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if(!owner || !istype(owner) || !owner.client)
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return
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if(TIMER_COOLDOWN_CHECK(parent, COOLDOWN_CIRCUIT_TARGET_INTERCEPT))
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if(TIMER_COOLDOWN_CHECK(parent.shell, COOLDOWN_CIRCUIT_TARGET_INTERCEPT))
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return
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to_chat(owner, "<B>Left-click to trigger target interceptor!</B>")
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@@ -55,7 +58,8 @@
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user.client.click_intercept = null
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clicked_atom.set_output(object)
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trigger_output.set_output(COMPONENT_SIGNAL)
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TIMER_COOLDOWN_START(parent, COOLDOWN_CIRCUIT_TARGET_INTERCEPT, intercept_cooldown)
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if(parent.shell)
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TIMER_COOLDOWN_START(parent.shell, COOLDOWN_CIRCUIT_TARGET_INTERCEPT, intercept_cooldown)
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/obj/item/circuit_component/target_intercept/get_ui_notices()
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. = ..()
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