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Refactors MODsuit slowdown calculations (#90116)
## About The Pull Request MODsuits now calculate their slowdown by querying modules by sending a signal on themselves instead of having modules try and keep up with control unit's speed updates (which broke in a fabulous fashion after MODsuits were allowed to deploy by piece) Also added a separate trait to prevent objects from being speed potion-ed to combat stabilized red crossbreed issues, and removed a duplicate list helper (40 lines down in the same file lol) Closes #89979 Closes #90036 ## Changelog 🆑 fix: MODsuits should now be affected by stabilized red crossbreeds fix: MODsuit slowdowns should no longer behave weirdly with ash accretion/magboots/armor booster modules. refactor: Refactored MODsuit slowdown calculations to be query-based instead of modules directly modifying part speed values. /🆑
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@@ -21,7 +21,7 @@
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if(!length(possible_turfs)) // Out of turfs to place a curiosity
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return FALSE
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if(generated_domain.secondary_loot_generated >= assoc_value_sum(generated_domain.secondary_loot)) // Out of curiosities to place
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if(generated_domain.secondary_loot_generated >= counterlist_sum(generated_domain.secondary_loot)) // Out of curiosities to place
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return FALSE
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shuffle_inplace(possible_turfs)
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