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[MIRROR] CTF flags can now be admin deleted, they also wont catch fire now (bugfix) [MDB IGNORE] (#19509)
* CTF flags can now be admin deleted, they also wont catch fire now (bugfix) (#73595) ## About The Pull Request CTF flags used to respawn whenever deleted, this made it impractical to implement any way of fully unloading the map and made it so admins couldn't delete the flag if one had been spawned on accident, this is now gone. While doing this I also found out CTF flags were not lava proof which meant that they could catch fire and the shotgun class would then be unable to pick them up without burning their hands. The only impact of the respawn change is that CTF maps cannot contain a supermatter crystal anymore but this should be easy enough to avoid. ## Why It's Good For The Game Bug fix + removes some bad code ## Changelog 🆑 fix: CTF flags will no longer catch fire when placed into lava, preventing one class from picking it up. code: CTF flags no longer respawn when they get qdeleted, this means you can now delete them when debugging/as an admin. /🆑 * CTF flags can now be admin deleted, they also wont catch fire now (bugfix) --------- Co-authored-by: NamelessFairy <40036527+NamelessFairy@users.noreply.github.com>
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co-authored by
NamelessFairy
parent
8bc56189dc
commit
d43f375b7b
@@ -20,7 +20,7 @@
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throw_range = 1
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force = 200
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armour_penetration = 1000
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resistance_flags = INDESTRUCTIBLE
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
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anchored = TRUE
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item_flags = SLOWS_WHILE_IN_HAND
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var/team = WHITE_TEAM
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@@ -40,7 +40,6 @@
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if(!reset)
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reset = new reset_path(get_turf(src))
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reset.flag = src
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RegisterSignal(src, COMSIG_PARENT_PREQDELETED, PROC_REF(reset_flag)) //just in case CTF has some map hazards (read: chasms).
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/obj/item/ctf/process()
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if(is_ctf_target(loc)) //pickup code calls temporary drops to test things out, we need to make sure the flag doesn't reset from
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@@ -49,7 +48,6 @@
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reset_flag()
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/obj/item/ctf/proc/reset_flag(capture = FALSE)
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SIGNAL_HANDLER
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STOP_PROCESSING(SSobj, src)
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var/turf/our_turf = get_turf(src.reset)
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@@ -61,7 +59,6 @@
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if(istype(mob_area, game_area))
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if(!capture)
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to_chat(M, span_userdanger("[src] has been returned to the base!"))
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return TRUE //so if called by a signal, it doesn't delete
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//working with attack hand feels like taking my brain and putting it through an industrial pill press so i'm gonna be a bit liberal with the comments
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/obj/item/ctf/attack_hand(mob/living/user, list/modifiers)
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@@ -241,7 +238,7 @@
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icon = 'icons/obj/device.dmi'
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icon_state = "syndbeacon"
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density = TRUE
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resistance_flags = INDESTRUCTIBLE
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
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var/game_id = CTF_GHOST_CTF_GAME_ID
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var/victory_rejoin_text = "<span class='userdanger'>Teams have been cleared. Click on the machines to vote to begin another round.</span>"
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@@ -543,7 +540,7 @@
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name = "Spawn protection"
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desc = "Stay outta the enemy spawn!"
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icon_state = "trap"
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resistance_flags = INDESTRUCTIBLE
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
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var/team = WHITE_TEAM
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time_between_triggers = 1
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anchored = TRUE
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@@ -629,7 +626,7 @@
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desc = "You should capture this."
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icon = 'icons/obj/machines/dominator.dmi'
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icon_state = "dominator"
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resistance_flags = INDESTRUCTIBLE
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
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var/obj/machinery/capture_the_flag/controlling
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var/team = "none"
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///This is how many points are gained a second while controlling this point
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