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Formalises Path Compatibility
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@@ -0,0 +1,28 @@
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/*
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This is a smart+stupid method of maintaining paths during refactors.
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At this point in time we have more maps than ever, and our tools just aren't that great.
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So instead of repathing all the maps...
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Keep the old path defined, just as an empty type with that path, and then define it's
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parent_type as the new path, effectively maintaining the object/mob w/e without having
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to touch all the maps, avoiding all those nasty conflicts!
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Ideally the old paths would be cleaned out as mappers go about their usual routine of
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updating old maps.
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tl;dr TYPEFUCKERY, because fuck updating all these maps
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*/
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//Vehicle Refactor - 2015
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/obj/structure/bed/chair/janicart/secway
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parent_type = /obj/vehicle/secway
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/obj/structure/bed/chair/janicart
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parent_type = /obj/vehicle/janicart
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/obj/structure/bed/chair/janicart/atv
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parent_type = /obj/vehicle/atv
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@@ -123,16 +123,3 @@
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if(istype(M, /obj/machinery/door) && buckled_mob)
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M.Bumped(buckled_mob)
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//TYPEFUCKERY
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//Because fuck updating all these maps
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/obj/structure/bed/chair/janicart/secway
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parent_type = /obj/vehicle/secway
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/obj/structure/bed/chair/janicart
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parent_type = /obj/vehicle/janicart
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/obj/structure/bed/chair/janicart/atv
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parent_type = /obj/vehicle/atv
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@@ -67,6 +67,7 @@
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#include "code\__HELPERS\sorts\InsertSort.dm"
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#include "code\__HELPERS\sorts\MergeSort.dm"
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#include "code\__HELPERS\sorts\TimSort.dm"
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#include "code\__PATH_COMPATIBILITY\path_compatibility.dm"
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#include "code\_globalvars\configuration.dm"
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#include "code\_globalvars\database.dm"
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#include "code\_globalvars\game_modes.dm"
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