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Better metalgen logging and some behavior fixes (#90546)
## About The Pull Request Metalgen imprinting is now logged, foam and smoke have better logging and so do plasma metalgenned things, metalgen no longer causes a ton of runtimes on almost everything and foam and smoke no longer affect abstract objects. Also ***hopefully*** solves the issue with infinite hotspot loops, but I don't think anyone knows what exactly occured there. ## Why It's Good For The Game If servers explode, admins need to know who did it and coders need to know how they did it. ## Changelog 🆑 fix: Metalgen foam/smoke no longer cause an absurd amount of runtimes fix: Foam and smoke no longer affect abstract objects like landmarks admin: Metalgen imprinting is now logged admin: Improved logging for foam and smoke, and plasma metalgenned objects /🆑
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@@ -157,4 +157,4 @@
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var/area/fluid_area = get_area(location)
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if(!istype(holder, /obj/machinery/plumbing) && !(fluid_area.area_flags & QUIET_LOGS)) //excludes standard plumbing equipment as well as deathmatch from spamming admins with this shit
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message_admins("\A [flood] flood started at [ADMIN_VERBOSEJMP(location)] [source_msg][blame_msg].")
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log_game("\A [flood] flood started at [location || "nonexistant location"] [holder ? "from [holder] last touched by [holder || "N/A"]" : "with no known source"].")
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log_game("\A [flood] flood started at [AREACOORD(location)] [source_msg][blame_msg].")
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@@ -96,6 +96,8 @@
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for(var/obj/object in turf_location)
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if(object == src)
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continue
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if(object.invisibility >= INVISIBILITY_ABSTRACT) // Don't foam landmarks please
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continue
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if(turf_location.underfloor_accessibility < UNDERFLOOR_INTERACTABLE && HAS_TRAIT(object, TRAIT_T_RAY_VISIBLE))
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continue
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if (HAS_TRAIT(loc, TRAIT_ELEVATED_TURF) && !HAS_TRAIT(object, TRAIT_ELEVATING_OBJECT))
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@@ -374,6 +374,8 @@
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for(var/atom/movable/thing as anything in location)
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if(thing == src)
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continue
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if(thing.invisibility >= INVISIBILITY_ABSTRACT) // Don't smoke landmarks please
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continue
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if(location.underfloor_accessibility < UNDERFLOOR_INTERACTABLE && HAS_TRAIT(thing, TRAIT_T_RAY_VISIBLE))
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continue
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reagents.expose(thing, SMOKE_MACHINE, fraction)
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