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Enhances algorithm for finding an atom mount (#94076)
## About The Pull Request Depends on #94064 for the unit test but offers a better method for finding an atom to mount on - Finding a mount now takes into consideration the objects pixel x & y offsets meaning diagonal mounting is now supported. Gives great flexibility for mappers - If you don't want to use pixel offsets but default back to using the objects direction that behaviour is still preserved. Useful if your object uses directional icon states(lights & cameras for now) AND don't use offsets - If no direction could be specified then as the last resort it defaults back to the objects local turf for mounting ## Changelog 🆑 fix: all mounted objects on tables, fences, windows & walls should fall of correctly when the atom it is placed on is destroyed fix: security telescreen now falls off when their mounted wall is destroyed fix: defib wall mount falls off when their mounted wall is destroyed fix: floor lights are mounted to the ground/catwalk/tram floor they are sitting on meaning destroying it will destroy the light fix: wall mounted plaques now fall off when their mounted wall is destroyed /🆑
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@@ -30,16 +30,19 @@
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/obj/structure/light_construct/Initialize(mapload)
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. = ..()
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if(mapload && !find_and_hang_on_atom(mark_for_late_init = TRUE))
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if(mapload && !find_and_mount_on_atom(mark_for_late_init = TRUE))
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return INITIALIZE_HINT_LATELOAD
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/obj/structure/light_construct/LateInitialize()
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find_and_hang_on_atom(late_init = TRUE)
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find_and_mount_on_atom(late_init = TRUE)
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/obj/structure/light_construct/Destroy()
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QDEL_NULL(cell)
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return ..()
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/obj/structure/light_construct/get_turfs_to_mount_on()
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return list(get_step(src, dir))
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/obj/structure/light_construct/get_cell()
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return cell
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@@ -150,7 +153,7 @@
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if("floor")
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new_light = new /obj/machinery/light/floor/empty(loc)
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new_light.setDir(dir)
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new_light.find_and_hang_on_atom()
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new_light.find_and_mount_on_atom()
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transfer_fingerprints_to(new_light)
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if(!QDELETED(cell))
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new_light.cell = cell
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