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[MIRROR] Fixes a runtime with AI targeting code, refactors faction checking to be at the atom/movable level [MDB IGNORE] (#24386)
* Fixes a runtime with AI targeting code, refactors faction checking to be at the atom/movable level (#78803) ## About The Pull Request Saw this in CI.  ~~Quick fix for it--because turrets are not mobs trying to call this proc on them will runtime. So let's give them their own implementation of the proc.~~ Just kidding, let's refactor faction checking entirely ## Why It's Good For The Game Fixes an issue with basic mob AI targeting and turrets. ## Changelog 🆑 fix: basic mobs will no longer runtime when trying to check the faction of a porta turret refactor: faction checking is now done at the atom/movable level /🆑 --------- Co-authored-by: san7890 <the@ san7890.com> * Fixes a runtime with AI targeting code, refactors faction checking to be at the atom/movable level * Modular updates --------- Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: san7890 <the@ san7890.com>
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Bloop
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@@ -11,8 +11,6 @@
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var/mob_name
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///the type of the mob, you best inherit this
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var/mob_type = /mob/living/basic/cockroach
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///Lazy string list of factions that the spawned mob will be in upon spawn
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var/list/faction
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////Human specific stuff. Don't set these if you aren't using a human, the unit tests will put a stop to your sinful hand.
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