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## About The Pull Request Melee attack chain now has a list passed along with it, `attack_modifiers`, which you can stick force modifiers to change the resulting attack This is basically a soft implementation of damage packets until a more definitive pr, but one that only applies to item attack chain, and not unarmed attacks. This change was done to facilitate a baton refactor - batons no longer hack together their own attack chain, and are now integrated straight into the real attack chain. This refactor itself was done because batons don't send any attack signals, which has been annoying in the past (for swing combat). ## Changelog 🆑 Melbert refactor: Batons have been refactored again. Baton stuns now properly count as an attack, when before it was a nothing. Report any oddities, particularly in regards to harmbatonning vs normal batonning. refactor: The method of adjusting item damage mid-attack has been refactored - some affected items include the Nullblade and knives. Report any strange happenings with damage numbers. refactor: A few objects have been moved to the new interaction chain - records consoles, mawed crucible, alien weeds and space vines, hedges, restaurant portals, and some mobs - to name a few. fix: Spears only deal bonus damage against secure lockers, not all closet types (including crates) /🆑
203 lines
6.5 KiB
Plaintext
203 lines
6.5 KiB
Plaintext
///how many fire stacks are applied when you step into a bonfire
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#define BONFIRE_FIRE_STACK_STRENGTH 5
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/**
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* ## BONFIRES
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*
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* Structure that makes a big old fire. You can add rods to construct a grill for grilling meat, or a stake for buckling people to the fire,
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* salem style. Keeping the fire on requires oxygen. You can dismantle the bonfire back into logs when it is unignited.
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*/
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/obj/structure/bonfire
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name = "bonfire"
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desc = "For grilling, broiling, charring, smoking, heating, roasting, toasting, simmering, searing, melting, and occasionally burning things."
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icon = 'icons/obj/service/hydroponics/equipment.dmi'
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icon_state = "bonfire"
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light_color = LIGHT_COLOR_FIRE
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density = FALSE
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anchored = TRUE
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buckle_lying = 0
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pass_flags_self = PASSTABLE | LETPASSTHROW
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/// is the bonfire lit?
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var/burning = FALSE
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/// icon for the bonfire while on. for a softer more burning embers icon, use "bonfire_warm"
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var/burn_icon = "bonfire_on_fire"
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/// if the bonfire has a grill attached
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var/grill = FALSE
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/// the looping sound effect that is played while burning
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var/datum/looping_sound/burning/burning_loop
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/obj/structure/bonfire/Initialize(mapload)
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. = ..()
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var/static/list/loc_connections = list(
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COMSIG_ATOM_ENTERED = PROC_REF(on_entered),
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)
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AddElement(/datum/element/connect_loc, loc_connections)
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burning_loop = new(src)
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/obj/structure/bonfire/Destroy()
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STOP_PROCESSING(SSobj, src)
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QDEL_NULL(burning_loop)
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. = ..()
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/obj/structure/bonfire/attackby(obj/item/used_item, mob/living/user, list/modifiers, list/attack_modifiers)
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if(istype(used_item, /obj/item/stack/rods) && !can_buckle && !grill)
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var/obj/item/stack/rods/rods = used_item
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var/choice = tgui_alert(user, "What would you like to construct?", "Bonfire", list("Stake","Grill"))
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if(isnull(choice))
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return
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rods.use(1)
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switch(choice)
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if("Stake")
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can_buckle = TRUE
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buckle_requires_restraints = TRUE
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to_chat(user, span_notice("You add a rod to \the [src]."))
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var/mutable_appearance/rod_underlay = mutable_appearance('icons/obj/service/hydroponics/equipment.dmi', "bonfire_rod")
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rod_underlay.pixel_z = 16
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underlays += rod_underlay
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if("Grill")
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grill = TRUE
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to_chat(user, span_notice("You add a grill to \the [src]."))
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add_overlay("bonfire_grill")
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else
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return ..()
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if(used_item.get_temperature())
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start_burning()
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if(grill)
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if(istype(used_item, /obj/item/melee/roastingstick))
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return FALSE
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if(!user.combat_mode && !(used_item.item_flags & ABSTRACT))
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if(user.temporarilyRemoveItemFromInventory(used_item))
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used_item.forceMove(get_turf(src))
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//Center the icon where the user clicked.
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if(!LAZYACCESS(modifiers, ICON_X) || !LAZYACCESS(modifiers, ICON_Y))
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return
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//Clamp it so that the icon never moves more than 16 pixels in either direction (thus leaving the table turf)
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used_item.pixel_x = used_item.base_pixel_x + clamp(text2num(LAZYACCESS(modifiers, ICON_X)) - 16, -(ICON_SIZE_X/2), ICON_SIZE_X/2)
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used_item.pixel_y = used_item.base_pixel_y + clamp(text2num(LAZYACCESS(modifiers, ICON_Y)) - 16, -(ICON_SIZE_Y/2), ICON_SIZE_Y/2)
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else
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return ..()
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/obj/structure/bonfire/attack_hand(mob/user, list/modifiers)
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. = ..()
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if(.)
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return
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if(burning)
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to_chat(user, span_warning("You need to extinguish [src] before removing the logs!"))
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return
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if(!has_buckled_mobs() && do_after(user, 5 SECONDS, target = src))
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for(var/obj/item/grown/log/bonfire_log in contents)
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bonfire_log.forceMove(drop_location())
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bonfire_log.pixel_x += rand(1,4)
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bonfire_log.pixel_y += rand(1,4)
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if(can_buckle || grill)
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new /obj/item/stack/rods(loc, 1)
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qdel(src)
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return
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/obj/structure/bonfire/proc/check_oxygen()
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if(isopenturf(loc))
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var/turf/open/bonfire_turf = loc
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if(bonfire_turf.air)
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var/loc_gases = bonfire_turf.air.gases
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if(loc_gases[/datum/gas/oxygen] && loc_gases[/datum/gas/oxygen][MOLES] >= 5)
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return TRUE
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return FALSE
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/obj/structure/bonfire/proc/start_burning()
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if(burning || !check_oxygen())
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return
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burning_loop.start()
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icon_state = burn_icon
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burning = TRUE
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set_light(6)
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bonfire_burn()
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particles = new /particles/bonfire()
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START_PROCESSING(SSobj, src)
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/obj/structure/bonfire/fire_act(exposed_temperature, exposed_volume)
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start_burning()
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/obj/structure/bonfire/proc/on_entered(datum/source, atom/movable/entered)
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SIGNAL_HANDLER
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if(burning)
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if(!grill)
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bonfire_burn()
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return
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//Not currently burning, let's see if we can ignite it.
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if(isliving(entered))
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var/mob/living/burning_body = entered
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if(burning_body.on_fire)
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start_burning()
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visible_message(span_notice("[entered] runs over [src], starting its fire!"))
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else if(entered.resistance_flags & ON_FIRE)
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start_burning()
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visible_message(span_notice("[entered]'s fire spreads to [src], setting it ablaze!"))
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/obj/structure/bonfire/proc/bonfire_burn(seconds_per_tick = 2)
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var/turf/current_location = get_turf(src)
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if(!grill)
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current_location.hotspot_expose(1000, 250 * seconds_per_tick, 1)
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for(var/burn_target in current_location)
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if(burn_target == src)
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continue
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else if(isliving(burn_target))
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var/mob/living/burn_victim = burn_target
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burn_victim.adjust_fire_stacks(BONFIRE_FIRE_STACK_STRENGTH * 0.5 * seconds_per_tick)
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burn_victim.ignite_mob()
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else
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var/atom/movable/burned_movable = burn_target
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if(grill && isitem(burned_movable))
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var/obj/item/grilled_item = burned_movable
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SEND_SIGNAL(grilled_item, COMSIG_ITEM_GRILL_PROCESS, src, seconds_per_tick) //Not a big fan, maybe make this use fire_act() in the future.
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continue
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burned_movable.fire_act(1000, 250 * seconds_per_tick)
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/obj/structure/bonfire/process(seconds_per_tick)
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if(!check_oxygen())
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extinguish()
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return
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bonfire_burn(seconds_per_tick)
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/obj/structure/bonfire/extinguish()
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. = ..()
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if(!burning)
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return
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burning_loop.stop()
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icon_state = "bonfire"
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burning = FALSE
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set_light(0)
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QDEL_NULL(particles)
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STOP_PROCESSING(SSobj, src)
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/obj/structure/bonfire/buckle_mob(mob/living/buckled_mob, force = FALSE, check_loc = TRUE)
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if(..())
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buckled_mob.pixel_y += 13
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/obj/structure/bonfire/unbuckle_mob(mob/living/buckled_mob, force = FALSE, can_fall = TRUE)
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if(..())
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buckled_mob.pixel_y -= 13
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/obj/structure/bonfire/dense
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density = TRUE
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/obj/structure/bonfire/dense/prelit/Initialize(mapload)
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. = ..()
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return INITIALIZE_HINT_LATELOAD
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/obj/structure/bonfire/dense/prelit/LateInitialize()
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start_burning()
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/obj/structure/bonfire/prelit/Initialize(mapload)
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. = ..()
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return INITIALIZE_HINT_LATELOAD
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// Late init so that we can wait for air to exist in lazyloaded templates
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/obj/structure/bonfire/prelit/LateInitialize()
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start_burning()
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#undef BONFIRE_FIRE_STACK_STRENGTH
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