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Travis Update Finale: Unit Tests + SQL Validation (#13331)
* SQL Validation, the first of many * Initial test of the world loading * This was prefixed when it shouldnt have been :v * This also isnt a valid table * Escape time * Chmod * This **should** work * Oops * RUST gone bust * Please work * Why did I do this twice * I think I got it * Fixes AFK SS * AAAAAAAAAAAAAAAAAAAAAA * Fixes AI cam runtime * Cleanup * *screams* * Fare fixes * Removes un-needed stuff * I hope this works * chmoooood * SQL Version Unit Test * Failure test * Kinda ironic how I forgot this * Task failed successfully * Moves a global var around * Bump SQL version in travis * New test: SQL example DBconfig update * Lets test an invalid version * TASK FAILED SUCCESSFULLY * Programmatic maplist generation * Removes a duplicate check * Lets try this * What about this * hnnng * Lets just update BYOND
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@@ -6,7 +6,8 @@
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var/lootdoubles = 1 //if the same item can be spawned twice
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var/list/loot //a list of possible items to spawn e.g. list(/obj/item, /obj/structure, /obj/effect)
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/obj/effect/spawner/lootdrop/New()
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/obj/effect/spawner/lootdrop/Initialize(mapload)
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..()
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if(loot && loot.len)
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for(var/i = lootcount, i > 0, i--)
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if(!loot.len) break
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@@ -15,8 +16,8 @@
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loot.Remove(lootspawn)
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if(lootspawn)
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new lootspawn(get_turf(src))
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qdel(src)
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new lootspawn(loc)
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return INITIALIZE_HINT_QDEL
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/obj/effect/spawner/lootdrop/armory_contraband
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name = "armory contraband gun spawner"
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